Skin Dancing - an idea?

Da Boss said:
Skin Dancing V 3 :)
If a fighter subsequently attempts to engage a skin dancing enemy fighter or ship they must roll 5+ with the same effects of failure as a skin dancing fighter or ship - (note the roll of a 1 means that the fighter rams the ship that is being skindanced)! Success means that the fighter can either dogfight the enemy fighter (whihc is no longer counted as skin dancing) or attack the skin dancing ship as normal
Ummm, what?

If the CQ is unsuccessful but you messed up. Remain where you are on the table, you may be shot by the enemy, and can't fire any weapons yourself. You may still use defensive systems such as dodge, stealth and interceptors. Fighters may dogfight as normal if subsequently engaged.
Jeez! Remain where you are?! You can't Fire?! Just crash him and let him die with some dignity.

And, no. I don't yet have any good suggestions for penalties for failure at this time (other than just sticking with the crashing). But I seriously think you're all being too extreme (so long as you seem to be wanting to make an SD failure not result in automatic destruction o fthe ship).
 
Da Boss,

Just a thought to further clarify the wording of your SAs, you might want to specify "ships with the Fighter trait" rather than just say "fighters"

LBH
(Rules Lawyer to the masses)
 
well remain where you are with no firing probably is auto destruction of the ship without at least getting the pleasure of damaging the enemy too.
if a WS sits there it then has no dodge, and if its not firing either its pointless. like i said would prefer to end up the other side of the ship, after all you had to move towards it to even attempt so why would you remain where you are? and also why would it stop you firing? if you skindance you get to fire, if you fail you should still get to fire, after all it is differant crew members on WSs at least and on minbari style fighters the comp helps out too.
 
Hmm ok

@ Katadder - Actually I do state that you may still use dodge etc specifically - because you have moved and also therefore are not subject to the penalities etc for not moving..........
Am still thinking about the non firing thing..................see below

@LBH - thanks

@ Taren
Obviously I whave written it badly but I was trying to cover the possibility that having declared a skin dance attempt and succeeded - what would happen if someone then moved a fighter into contact with your ship / or fighter. I thought it was importnant to try and cover these oddities as much as possible as the vagueness of the present rule is one of its problems.

If you could fire - would it be Ok and if so would it be too good?

thoughts Gentlemen? :D
 
To be honest, I am starting to think that having failed a skindance attempt and still be able to fire, etc, may be too little punishment, considering how powerful a successful skindance is.
I think we may just want to leave it as a crash...
 
Why is it that skin dancing has two results? You do it, or you die in the attempt. Why not a third option? "Ooos, we're coming in at the wrong angle, veer off!" and lose fire because you are busy holding on for dear life.
 
Taran said:
To be honest, I am starting to think that having failed a skindance attempt and still be able to fire, etc, may be too little punishment, considering how powerful a successful skindance is.
I think we may just want to leave it as a crash...
Crash is too much penalty. If you have a 50% chance of losing your WS would you ever do it? I doubt many would. It also makes failing skin dancing an easier way of ramming - something that we specifically want to get rid of.
 
Skin Dancing V 4 - bit of thread necromancy as it is being used in our campaign and we need to make a decent rule before arguments begin in earnest........

CQ Check : 9 (fighters roll a D6 and succeed on a 5+)
Skin Dancing may be only be attempted by Blue Stars, White Stars, White Star II's, all Minbari fighters, Shials and White Star Fighters. This an exception to the rule that fighters can not attempt Special Actions

A ship may attempt to skin dance one other enemy ship by moving its base into conact with the enemy ships base. You may not skin dance against fighters.

Make an immediate CQ check (fighters roll a D6 and need 5+).

This roll is modified as follows:

The Target is a Space Station +2
If the target Ship has the Lumbering trait or is adrift / running adrift +1
If the target ship has Agile and/or Dodge trait or is SM -1

Each fighter on close escort will block one skindancing attempt by a fighter (they enter a dogfight) or give a -1 to the CQ check if against a ship.

Unsuccessful CQ check
If the Unmodified roll is a 1 your ship is destroyed as it ploughs into the hull of the target. (as per present rules). If a fighter or ship crashes into a ship this attack may not be intercepted but if a fighter is crashing, AF or AAF may be used. If crash is dodged the ship or fighter acts as if it had failed the CQ check - see below. If crash succeds - Roll 1AD with Double damage if a fighter and as many AD and Double Damage as starting damge if a ship.

If the CQ is unsuccessful the crafts remains in contact with the targeted ship in the same orientation. It may be shot by the enemy, and can't fire any weapons. You may still use defensive systems such as dodge, stealth and interceptors. Fighters may dogfight as normal if subsequently engaged.

Successful CQ check

If you succeed you have successfully skin danced and will remain in contact with the attacked ship for the rest of the turn - even if it moves. This movement can exceed the skin dancing ships normal movement. Place your ship in base to base contact with the target ship, retaining your original orientataion unless the target ship subsequently moves, in which case match its orientation.

If the targeted ship enters terrain, for instance an asteroid field, the terrain effects both vessels normally.

The targeted ship may not use Antifighter or Advanced Antifighter or Fire its own weapons on the skin dancing craft - although other ships may use weapons with either the precise or Accurate trait to target them. If a fighter subsequently attempts to engage a skin dancing enemy fighter or ship they must roll 5+ with the same effects of failure as a skin dancing fighter or ship - (note the roll of a 1 means that the fighter rams the ship that is being skindanced)! Success means that the fighter can either dogfight the enemy fighter (whihc is no longer counted as skin dancing) or attack the skin dancing ship as normal

The skin dancing ship may only attack the ship it is in contact with and may use any and all weapons, regardless of arcs. It ignores the targeted ships interceptor trait should it have it.

If the targeted Ship explodes add D6 AD to the attack roll for the explosion to simulate the diffiuclty of escaping the exploding at such close quarters.
 
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