Moral and other Bonus as a Factor

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Akirapryde2006
10/13/15 08:33 PM
71.100.132.249

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Okay so while my example here is in regards of my Aegis II class warship, I find that this more of a general topic and could apply to any kind of large unit. Be it a Warship during construction phases or a Merc Unit.

What I am looking at is in regards to my crew. I have gone above and beyond the listed requirements for my warship as they are listed in the Battlespace Rule Set as found on page 75 (don't forget I don't own the Tactical Operations Book).

According to the rules:

"Crew requirements for JumpShips and WarShips differ slightly from those of DropShips. JumpShips and WarShip usually require a crew of two or three pilots, two to six engineers, and one or two secondary engineers per engineer. Each weapons bay requires two engineers or an engineer and a secondary engineer. A JumpShip also assigns at least four engineers or secondary engineers to the K-F Drive and two engineers or secondary engineers to the fusion plant and station-keeping drive. WarShips assign ten engineers or secondary engineers to their transit drive."

Okay so this if the actual rules within Battlespace Rule Set.

Here is what I have done:

Total Officers and Crew: 365

Bridge Crew: (5 Senior Officers, 3 Pilots, 6 Engineers, 12 Secondary) Total Bridge Crew 26

Gun Crews: (Nose: 6, Nose R/L: 10, Broadsides R/L: 36, Aft R/L: 10, Aft: 5 = 67 Mounts): 8 Officers (a Senior Officer per Firing Arc), 67 Gun Commanders (Junior Officers), 67 Engineers, 134 Secondary Engineers: Total Gun Crews 276

Engineering Staff: (K-F Staff: 2 Junior Officers, 4 Engineers; Fusion Plant: 2 Junior Officers, 2 Engineers; Transit Drive: 3 Junior Officers, 10 Engineers; Damage Control: 2 Junior Officers, 10 Secondary Engineers): 2 Senior Officers, 9 Junior Officers, 16 Engineers, 10 Secondary Engineers: Total Engineering Staff 37

Medical Staff and other Personal: 4 Senior Officers, 22 Support/Medical Personal

Because my WarShip is also a Carrier, I added a robust Flight Crew
Flight Deck Personal: (2 Deck Officers 76 Aerospace Pilots, 18 Small Craft Pilots, 24 AWAC Crews, 15 Dust Off Crews, 18 Refueler Crews, 47 Mechanics, 47 Technicians, 47 Engineer Specialists) Total Flight Deck Personal: 294 (Take note of the mechanical support teams for my Air Wing)

The Crafts carried aboard are:
4 Aerospace Fighter Wings (64 Aerospace Fighters)
2 Aerospace Recon Squadrons (12 Aerospace Fighters)
1 Small Craft Squadron (6 Small Craft, Including three BattleTexis)
1 AWAC Craft Squadron (3 Small Craft)
1 Medical Squadron (3 Small Craft)
1 Space Refueler Squadron (6 Refueler Small Craft)

To give my ship additional combat options such as boarding actions and resisting boarding actions I added 125 Naval Infantry to my ships crew.

To insure high moral on my ship, I have added one hundred each of Life Boats and Escape Pods. This means that I can evacuate the entire ships crew plus nearly 50% more.

So my question is, what effects would this have on my crew in combat or am I only adding Fluff?

Akira
Reiter
10/14/15 01:43 AM
66.87.131.88

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Fluff. Titanic was thought unsinkable and lacked enough boats, extra boats really have no difference while 50% would be over excessive. I do not know the rule, but would assume that morale would be calculated by a dice roll...everyone was partying on the Titanic until they realized it was a disaster, even being over prepared cannot predict all outcomes.
ghostrider
10/14/15 03:20 AM
98.150.102.177

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I would think placement of the pods/boats would do more for moral then excessive amounts.

The command having a life boat a piece, while there being none near the engine room or weapons bays would be an example to that.
I do think they would be in better morale knowing there was enough for all, but I think that would be less then thinking they could whip all other ships without an issue.

I don't know the aero side of the game, so wanted to let someone else answer it first. Though others would be helpful as well.
Akirapryde2006
10/14/15 06:19 PM
71.100.132.249

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Quote:
Reiter writes:

Fluff. Titanic was thought unsinkable and lacked enough boats, extra boats really have no difference while 50% would be over excessive. I do not know the rule, but would assume that morale would be calculated by a dice roll...everyone was partying on the Titanic until they realized it was a disaster, even being over prepared cannot predict all outcomes.



Okay point taken, I lowered the mount of my Life Boats and Escape Pods to 67 from 100. This means that we can get 102% of the ships crew off the ship.

What about the addition crew members. Would this have any effect in the over all moral of the ship during combat?
Reiter
10/15/15 01:53 PM
45.48.53.140

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I don't know what you are using, but I use an old copy of Heavy Metal Aero, unless the rules changed if you add more people for crew/steerage/passengers/infantry/battle armor on a whim it always tells you how many boats/pods you need. I would match that. I would assume it means you need the minimum required, but extra doesn't hurt if you are inclined to do so, so divide the total number of people on the ship by 5 tons rounding up for pods/boats and that is your number for the total capacity you wish.

I wouldn't stress out over morale or anything, deaths happen and random chance can destroy an entire section of a ship with a single shot (using a real world analogy). But don't go over board with it, high percentages are not necessary since a ship can only maintain a status factor for total number of crew + passengers, going over that limit is where you have a problem (like you decide to have a campaign and suddenly have to evacuate 50 passengers from a dropship about to explode, requiring you to make 2 jumps to an inhabited system to drop them off...then you would have issues but again, its not something to stress out over).
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