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Gathur Cadet
Joined: 15 May 2011 Posts: 8
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Posted: Thu Aug 02, 2012 1:29 pm Post subject: |
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Great
Fire Combat Chart
Range Base Difficulty
Short 6
Medium 8
Long 10
Not sure for point blank though but my guess is 4...
Cheers
Gathur |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Aug 02, 2012 1:55 pm Post subject: |
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Thanks, that helps a lot!
BTW, Considering that this is for mulit-ship battles would people prefer to use a damage system like in the RPG and milirules (with Lt/Hvy/Severe damage) or use pips/hit points like they did in the Rules Companion?
The advantage of the latter is that we could use the difference between the damage and the soak roll as the number of "hits" against the ship. THese could then be assigned to engines, shield generators, fire control, etc. reducing the affected system by 1 per "hit". Each ship would only be able to take about 10 Points of damage total before being disabled. This might be easier and faster to keep track of the ships and damage this way.
I figure that with either method, whatever tables we do need should be on the ship data sheets, so we don't have to look at the books or any rules much during play. |
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Gathur Cadet
Joined: 15 May 2011 Posts: 8
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Posted: Fri Aug 03, 2012 4:42 am Post subject: |
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I prefer the second method since then many smaller ships can easier take out a bigger ship due to a hit point system.
BTW is it possible for many star fighters to take out one SSD? If memory serves SSD Executor went down due to star fighters.
Cheers
Gathur |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Fri Aug 03, 2012 9:11 am Post subject: |
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Gathur wrote: | I prefer the second method since then many smaller ships can easier take out a bigger ship due to a hit point system. |
It will be just es easy to damage a ship with either method-ships still resist with their Hull. But since I got rid of scaling (see below) starfighters can damage and destroy Capital ships.With the second method, if the target gets a 10 soajk, the attacker must do must do at least 10 points of damage to have a significant effect.
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BTW is it possible for many star fighters to take out one SSD? If memory serves SSD Executor went down due to star fighters. |
Yes it is. What I did was treat a squadron of fighters as a single big ship. Damage to squads represents ships lost resulting in reduced effectiveness. It's a gross simplification, but it should work for this type of game, and allows me to ditch scaling. With squads most the modifers can cancel out. |
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Bigkrieg Sub-Lieutenant
Joined: 20 Jun 2011 Posts: 69
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Posted: Thu Aug 16, 2012 11:57 am Post subject: |
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I have only had a few large scale space battles. I usually predetermined the outcome. If the players were able to help in some big way, come up with a good plan, or have some other way to influence the outcome, I allowed it. Otherwise the battle went as i wanted it to go to advance the story.
I have also used tactics quite a bit in larger battles which seemed to work well. |
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