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Rogue Trader House Rules
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Moderator: FFG Andy FischerFFG DanielCFFGMarkFFG_Sam StewartGeckoMack MartinmauglirThe Spaniardynnen Topics: 309 | Posts: 2916
Getting around a ship 5km long.
Published on 05 October 2011 - 23:14:08
Page 2 of 2 (26 messages) « First page... 1 2
Reply #16 | Published on 25 August 2012 - 17:23:30

Turbolifts. Clearly.

"It's never too late to panic."
~ Popular Valhallan folk saying

Since so many seem to have trouble understanding Technology, Machine SpiritsMechanicus: Link.

Reply #17 | Published on 25 August 2012 - 20:13:56
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We use a mixture.

The main passage along the spine of the ship has both a train (for VIPs like PCs and security forces) as well as moving walkways. There are cycle rikshaws - capable of transporting up to 4 passengers (or less with cargo) - for other areas.

Reply #18 | Published on 28 August 2012 - 09:11:04

Things my RT group has used to get around their ships in various games and at various points:

Segways

Tandem bicycles

A log flume

A man called George who was equipped with two halves of coconuts

Pegasus and Charlie the Wonder Horse (two mutant/cyber flying horses)

 

To be honest by the standards of my group their transport options are fairly tame…..  

Without Signature
Reply #19 | Published on 31 August 2012 - 18:23:16

My RT's ship, a chaos-stolen maze of a ship, is essentialy Venice is Space.  Which means no passages large enough for moterized traffic (other then the occational moterbike).  Needless to say, nobody gets anywhere quickly.  Which is why there are agility checks to see how many 1/2 hour rounds it takes for a character to arive where their going.

Or you can ask the Teleportarium for a shortcut - but that's risky.

A ship at sea is its own world. To be the captain of a ship is to be the unquestioned ruler of that world and requires all of the leadership skills of a prince or minister.

Col. Corazon Santiago
"Leadership and the Sea"

Reply #20 | Published on 02 September 2012 - 22:34:17
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Bron said:

Things my RT group has used to get around their ships in various games and at various points:

Segways

Tandem bicycles

A log flume

A man called George who was equipped with two halves of coconuts

Pegasus and Charlie the Wonder Horse (two mutant/cyber flying horses)

 

To be honest by the standards of my group their transport options are fairly tame…..  

I want to play in this group.

I pretty much pictured the ship like Pillar of Autumn. with the main hallway big enough for vehicle traffic, although for the most part its just walking. Or more likely for the crew, running, to keep them in shape. 5k isnt that long, and the chance of anyone needing to go from bow to stern fast is low.

Without Signature
Reply #21 | Published on 20 October 2012 - 00:59:56
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Get the Vaulted Ceilings upgrade from RT: Into the Storm and drive around in Chimera or Rhino APCs. Show all those naysayers who said that a Mechanized Infantry regiment was a poor choice for deep space combat.

Without Signature

Reply #22 | Published on 08 November 2012 - 15:16:57
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If you've already got high, open ceilings, then why not go whole hog and bring your hoverbike, thus making every trip to the donut shop reminiscent of the Endor chase?

Without Signature!!

Reply #23 | Published on 23 November 2012 - 16:08:46

One of my players managed to purchase enough combat bikes to outfit all the players and all the security forces on his ship… they use those… and elevators.

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Reply #24 | Published on 30 November 2012 - 20:50:52
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New supplemental component time I think for that, some good idea's.

Power requirement, Space required, bonus to putting out fires and reduction in crew lost during depressuriation's.

 

You just know some Captain is out their playing servitor pin bowlings everytime they go to the lower decks but for cramped ships you just can't beat crowd surfing I think.

Without Signature
Reply #25 | Published on 12 December 2012 - 10:36:43

My ships have generally either been ex-naval vessels (in RT) or Inquisitorial ships (In DH) and so have had good technology. Key points on the ship will have elevators between them and exceptionally big sections of the ship (such as the main spine, gun decks etc) will have some kind of tram or mono-rail in place. The outer, bulky areas of the ship will have a plethora of access corridors, crawlspaces and ladders for the ratings to scamper about betwen decks and across levels.

Basically the bridge, command deck, officers quarters, main engineering deck, hangar deck and any purchased components of the ship (trophy rooms, librariums etc) wil be accessible through convenient mass transit systems. On the other hand if the players hear about Joe Blogs down in Aft bilge deck - level 17 running an illegal gambling then they are in for a long trip to go see him.

"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."

Reply #26 | Published on 24 January 2013 - 23:14:07
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Depending on our ship at the time it ranges from elevators to mag-lev trains.

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