Flattened Sphere
SOC-5
Hi all ... I've not been around for a while.
Last time I was around, I engaged in a few discussions on just how Broken High Guard rules for starship construction and combat are, and what needs to be done to fix them.
I've been experimenting with a number of tweaks ... most of which fix one thing, only to break something else.
BUT ... I think I'm reaching a viable alternative set of workable rules. Purists won't like 'em. But I'll be happy to share them (once I've fully written them up) so that open-minded enthusiasts can give them a go and see how they like them.
Here are some of the key adjustments:
(1) end to the unlimited supply of missiles and sand canisters: you need to put in a magazine to hold them, and this takes up ship space
(2) restrictions on how much armour you can put on smaller ships (sliding scale, becoming more generous at higher TLs) so you don't have these 1000 ton ships that simply can't be touched by anything other than massed missile batteries or spinal weapons
(3) the "to hit" size modifiers become 0, +1, +2, +3 and +4 so that hits are more readily registered, making combats shorter and sharper, and meaning that encounters between small, agile ships with their weapons grouped into smaller batteries don't become total stalemates. I am also contemplating adjusting the agility DM, but need to see how this plays out first.
(4) spinal weapon potency adjusted. Instead of one roll to hit and penetrate and then umpteen rolls on the damage table if they do hit, they get umpteen attempts at a hit, and each hit that penetrates gets one roll. So instead of going turn after turn after turn and then landing a single crippling blow, they are doing steady work of degading the enemy.
(5) Failure to penetrate the meson screen doesn't kill the meson hit altogether - it just means the meson screen's factor is added as a DM to the damage roll. Failure to penetrate the configuration does kill it, however.
(6) Reduction in additional rolls for armour is one per two factors of armour, rather than one per factor, so those big particle accelerators aren't quite so impotent against heavily armoured ships
(7) Reduction of critical hits by over-size weapons is one per factor of armour, not one per two factors, but so that there will always be at least one critical hit. This makes hits by oversize weapons more survivable, whilst still ensuring that they make a nasty dent.
(8) Armour DOES reduce critical hits by oversize meson guns. The rationale is that these critical hits are the result of the additional shock of being shaken about by a massive blast (think depth charges and submarines), and armour is about improving the structural integrity of the ship. This logically would reduce the additional damage done by the shock of the blast, irrespective of whether the blast was inside or outside the ship.
(9) A requirement for additional life support supplies to be carried (and tonnage to be allocated to them) on ships intended for prolonged cruises away from their bases (or, alternatively, the provision of support ships to bring them these supplies); with rules of half rations and its effect on fighting efficiency when a ship finds its supplies running low for any reason.
(10) Command and control rules to give some greater prominence to the Fleet Tactics skill.
(11) "Fuel Tanks Shattered" and "Hangar/Boat deck destroyed" have been switched, so that Fuel Tanks Shattered is a critical hit result not a standard internal explosion result.
Additionally, I've tweaked a few of the tables to correct some anomalies that look like they were unintended.
Like I say, I don't think the total package will be to everyone's liking; but if you'd like to give it a whirl and would like a copy of my revised rules, let me know.
Last time I was around, I engaged in a few discussions on just how Broken High Guard rules for starship construction and combat are, and what needs to be done to fix them.
I've been experimenting with a number of tweaks ... most of which fix one thing, only to break something else.
BUT ... I think I'm reaching a viable alternative set of workable rules. Purists won't like 'em. But I'll be happy to share them (once I've fully written them up) so that open-minded enthusiasts can give them a go and see how they like them.
Here are some of the key adjustments:
(1) end to the unlimited supply of missiles and sand canisters: you need to put in a magazine to hold them, and this takes up ship space
(2) restrictions on how much armour you can put on smaller ships (sliding scale, becoming more generous at higher TLs) so you don't have these 1000 ton ships that simply can't be touched by anything other than massed missile batteries or spinal weapons
(3) the "to hit" size modifiers become 0, +1, +2, +3 and +4 so that hits are more readily registered, making combats shorter and sharper, and meaning that encounters between small, agile ships with their weapons grouped into smaller batteries don't become total stalemates. I am also contemplating adjusting the agility DM, but need to see how this plays out first.
(4) spinal weapon potency adjusted. Instead of one roll to hit and penetrate and then umpteen rolls on the damage table if they do hit, they get umpteen attempts at a hit, and each hit that penetrates gets one roll. So instead of going turn after turn after turn and then landing a single crippling blow, they are doing steady work of degading the enemy.
(5) Failure to penetrate the meson screen doesn't kill the meson hit altogether - it just means the meson screen's factor is added as a DM to the damage roll. Failure to penetrate the configuration does kill it, however.
(6) Reduction in additional rolls for armour is one per two factors of armour, rather than one per factor, so those big particle accelerators aren't quite so impotent against heavily armoured ships
(7) Reduction of critical hits by over-size weapons is one per factor of armour, not one per two factors, but so that there will always be at least one critical hit. This makes hits by oversize weapons more survivable, whilst still ensuring that they make a nasty dent.
(8) Armour DOES reduce critical hits by oversize meson guns. The rationale is that these critical hits are the result of the additional shock of being shaken about by a massive blast (think depth charges and submarines), and armour is about improving the structural integrity of the ship. This logically would reduce the additional damage done by the shock of the blast, irrespective of whether the blast was inside or outside the ship.
(9) A requirement for additional life support supplies to be carried (and tonnage to be allocated to them) on ships intended for prolonged cruises away from their bases (or, alternatively, the provision of support ships to bring them these supplies); with rules of half rations and its effect on fighting efficiency when a ship finds its supplies running low for any reason.
(10) Command and control rules to give some greater prominence to the Fleet Tactics skill.
(11) "Fuel Tanks Shattered" and "Hangar/Boat deck destroyed" have been switched, so that Fuel Tanks Shattered is a critical hit result not a standard internal explosion result.
Additionally, I've tweaked a few of the tables to correct some anomalies that look like they were unintended.
Like I say, I don't think the total package will be to everyone's liking; but if you'd like to give it a whirl and would like a copy of my revised rules, let me know.