The Emperor Protects!
So in this post I'm going to layout my idea for resolving Ship to Ship combat quicker and easier...
Now what I'm about to present is done with the intend of glossing over many details to reach a conclusive yet (I hope) satisfying end to any "large" scaled Voidship battles!
Macro verses Micro Play Style is the gist
Concerns and or Questions beforehand>
A. How long "would it" conceivably take a group of players to resolve a battle of 10 ships vs. 10 ships using the raw Rogue Trader Rules? (I wouldn't even attempt it myself as a GM - but that's just me)
B. How important is the outcome verses the actual details that came to said conclusion?
Those were the two things I had to consider before trying my hand at a system which has soo much contention in terms of its mechanics presented by Fantasy Flight Games.
So I went first to Battle Fleet Gothic Rules (going page by page and addressing each facet of play therein for conversion here)
Summary: So in essence theses House Rules use Dice Pools to resolve all facets of play - three pools are used; Offense, Defense, and Crew Pool. These pools are tallied then rolled as an expression of D10s - the higher "side" winning the momentary action. This is the essence of the system below. For those who feel "heck I don't want my character to die in such a narratively based system" or better yet "I don't want my fancy flagship that I worked hours on to be defeated in mere minutes of playtime" - which are both good reasons not to use this system when detailing the specific outcome for your flagship or the ship your character currently happens to aboard. In those instances I would suggested you fall back to the RT Core Book's system to resolve your single ship to ship engagements. For those bold enough to put not only their characters on the line but as well as their Flagship amongst your other ships should be rewarded well for the risk (i.e. risk for reward) - give them more XP or dare I say either a Temporary (in-session) Fate Point or a new Permanent Fate Point for their risky win!
BASIC EXAMPLE OF PLAY
Ship A's Offensive tally is 47 while Ship B's tally came out to 36 - Ship B takes a Hit (47 - 36 = 9 Point Reduction to further CREW tally rolls)
Ship A's Offensive tally is 39 while Ship B's tally comes out to 45 - Ship B takes no Hits (CREW values hasn't been affected)
If Ship B is a Transport class vessel then it's been defeated (depending on the GM maybe even destroyed)
FIN
THE GRIMY STARS RULES
Each ship gets three pools:
- Offense Pool: used to attack / damage
- Defense Pool: used to "soak" / stave off defeat / destruction
- Crew Pool: used to perform "Orders" (i.e. either Extended Actions and or Special Orders)
Player "A" goes through his ship and tallies all the ship's Defensive then Offensive capabilities into TWO Dice Pools
known as O (Offense) and D (Defense). Each pool is used verses the other.
Each ship type can suffer a number of hits based on its class ranging from 1 to 5 hits.
If/when the Defender wins a O vs. D Test - the defending Ship suffers no Hits!
If/when the Attacker wins a O vs. D Test - the defending Ship takes a Hit or Hits depending on the type of attack
(Veteran Command and/or Crew) NOTE: The PCs are always "considered" to be aboard a Veteran grade vessel in that the best player advantage in this system is their ability to populate the same flagship and perform a number of extended
actions on that ship on their turn unlike NPCs who can only take a single extended action in their ships.
GAME METRICS
d = Boarding Defense (Small Scale - Internal / Defenses)
D = Voidship Defense (Big Scale - External / Defenses)
o = Boarding Offense (Small Scale - Internal / Damage is applied to CREW Pool)
O = Voidship Offense (Big Scale - External / Damage is applied as "Hits" to the Ship; ranging from 1 to 6 Hits)
BIG SCALE D & O = Damage/Stress to Ship (i.e. Hits)
SMALL SCALE d & o = Damage/Stress to Crew Value
T = Turret Rating (Turret Dice vs. Squads & Ordnance before their attack is made)
Offense vs. Denfense (O win) is applied as a "Hit"
CREW: Used to perform Orders (i.e. either Extended PC Actions and/or Special Orders)
DEFENSE: Roll O vs. D
If Attack wins Dice Pool Defender suffers a Hit / Hits
If Defender wins Dice Pool they suffer no Hits
I've gotten as far as I could - at this point I figured I'd review my "system" and those values assigned therein for fair yet "fluff" oriented play (this type of weapon should do that according to this Codex, whatever)...
I stopped at the ENGINEs - figured I use some input form the cumminity before committing to assign final values
Standard Engines should provide no advantage in this type of system (i.e. Jovian Pattern Class 1 Drive to 4 found in the CORE Book); anything else thats "harder to find and or obtain" should give some sort of Movement Buff herein - lets see what you guys have to say!
Morbid
Edited by MorbidDon