We have been playing round with B5, had a few games with this modification, seems to have promise.
The Dreadfleet rule seems to be helping big ships.
We are also trying to simply the weapons.
WORK IN PROGRESS
Get rid of the Crew Score, swap them with ships like the Explorer
Ships fired upon get Half AD from that arc back (Dread fleet rule but should give big ships a chance)
Weapons hit on 4+,5+ over half range, Secondary Targets -1 to hit
Boresight is the normal arc,
All Normal weapons have range 20
Mini Beam 24
Beams 30, hits get rerolled for more hits
Missiles/Torpedoes 30 (No Long range)
E mines, Treat as missiles that effect all within that area
Light Fighters 24" 2AD 2" Range 2+Dodge
Medium Fighters 20" 3AD 4" Range 3+Dodge
Heavy Fighters 18" 4AD 6" Range 4+Dodge
Super Heavy Fighters 16" 6AD 8"Range 5+Dodge
Fighters auto hit at point blank, Fire fighters in groups of 4
No Dogfight so just fire as normal
Give Int/AF 6 if escorting, die 1 d6
If a friendly fighter is fired through can try to intercept on 6 like escort if it likes, dies on a 1
Ignoring SAP,AP,Twinlink traits at the moment
Precise gives +1 to hit
Hull 6 ships are armoured, Bulkhead hits are 1-2, 3-5 normal 6 crit
Stealth is rolled per dice
AntiFighter & Interceptors, intercept /AF hit on a 6 (AF 4" range)
Advanced AF/Int 3 + on a 5+ (AF 5" range)
Slowly adding more SA's
Intensify defensive firepower - auto, Gives intercept & anti fighter on a 6 or +1 to the roll Half AD
Concertrate Firepower, CQ 8 +1 to hit, Secondary targets additonal -1
All Hands to deck, CQ7 Roll to fix all crits (usually repaired on CQ 8 test)
Come about CQ7
Crit chart
1-2 WEAPONS
1 POWER RELAYS DESTROYED - -1 SPEED
2 FUEL SYSTEM RUPTURED +1 -1 SPEED
3 MULTIPLE FIRES +2 -1 SPEED
4 THRUSTERS DAMAGED +2 -2 SPEED
5 FUEL SYSTEM RUPTURED +D6 REACTOR CRITICAL +1
6 ENGINES DISABLED +D6 SHIP ADRIFT
3 REACTOR CRITICALS
1 CAPACITORS DAMAGED +1 LOSE 1 RANDOM TRAIT
2 REACTOR GAS LEAK - NO SA
3 POWER FEEDBACK +2 -2 SPEED
4 REACTOR OVERLOAD +1 WEAPONS CRITICAL +1
5 REACTOR BREACH +D6 SHIP ADRIFT
6 REACTOR EXPLOSION +D6 NO SA, LOSE 1 RANDOM TRAIT
4 WEAPON CRITICALS
1 TARGETING SYSTEM DAMAGED +1 ALL WEAPONS LOSE 1AD
2 POWER DISRUPTED +1 ALL WEAPONS AT -1 PENALTY TO HIT
3 WEAPONS OFFLINE +2 1 RANDOM WEAPON SYSTEM CANNOT FIRE
4 WEAPONS CONTROL +1 ALL WEAPONS IN 1 RANDOM ARC CANNOT FIRE
5 POWER FLUCTUATIONS - EACH WEAPON NEEDS 4+ TO FIRE
6 AMMUNITION EXPLOSION +3 NO WEAPONS MAY FIRE
5 CREW CRITICALS
1 FIRE +1 TROOPS -1
2 MULTIPLE FIRES +2 TROOPS -2
3 SECONDARY EXPLOSIONS +1 DC AND CQ CHECKS AT -1 PENALTY
4 LOCALIZED DECOMPRESSION +3 -1 TROOPS, NO SA
5 CREW SHAKEN +D6 MUST ROLL 4+ BEFORE FIRING EACH WEAPON
6 HULL BREACH +D6 SKELETON CREWED
6 VITAL SYSTEMS CRITICALS
1 BRIDGE HIT +1 NO SA
2 SECONDARY EXPLOSIONS +D6 DAMAGE CONTROL AND CQ CHECKS AT -1 PENALTY
3 WEAPONS CONTROL +2 WEAPONS CRITICAL +1
4 ENGINEERING +3 CREW CRITICAL +1
5 REACTOR IMPLOSION +D6 LOSE 1 RANDOM TRAIT
6 CATASTROPHIC EXPLOSION +2D6 CRIPPLED
The Dreadfleet rule seems to be helping big ships.
We are also trying to simply the weapons.
WORK IN PROGRESS
Get rid of the Crew Score, swap them with ships like the Explorer
Ships fired upon get Half AD from that arc back (Dread fleet rule but should give big ships a chance)
Weapons hit on 4+,5+ over half range, Secondary Targets -1 to hit
Boresight is the normal arc,
All Normal weapons have range 20
Mini Beam 24
Beams 30, hits get rerolled for more hits
Missiles/Torpedoes 30 (No Long range)
E mines, Treat as missiles that effect all within that area
Light Fighters 24" 2AD 2" Range 2+Dodge
Medium Fighters 20" 3AD 4" Range 3+Dodge
Heavy Fighters 18" 4AD 6" Range 4+Dodge
Super Heavy Fighters 16" 6AD 8"Range 5+Dodge
Fighters auto hit at point blank, Fire fighters in groups of 4
No Dogfight so just fire as normal
Give Int/AF 6 if escorting, die 1 d6
If a friendly fighter is fired through can try to intercept on 6 like escort if it likes, dies on a 1
Ignoring SAP,AP,Twinlink traits at the moment
Precise gives +1 to hit
Hull 6 ships are armoured, Bulkhead hits are 1-2, 3-5 normal 6 crit
Stealth is rolled per dice
AntiFighter & Interceptors, intercept /AF hit on a 6 (AF 4" range)
Advanced AF/Int 3 + on a 5+ (AF 5" range)
Slowly adding more SA's
Intensify defensive firepower - auto, Gives intercept & anti fighter on a 6 or +1 to the roll Half AD
Concertrate Firepower, CQ 8 +1 to hit, Secondary targets additonal -1
All Hands to deck, CQ7 Roll to fix all crits (usually repaired on CQ 8 test)
Come about CQ7
Crit chart
1-2 WEAPONS
1 POWER RELAYS DESTROYED - -1 SPEED
2 FUEL SYSTEM RUPTURED +1 -1 SPEED
3 MULTIPLE FIRES +2 -1 SPEED
4 THRUSTERS DAMAGED +2 -2 SPEED
5 FUEL SYSTEM RUPTURED +D6 REACTOR CRITICAL +1
6 ENGINES DISABLED +D6 SHIP ADRIFT
3 REACTOR CRITICALS
1 CAPACITORS DAMAGED +1 LOSE 1 RANDOM TRAIT
2 REACTOR GAS LEAK - NO SA
3 POWER FEEDBACK +2 -2 SPEED
4 REACTOR OVERLOAD +1 WEAPONS CRITICAL +1
5 REACTOR BREACH +D6 SHIP ADRIFT
6 REACTOR EXPLOSION +D6 NO SA, LOSE 1 RANDOM TRAIT
4 WEAPON CRITICALS
1 TARGETING SYSTEM DAMAGED +1 ALL WEAPONS LOSE 1AD
2 POWER DISRUPTED +1 ALL WEAPONS AT -1 PENALTY TO HIT
3 WEAPONS OFFLINE +2 1 RANDOM WEAPON SYSTEM CANNOT FIRE
4 WEAPONS CONTROL +1 ALL WEAPONS IN 1 RANDOM ARC CANNOT FIRE
5 POWER FLUCTUATIONS - EACH WEAPON NEEDS 4+ TO FIRE
6 AMMUNITION EXPLOSION +3 NO WEAPONS MAY FIRE
5 CREW CRITICALS
1 FIRE +1 TROOPS -1
2 MULTIPLE FIRES +2 TROOPS -2
3 SECONDARY EXPLOSIONS +1 DC AND CQ CHECKS AT -1 PENALTY
4 LOCALIZED DECOMPRESSION +3 -1 TROOPS, NO SA
5 CREW SHAKEN +D6 MUST ROLL 4+ BEFORE FIRING EACH WEAPON
6 HULL BREACH +D6 SKELETON CREWED
6 VITAL SYSTEMS CRITICALS
1 BRIDGE HIT +1 NO SA
2 SECONDARY EXPLOSIONS +D6 DAMAGE CONTROL AND CQ CHECKS AT -1 PENALTY
3 WEAPONS CONTROL +2 WEAPONS CRITICAL +1
4 ENGINEERING +3 CREW CRITICAL +1
5 REACTOR IMPLOSION +D6 LOSE 1 RANDOM TRAIT
6 CATASTROPHIC EXPLOSION +2D6 CRIPPLED