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Found 1 result

  1. Note: I use "simplified" perhaps incorrectly here.... This was brought up in / by the "Balanced Starships" thread. For my Star HERO campaign, I was trying to make somewhat simplified rules for doing ship-to-ship combat with minimal use of minis or maps, since weapon and engagement ranges in my setting can range from a few hundred meters out to several light-seconds (or, more, using guided missiles or munitions - if you don't mind waiting a few days for results :D) I had the idea to adapt the very simplified Air-to-air chase / follow rules, from the 6E APG page 190-ish, but replacing "chase" with "advantage." Basically, all pilots / helmsmen make Combat Piloting rolls as Skill vs. Skill contests. Faster ships (whether by acceleration or current actual velocity) have a bonus to this roll, I hadn't exactly finalized this but was thinking +1 per 10m of difference in base flight speed. Winners of the roll have "advantage" over the opposing craft, and get to fire first on their next phase regardless of comparative SPD or DEX values - like the block / counterstrike mechanics. Advantage also means you can increase / decrease range between the craft by the difference in their velocity. But even this simplified setup gets REALLY complicated and time-consuming at realistic velocities and ranges. Assuming you start just outside of weapons range, 1.2m KM or so, 10m difference in flight speed means you are increasing / decreasing range by a few thousand meters per action phase. Dozens of per-phase rolls to whittle down that range. ----- Example: Rogue Trader (SPD 2, DEX 8, Flight 20m x512) is trying to escape from two Federation Interdictors (SPD 2, DEX 12, Flight 30m x256) The interdictors get +1 to their Combat Piloting roll due to higher base flight speed (higher base meters of flight = higher acceleration), up until the Trader reaches a velocity the interdictors cannot (it has a higher cumulative flight total.) If the trader were moving at more than 30x256m velocity, it would get the bonus, instead. (+1 per doubling of velocity?) At the start of combat, it is assumed / determined that both ships are on similar vectors (both "in orbit") and similar velocities (10m x 128), but outside of weapons range. 1.2m KM. Trader rolls 10 on 16-, interdictors roll 8 and 11 on 15-. One interdictor has "advantage" on the trader, and chooses to do a non-combat burn to catch up, reducing range by 60x128m. The other loses the contest, and the Trader opts to increase range to that interdictor. ----- Eventually, ships get in weapons range. At this point, you start actually doing combat maneuvers, and I set up the following: Broadside: -0 to CP Roll. +2 OCV, 1/2 DCV. This maneuver sets your ship up for a broadside attack, but makes your own craft a large target. Can fire all weapons on one side ship facing, unless multiple targets exist on multiple facings. Evasive Maneuvers ("Dodge") (Abort, vs. all attacks): -2 to CP Roll. -1 OCV, +3 DCV. Interpose: (Block, Abort) -2 to CP Roll. +0 OCV, +0 DCV. Only to block fire aimed at other ships. This maneuver places your ship into the path of an attack aimed at another ship; you take the damage rather than the target ship. Minimum Aspect Ratio (Abort): -2 to CP Roll. +0 OCV, +5 DCV (vs. one attacker.) A maneuver designed to make your craft as small a target as possible. If not aborted to, can be used in conjunction with forward-firing weapon attacks. Overrun: -2 to CP Roll, +2 to next CP Roll; Full Phase Action. +2 OCV, -1 DCV. Increase / Decrease distance on a single target by current velocity difference. Can fire forward weapons during maneuver if chasing; rear-firing if being chased. Strafe Run: -0 to CP Roll; Full Phase Action. +1 OCV, +2 DCV. Unless multiple targets exist on multiple vectors, ship can only fire weapons from forward facing and one side-facing of ship; so long as initially facing target ship and making a turn during the maneuver, or turning to face a target ship. Stabilize and Fire for Effect: -0 to CP Roll, Full Phase Action; +2 OCV, 1/2 DCV. +2 to offset range penalty. This is "Set + Brace" for spacecraft, basically. Can only fire weapons from one ship facing, unless multiple targets available on multiple vectors. Underrun: -2 to CP Roll, +2 to next CP Roll; Full Phase Action. -1 OCV, +2 DCV. Decrease / increase distance between your craft and target craft by target craft's current velocity. Can fire forward weapons during maneuver if chasing; rear-firing if being chased. The bonus / penalty to the CP roll applies to the roll made to make the maneuver, and this roll is a skill vs. skill roll (success = you complete the maneuver and gain the CV and other benefits, but can still lose the contest.) Just looking for input and/or dire warnings on this. The one scene I did on RPOL worked well enough, but I didn't really get much player feedback, and it was a very small encounter (them running from a larger fleet) and thus limited testing.
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