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Mass fleet combat rules?
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Madwand
Sub-Lieutenant
Sub-Lieutenant


Joined: 06 May 2009
Posts: 57

PostPosted: Sun Oct 31, 2010 3:48 pm    Post subject: Mass fleet combat rules? Reply with quote

Our group needs effective mass combat rules. Last session we had a large fleet battle with 2 of my frigates, a factory ship, and 12 starfighter squadrons up against 3 Pellaon-class Star Destroyers + TIEs and bombers. We "won" but it was a complex mess that wasn't much fun, especially for the GM and the other PCs who didn't get to command a fleet.

What we need is a system something like Exalted mass combat where a PC can "wear" his fleet like equipment, and rolls Command and Tactics to resolve situations, with bonuses for the quality of the fleet, etc.

Things the rules should take into consideration:
The quality of the fleet. Better weapons, fire control, armor, weapon selection, and pilot/gunner quality should all make a difference.
The quantity of the fleet. Numbers of starfighters in the game matters, as do the number of weapons any particular ship can bring to bear on an enemy.
Sensors matter. Being able to see your enemy before they see you is huge.
ECM and Stealth matter. It's possible to use sensor jammers to blind an enemy, and our fleet uses StealthX technology to dissappear too.
Our starfighters are generally better quality than the Empires, and use a pilot+gunner rather than just one pilot that has to suffer MAPs in order to do both. This has a definite impact.
We can jam enemy communications, while relying on a top secret technology to maintain our own communications. This denies the enemy the ability to use their own Command skills.
Our ships have very good armor and can bounce most shots off our hull. We are almost immune to starfighter-scale weaponry.
We DO use the "Power Control" rolls to transfer energy between ship systems.

All of these things, and others, should be accounted for, while still allowing other PCs do do their own thing and contribute in meaningful ways: for example, one PC in the fight took a bomber and boarded an SD by crashing the ship into the bridge. This sort of thing should be possible and useful.

And the entire fight should be possible without relying on a battlemap: this should all be resolved with a few round-by-round rolls in text-based chat, and allow us to create a good story as we go.

Any suggestions as to how we might be able to accomplish this? I realize this is all a tall order but it's needed for the health of our game.
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schnarre
Commander
Commander


Joined: 08 Oct 2007
Posts: 333

PostPosted: Sun Oct 31, 2010 4:05 pm    Post subject: Reply with quote

...My own take:

...Use of elements from Star Warriors, & the Star Wars Rules Companion.


From Star Warriors: use of only 2D on damage checks (roll of 12 automatically destroys an opposing fighter, for example), hull codes & weapon type, & the abstract method of Cap Ship combat (6 Hull points, roll of 6 on a 1D removes a Hull point, etc). Also the Star Destroyer gunnery chart is useful for determining what gets shot at our intrepid fighter pilots going after such a craft.

From the Rules Companion: the conversion charts from SW:TRPG to Star Warriors, the Capital Ship Combat rules (for the ship the PCs are on, naturally), & perhaps some of the Movement actions (such as with a successful Maneuver action an extra Speed action may be allowable) for Dramatically Appropriate moments (or simply a way for the PCs to demonstrate how well they use their craft)


...This has worked well for me in the past, though it might not be quite what you're looking for. Figured I'd post it though so you could see.
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