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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 02, 2011 4:29 pm Post subject: Boarding Actions in Capital Ship Combat |
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This is something that has been nagging at me for a little while now. We know that boarding actions do occur in the SWU (it was practically the first scene), but there are no rules for performing a boarding action in-game apart from role-playing the whole scenario out. I'd like to see some rules for SW that would allow a pirate captain or military starship to engage in a board-to-capture action that doesn't necessarily involve RP'ing the boarding action round by round (or at the very least, would give the GM a measuring stick as to how challenging a boarding action is going to be before he initiates combat).
Battlefleet Gothic has relatively simple rules for boarding actions, having the two ships compare their remaining Hit points against each other to determine the status of the boarding action. However, BFG's Hit ratings for ships are based mostly on crew strength, which doesn't translate directly over to the Hull ratings of SWU Capital Ships.
What would be an equitable way to convert SW Capital Ship crew levels into a D6 rating to use for boarding actions? Factors would include crew numbers and quality, starship internal layout, morale...
Thoughts? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Wed Feb 02, 2011 5:02 pm Post subject: |
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So you want a number that adds in crew combat abilities (blaster, dodge, etc) of both sides as well as modifiers for crew size and ship capabilities (defenses, layout)?
There are mass combat rules out there that would take care of the combat portion. What about the rest? I guess you make modifier numbers for everything else.....? _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 02, 2011 9:08 pm Post subject: |
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jmanski wrote: | So you want a number that adds in crew combat abilities (blaster, dodge, etc) of both sides as well as modifiers for crew size and ship capabilities (defenses, layout)?
There are mass combat rules out there that would take care of the combat portion. What about the rest? I guess you make modifier numbers for everything else.....? |
I know there are, but those mass combat rules don't mix with the information provided by the existing starship stat templates. For a boarding action you need info on all the various skills involved, which crew has those skills, and which have them at lower levels (or not at all). Ultimately it becomes a mass calculation rule for every ship involved. I'm looking for a simple rule where you can gen up a Boarding Action Strength dice for a ship in under a minute, using maybe half a dozen factors, all gleaned from the existing WEG-style ship stat. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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