Jack wrote:I don't think even bounty hunters will be allowed to have armed ships - assault rifles for personal protection would be fine, but I think the Alliance will blow you to smithereens before even asking you why you have an armed tank or ship with weapons, especially since there are still disgruntled Browncoats around.
To the contrary, the Alliance delegates work; I think it is about licensing. The Orion class ship that I used above is explicitly an armed ship that non-military are permitted:
Orion Class Alliance Enforcement Craft (8)
Engines 10 Hull 6 Systems 8
Roughly the size of a Firefly class transport, these patrol craft are
quick and well armed. They are primarily used by Alliance-sanctioned
local law enforcement rather than the military. Those who fly these
ships will seek to disable targeted vessels with electromagnetic
pulse missiles and bombs rather than destroy them.
I think it is feasible that, with some of the best fast talkers in the 'Verse on board as well as legitimate licenses in the Captain's hand, that we could ask Antman for this.
That's supposing, of course, that we are remaining legit in that regard and the Alliance has full record of what we're doing. (Under ship #4, or #3 with Built for Stealth and a registered EMP).
(For the "still browncoats around" argument, I think that is explicitly WHY all these options are explicitly in the book for players to use. Out on the Rim, lots of stuff is possible and the Alliance can't reach.)
If we're using the Off the Grid distinction (which was your first choice) then the Alliance doesn't have the records of what we have, anyway. (Applies to ships #1, #2, and maybe #3.) We could hide the EMP wiring (because the paperwork on it keeps getting lost) or try to convince a nosy Alliance inspector that we do have notarized copies of the submitted paperwork, which somehow just got lost.
Personally, I like the hybrid with the EMP (#1), or the Defanged Tiger Orion (#3). I like EMP as our main offensive asset. If we're now coalesced around the A-Team model, then I DO like keeping the Off the Grid option.
Jack wrote:Does Milly and Edmund need shuttles of their own, meaning we need a 3rd shuttle as a lifeboat?
Milly: interstellar, very fancy?
Edmund: interstellar, stealthy?
Lifeboat: short range, able to enter and leave atmo?
We'll definitely need a forklift, and possibly a little trailer like the mule had on the show.
(p. 211)
If ’n your ship don’t have a Signature Asset, that don’t
mean it’s lacking—that area’s just not an important part of
your boat.
I'd assume that we have things like the mule, shuttle, and forklift as standard background items (particularly standard on a Kintsugi) and that we therefore can create them freely during the story as regular assets whenever we need them.
You're looking at this asset?
Shuttles (d8)
Every captain knows that having an extra shuttle or two is handy
in a pinch and can provide some extra cash to those who can
afford the rent. Ship hulls are measured and then modified to fit.
Is "more shuttles than the average of this ship type" a key characteristic? Could be, and would make sense. How many shuttles is Antman going to let us have in the "normal" realm? Are our shuttles special?
What I don't know is: what kind of ship rolls would we toss a
d8 Shuttles into? I see it as an enabler for a story - we're taking the Mule, Hovercraft, Shuttle, or Motorcycles on this adventure
instead of the ship. I'm not sure when it is rolled as an asset
of the ship. By the description, it sounds like you're going to use it for social/rental/cash-generating rolls, like "fancy quarters" that we rent to NPC passengers. That's not something I see us ever doing.