This special action seems slightly overpowered, to be honest... especially for ships with either a big gun and a second batch of poor secondaries, or when ships are closing and you only have one long ranged weapon in range.
I think that it also slows the game down to a remarkable extent, I've seen 30+ dice being rolled to stop damage/crew loss rather frequently and if your opponent doesn't have many dice, it can take what seems like an age.
I was wondering if it would be a good idea to adapt it slightly to a non-dice based S/A, for example something like this:-
Close Blast Doors and Activate Defence Grid:
Your ship ignores every 5th point of damage and crew loss per weapon system attack this turn.
Example 1:
A G'Quan open fire at a Primus with it's port side batteries, the Primus has closed it's blast doors.
The Light Pulse cannon hit once, and after rolling on the hit table, it is a solid hit that causes one point of damage.
The Light Ion cannon hit 3 times, and after rolling on the damage table one bulkhead hit, one solid hit and a critical hit are recorded. The Narn player is lucky, and an additional 4 points of damage and crew are caused by the crit, a total of 6 damage and crew in total. One point is removed from this due to the blast doors, and 5 points of damage is caused by this attack.
Example 2:
A Sharkaan fires it's Improved Neutron Laser at a G'Vrahn that has closed it's blast doors, causing 6 hits.
After consulting the attack table, 4 solid hits and two critical hits are caused, dealing a total of 29 points of damage and 32 crew damage. The special action reduces this by (29/5=5) damage and (32/5=6) crew, and the Narn player ticks off 24 points of damage and 26 crew from the G'Vrahn.
Obviously this cuts the effect of CBD to a great extent (less than 1/5 of damage taken is blocked, rather than 1/3 on average), while still keeping it useful as a S/A. If you want to make it slightly more powerful, apply it to damage taken per turn, rather than per weapon system.
Thoughts?
I think that it also slows the game down to a remarkable extent, I've seen 30+ dice being rolled to stop damage/crew loss rather frequently and if your opponent doesn't have many dice, it can take what seems like an age.
I was wondering if it would be a good idea to adapt it slightly to a non-dice based S/A, for example something like this:-
Close Blast Doors and Activate Defence Grid:
Your ship ignores every 5th point of damage and crew loss per weapon system attack this turn.
Example 1:
A G'Quan open fire at a Primus with it's port side batteries, the Primus has closed it's blast doors.
The Light Pulse cannon hit once, and after rolling on the hit table, it is a solid hit that causes one point of damage.
The Light Ion cannon hit 3 times, and after rolling on the damage table one bulkhead hit, one solid hit and a critical hit are recorded. The Narn player is lucky, and an additional 4 points of damage and crew are caused by the crit, a total of 6 damage and crew in total. One point is removed from this due to the blast doors, and 5 points of damage is caused by this attack.
Example 2:
A Sharkaan fires it's Improved Neutron Laser at a G'Vrahn that has closed it's blast doors, causing 6 hits.
After consulting the attack table, 4 solid hits and two critical hits are caused, dealing a total of 29 points of damage and 32 crew damage. The special action reduces this by (29/5=5) damage and (32/5=6) crew, and the Narn player ticks off 24 points of damage and 26 crew from the G'Vrahn.
Obviously this cuts the effect of CBD to a great extent (less than 1/5 of damage taken is blocked, rather than 1/3 on average), while still keeping it useful as a S/A. If you want to make it slightly more powerful, apply it to damage taken per turn, rather than per weapon system.
Thoughts?