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Running a starship combat
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<blockquote data-quote="Tigerlil" data-source="post: 6312446" data-attributes="member: 73205"><p>Hehe yes, it probably can't be written often enough, should be in all combat sections of all books <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>Ive now personally finished designing a small armada of space ships so can start playing some space battles.</p><p>To spice things up a little bit more I've expanded on the advanced shield rules a little:</p><p>1: whatever power you didn't use for moving can be diverted to shields "divert all power to shields!"</p><p>2: shields have a Vulnerability and a resistance. (Need better words that don't clash with other rules terms)</p><p>-if a shield is hit by a weapon it's vulnerable to follow normal shield deterioration rules (-1 shield). If the ships shield value is 0, but was shielded because of speed diversion to shields, you loose speed instead (ouch)</p><p>-resistance to a damage type doubles all shield values.</p><p></p><p>The human fleet that I've designed use deflector shields: Vulnerable to impact, resist heat.</p><p>the normal human weapons are all impact, and torpedoes/nukes (limited but higher damage) are heat.</p><p></p><p></p><p>My theory is that this will make choosing which weapons to fire and how much to move will have some tactical choices instead of just fireing everything. Also it will make sensor operators much more valuable.</p><p>"Their shields are down captain, launch torpedoes?"</p><p></p><p></p><p>Now to design the enemy ships: A bioship armada from the shadow dimension (tyranid from 40k like)...now that's going to be a challenge to the system which is all based around engines <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Tigerlil, post: 6312446, member: 73205"] Hehe yes, it probably can't be written often enough, should be in all combat sections of all books :p Ive now personally finished designing a small armada of space ships so can start playing some space battles. To spice things up a little bit more I've expanded on the advanced shield rules a little: 1: whatever power you didn't use for moving can be diverted to shields "divert all power to shields!" 2: shields have a Vulnerability and a resistance. (Need better words that don't clash with other rules terms) -if a shield is hit by a weapon it's vulnerable to follow normal shield deterioration rules (-1 shield). If the ships shield value is 0, but was shielded because of speed diversion to shields, you loose speed instead (ouch) -resistance to a damage type doubles all shield values. The human fleet that I've designed use deflector shields: Vulnerable to impact, resist heat. the normal human weapons are all impact, and torpedoes/nukes (limited but higher damage) are heat. My theory is that this will make choosing which weapons to fire and how much to move will have some tactical choices instead of just fireing everything. Also it will make sensor operators much more valuable. "Their shields are down captain, launch torpedoes?" Now to design the enemy ships: A bioship armada from the shadow dimension (tyranid from 40k like)...now that's going to be a challenge to the system which is all based around engines :p [/QUOTE]
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