am i missing something *(space combat)

I echo most of the statements made so far.

Last night, I had a freighter my players were on attacked by Raiders. Since the ship has Armour 15, and each Raider Delta-V (there were six, to give them at least a decent chance of doing some damage) has an Offence of 4, it needs at least 4 hits in the same round to get at least one point of damage in. Even though I gave the Raiders 2 rounds to prepare and get the wing up, at Pilot+6 (I was using the standard Raider line) this took them a while. After that, they best they managed before the freighter got away was two hits in one round.

Some of the rules modifications proposed by Madbiologist sound well suited to solve some of these problems, though (Armour Degradation sounds like a particularly good idea).

Rainer
 
I use a varient of the armor degradation rules. I subtract one from the armor for every five hits of damage inflicted by the weapon, with one further point of armor lost for every level of success achieved on the attack roll (success levels come from the CODA rules system used in the Star Trek and Lord of the Rings games by Decipher that I use for the base rules of my game, although I do use the B52E rules for ship combat).
Still the one fifth + success amount came from a posting here before B52E was released. I forget who described the system, but that was described as the way the rules were going to work, and when the rules came out and that was not in them I just used it anyway because I liked the way it allowed smaller ships to whittle away a larger ships armor. All they had to do was survive.
I do like madbiologists rule for splitting the damage though. I will institute it next gaming session, which just happens to be the first session we will be having a space battle with the new rules.
 
aelius said:
I use a varient of the armor degradation rules. I subtract one from the armor for every five hits of damage inflicted by the weapon, with one further point of armor lost for every level of success achieved on the attack roll (success levels come from the CODA rules system used in the Star Trek and Lord of the Rings games by Decipher that I use for the base rules of my game, although I do use the B52E rules for ship combat).
Still the one fifth + success amount came from a posting here before B52E was released. I forget who described the system, but that was described as the way the rules were going to work, and when the rules came out and that was not in them I just used it anyway because I liked the way it allowed smaller ships to whittle away a larger ships armor. All they had to do was survive.
I do like madbiologists rule for splitting the damage though. I will institute it next gaming session, which just happens to be the first session we will be having a space battle with the new rules.

found this work with the following,

1) Maximum armour damage from a hit roll is equal to the offence of the attack for a target that the same size you are
2) Half this armour damage for each ship size great the target is over you. Or double the damage for each size class small then your ship

stops fightering out battleships to one shot, and inable that 3 pts gun to to effect fighters
 
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