I think I'm going to cross the lines to HG (in a modified form). Simply enough, I was using LBB2 with many HG grafts; also, I just realized that for any ship for more than, say, 400 dtons, LB2 combat is going to DRAG ON, with each weapon having to roll to-hit on its own!
However, I'm probably going to use Sigg Oddra's PC-Level Rules for the smaller ships.
So here aremy comments and questions:
1) IMHO the power plant cost and tonnage should be considered as incorporating the minor ion or grav thrusters used for stationkeeping on driveless ships (i.e. spacestations).
2) P.27/unrefined fuel and misjumps: What rules govern a misjump? LBB2 as-is? Or do LB2 scout/military ships would be HG ships with fuel refineries?
3) P.29 says that additional armor may be added to planetoids (which have their own "natural" armor of 3 or 6). How is the tonnage and cost of this addition calculted?
4) How important is acceleration (Gs) in straight HG combat? I get the feeling that Agility is far more relevant.
5) Why is the "fastest fleet" (p.39/Initiative) determined according to Agility rather than Acceleration?
6) Can weapons fire both defensibly AND offensibly in the same turn (different players' phases)?
7) Boarding should be possible, ofcorse, if all enemy ships have been disabled, even if they are all in the short range.
8) The Gunnery skill should effect (straight HG) ship combat as well. If PC (or a "distinct" NPC, i.e. one with definite skills) mans a gun, substract one from her Gunnery skill and divide the remainder by two; the result (rounded down) would be applied as a +DM to hit.
9) The appropriate skill of the (chief?) engineer should effect damage control. If PC (or a "distinct" NPC, i.e. one with definite skills) is that engineer, substract one from her relevant skill and divide the remainder by two; the result (rounded down) would be applied as a +DM to the damage control roll.
10) May more than one attempt (in a later combat turn or after combat) be done to repair the same damage to the same system? In other words, what is the effect of failure in damage control?
However, I'm probably going to use Sigg Oddra's PC-Level Rules for the smaller ships.
So here aremy comments and questions:
1) IMHO the power plant cost and tonnage should be considered as incorporating the minor ion or grav thrusters used for stationkeeping on driveless ships (i.e. spacestations).
2) P.27/unrefined fuel and misjumps: What rules govern a misjump? LBB2 as-is? Or do LB2 scout/military ships would be HG ships with fuel refineries?
3) P.29 says that additional armor may be added to planetoids (which have their own "natural" armor of 3 or 6). How is the tonnage and cost of this addition calculted?
4) How important is acceleration (Gs) in straight HG combat? I get the feeling that Agility is far more relevant.
5) Why is the "fastest fleet" (p.39/Initiative) determined according to Agility rather than Acceleration?
6) Can weapons fire both defensibly AND offensibly in the same turn (different players' phases)?
7) Boarding should be possible, ofcorse, if all enemy ships have been disabled, even if they are all in the short range.
8) The Gunnery skill should effect (straight HG) ship combat as well. If PC (or a "distinct" NPC, i.e. one with definite skills) mans a gun, substract one from her Gunnery skill and divide the remainder by two; the result (rounded down) would be applied as a +DM to hit.
9) The appropriate skill of the (chief?) engineer should effect damage control. If PC (or a "distinct" NPC, i.e. one with definite skills) is that engineer, substract one from her relevant skill and divide the remainder by two; the result (rounded down) would be applied as a +DM to the damage control roll.
10) May more than one attempt (in a later combat turn or after combat) be done to repair the same damage to the same system? In other words, what is the effect of failure in damage control?