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Quick and Dirty space combat rules for Star Wars
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2368869" data-attributes="member: 12332"><p>Last Thursday I decided I'd run a "quick little space combat" because I knew two players had been excited to try those rules out. I wasn't, not really. Not because of any fault in the rules, but because I hadn't wanted to make a focus of the game the flying about of ships ... they were to be used mostly for "Getting To Point B".</p><p></p><p>That and my players always have devious ways to use any vehicle. "So is it a DSP if I hit the Darksider with the speeder?" "Uh ..."</p><p></p><p>Anyway ... the battle took something on the order of two and a half hours. Four fighters vs. one ship ... the fighters were pretty cruddy, the Jedi ship pretty good ...</p><p></p><p>Missiles ... Oh God the Missiles ... a six ship combat quickly became a 12, 14, 16 ship combat as we had little missile trackers whipping back and forth and turning laboriously back and around and whipping past ...</p><p></p><p>I do like the multiple roles of crew in the RAW. The group had alot of fun running back and forth ... fixing systems, repowering the sheilds, firing the guns and firing missiles (they had the droid firing missiles ... and he was the MVP of that group. Proton Torpedos wreak absolute havok on small ships.) Piloting and maneuvering. </p><p></p><p>So I'd like to see those roles kept in this sort of system. I think this is the sort of system I really prefer to use, for myself ... the RAW are just way way too drawn out ... Move Actions, Standard Actions ... it's like a regular combat with ANOTHER regular combat running on top of it. </p><p></p><p>I'm not sure what to do with missiles. I was thinking maybe they start at Firing Range and have to close to Point Blank (which I'd add, for raming, as well) via these rules, then make an attack roll. If it misses it can attempt to make an additional attack roll the next round at -4 and then it's no longer tracked. Maybe just fire the missile, make an attack, if it misses it attacks again the next round at -4. May be a little too good. There was alot of running from missiles in our combat.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2368869, member: 12332"] Last Thursday I decided I'd run a "quick little space combat" because I knew two players had been excited to try those rules out. I wasn't, not really. Not because of any fault in the rules, but because I hadn't wanted to make a focus of the game the flying about of ships ... they were to be used mostly for "Getting To Point B". That and my players always have devious ways to use any vehicle. "So is it a DSP if I hit the Darksider with the speeder?" "Uh ..." Anyway ... the battle took something on the order of two and a half hours. Four fighters vs. one ship ... the fighters were pretty cruddy, the Jedi ship pretty good ... Missiles ... Oh God the Missiles ... a six ship combat quickly became a 12, 14, 16 ship combat as we had little missile trackers whipping back and forth and turning laboriously back and around and whipping past ... I do like the multiple roles of crew in the RAW. The group had alot of fun running back and forth ... fixing systems, repowering the sheilds, firing the guns and firing missiles (they had the droid firing missiles ... and he was the MVP of that group. Proton Torpedos wreak absolute havok on small ships.) Piloting and maneuvering. So I'd like to see those roles kept in this sort of system. I think this is the sort of system I really prefer to use, for myself ... the RAW are just way way too drawn out ... Move Actions, Standard Actions ... it's like a regular combat with ANOTHER regular combat running on top of it. I'm not sure what to do with missiles. I was thinking maybe they start at Firing Range and have to close to Point Blank (which I'd add, for raming, as well) via these rules, then make an attack roll. If it misses it can attempt to make an additional attack roll the next round at -4 and then it's no longer tracked. Maybe just fire the missile, make an attack, if it misses it attacks again the next round at -4. May be a little too good. There was alot of running from missiles in our combat. --fje [/QUOTE]
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