Alternative Deepnight Revelation Ships Those of you who have participated in the Deepnight Revelation kickstarter might know me as the guy who makes editing and editorial remarks long enough to require two posts on this and other Mongoose kickstarters. I've certainly had some strong opinions on the ship designs presented therein, including the titular ship. But on my own "practice run" (or solo campaign, whatever you want to call it) of the campaign, or at least the fist several months of it, which barely crosses the Imperial border, I've noticed some operational issues, beyond my rant about not enough fuel processors on the big ship to keep up the pace. This involves the secondary vessels, which in this campaign includes eight 200-ton scouts, 16 60-ton pinnaces and 20 20-ton utility boats. Once the changes required to conform with High Guard rules are all made, they are all usable vehicles, and the campaign is playable as is, but for my purposes I'm g...
This is about the level of detail a subsector deserves: map, data, a summary article, 4 or so worlds in varying detail and a couple of related articles about government, ships or races. I'll at least put out the map and data for the rest of the sector over the next few weeks, plus what articles I complete. And yes, the deck plans for the Viper are done in Excel. The Beyond Subsector A: Mapepire System Data Hex Name UWP Remarks {Ix} (Ex) [Cx] N B Z PBG W A Stellar ---- -------------------- --------- ------------------------ ------ ------- ------ ...
Deepnight Alternative Secondary Vessels: Part Two - smallcraft Deepnight Revelation carries a total of three dozen smallcraft: 20 20-ton utility boats and 16 60-ton pinnaces. I don't care for them much, so here are mine. General comment: None of the original smallcraft were armed. I mean, I'm not expecting a fleet of fighters here, but we are going off in unexplored space facing a potential hostile entity, and that's just the main mission. So at least give them a fixed mount and put a laser on it. First, the utility boat. I did a smallcraft for The Beyond called the Mule, an overly equipped do-it-all tiny craft that I thought was a lot of fun. For Deepnight, I've made a variation of that design, a little less extreme, but usable for all the odd jobs in and around the main ship. My issues with the boat in the campaign are numerous: Aerofins are a 5% luxury it doesn't need; it doesn't have enough cargo capacity to carry any of the vehicles...
Comments
Post a Comment