I have found that ships with the adapitve armour trait complicate the game mechanic.
I am used to marking of hits as they are taken. This makes life relatively simple, particularly if there ar a number of critical hits, but because the damage and crew losses from all the dice of a single weapons system (including the effects of critical hits) must be calculated before any losses can be recorded this is not a viable approach for a target with adaptive Armour.
If no-one else finds this then please feel free to ignore this post.
The aim of the following suggestion is to simplify the game mechanic (by allowing hits to be marked off as the dice or rolled) while retaining the effects of this trait.
Damage and crew hits (both totals and threshholds) for ships with this trait should be doubled; as should any self reparing trait.
The trait should read
The entire hull of the ship compries of .... repel the worst of most attacks. {quoted from the originial rule book} This has been taken into account in the damage and crew stats for this vessel. As a result ships loosing this trait (e.g. through crippling or critical hits) immediately loose half their remaining damage, crew points and thresholds (rounding up the loss). Any Self repairing trait is also halved. If this trait is ever regained double the remaining damage, crew points and thresholds. Any Self repairing trait is also doubled.
Campaign rules should allow hits (both crew and damage) to be repaired at half the normal RR cost.
I belive that this mimiics the actual effect of Adaptive Armour but only requires arithmatic on the relatively rare occasions when the Adaptive Armour Trait is lost or gained rather than in the far more common event of the ship being damaged.
I am used to marking of hits as they are taken. This makes life relatively simple, particularly if there ar a number of critical hits, but because the damage and crew losses from all the dice of a single weapons system (including the effects of critical hits) must be calculated before any losses can be recorded this is not a viable approach for a target with adaptive Armour.
If no-one else finds this then please feel free to ignore this post.
The aim of the following suggestion is to simplify the game mechanic (by allowing hits to be marked off as the dice or rolled) while retaining the effects of this trait.
Damage and crew hits (both totals and threshholds) for ships with this trait should be doubled; as should any self reparing trait.
The trait should read
The entire hull of the ship compries of .... repel the worst of most attacks. {quoted from the originial rule book} This has been taken into account in the damage and crew stats for this vessel. As a result ships loosing this trait (e.g. through crippling or critical hits) immediately loose half their remaining damage, crew points and thresholds (rounding up the loss). Any Self repairing trait is also halved. If this trait is ever regained double the remaining damage, crew points and thresholds. Any Self repairing trait is also doubled.
Campaign rules should allow hits (both crew and damage) to be repaired at half the normal RR cost.
I belive that this mimiics the actual effect of Adaptive Armour but only requires arithmatic on the relatively rare occasions when the Adaptive Armour Trait is lost or gained rather than in the far more common event of the ship being damaged.