I don't like ship combat. I love ship design and character design, world design - but hate LBB2 space combat. I'm currently testing a fast play system that runs like this:
Ships have Hull points, 1 per 20 tons. A Hull/Cabin hit on the LBB2 damage table reduces Hull points by 1, when reduced to 0, every successful hit rolls on LBB2 Critical hit table.
Compare the ships. If a ship beats its rival in a category, give it a tick. Total up the ticks at the end. Here are the categories:
1) computer size
2) G number
3) Pilot skill
4) Average Gunner skill
5) No. of lasers
6) No. of missile racks
7) No. of sandcasters
For each turn in space combat, both ship's players roll a number of D6 equal to the ticks they have. Look at each die. The player with the highest individual die roll hits his opponent. A draw means no ship was hit. Move to the next turn.
Damage on the LBB2 tables can reduce ship qualities and capabilities, perhaps removing some of those ticks (and therefore dice in the next turn).
It seems to work OK, fighters don't stand a chance, but I don't want them in my game anyway.
Ships have Hull points, 1 per 20 tons. A Hull/Cabin hit on the LBB2 damage table reduces Hull points by 1, when reduced to 0, every successful hit rolls on LBB2 Critical hit table.
Compare the ships. If a ship beats its rival in a category, give it a tick. Total up the ticks at the end. Here are the categories:
1) computer size
2) G number
3) Pilot skill
4) Average Gunner skill
5) No. of lasers
6) No. of missile racks
7) No. of sandcasters
For each turn in space combat, both ship's players roll a number of D6 equal to the ticks they have. Look at each die. The player with the highest individual die roll hits his opponent. A draw means no ship was hit. Move to the next turn.
Damage on the LBB2 tables can reduce ship qualities and capabilities, perhaps removing some of those ticks (and therefore dice in the next turn).
It seems to work OK, fighters don't stand a chance, but I don't want them in my game anyway.
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