Mustrum_Ridcully
Legend
Multiple attacks against multiple targets? That sounds like it could take some time to resolve each round. Would it be better to just have a varied attack bonus?Defence Grids
So here's my proposed Defence Grid change.
This will eliminate the sudden cut-off (at present once the grid goes down, the carrier is effectively dead because fighter squadrons just continually unload into it with impunity at about ten times the rate that the ship can repair). It also adds a little more flexibility in grids, as accuracy, etc. can be changed on a per-ship basis.
- Defence Grids do more damage but require hit rolls
- They get a number of attacks against each each target
- This number of attacks is reduced through the damage track (4, 3, 2, 1)
Do you still have something like variable attack and defense scores? It might be nice to be able to "simulate" a highly trained crew vs. just losts of troops.Combat Units
I propose removing hit points and damage. One hit kills. Nice and simple.
You mean the final round is autoamtic?Ship Explosions
Ship explosions need to happen much more quickly. Start at 4-6 on d6, next round it's 3-6, next round 2-6, final round 1-6. Less of the ships just flying on for ages while the player tries to guide it towards the enemy capital ships.
Sounds like this could work. THough I still wonder if the explosion just shouldn't be weaker. Less damage or less range...Self Destruct
Make the countdown much longer, making it very hard to time tactically and allowing opponents to move away or blow up the ship first. A minimum of 5 rounds or so.
Sideslip could turn in a ship's special ability. It might make sense for some of the maneuverable fighters.Turning
A minimum of two hexes between turns, allowing a turn at the end of your movement if you haven't made one. I also propose removing sidelip - it manifests as a "get out of jail free card" and renders asteroids pointless.
Would you apply the penalty to everyone or just fighters?Speed
Need to slow fighters down a little. Whizzing round at speed 24 is pretty much "just place the fighter anywhere you want it on the map". It's almost a teleport ability. I suggest giving the fighters penalties to hit at high speeds similar to the Defence bonus they get.
You could base it on thrust spent each round.
Hmm. Attack or Defense bonuses will probably be always appreciated.Heroes
Still needs reworking. Passive bonuses need to be useful - initiative isn't uselful enough (Bold Captain and Seasoned Admiral).

Either that or ships with sophisticated sensors and science genius get special abilities to counter it. But Counter-COunter-measures have the tendency to get awkward...Sensors & ECM
ECM should provide a penalty to sensor rolls instead of simply blocking them. This allows the Science Genius to shine, as well as ships with sophisticated sensors.