How to simplify Capital ship combat?

By John1701, in Game Masters

Hey, the other day my players went up against a capital ship in a much smaller ship. They did it only to delay the ship until a different ship could escape.

The angle they were attacking from had 10 guns. Instead of rolling 10 times I was thinking that you can roll once and give the capital ship a blue dice for every gun that could fire at the PCs.

So the pool would be:

Gunner skill plus 10 blue dice vs range and silhouette.

It could still be a massive hit but would only be once per round and wouldn't be as bad for the players as getting hit 2-3 times with the regular gun. It also wouldn't take up nearly as much time.

I'd just use the minion grouping rules and roll once with a more reasonable # of dice because 1 hit from a dice pool with 10 Boost dice means you'd totally be meta gaming to not wipe them out with the crit you could inflict.

Yeah, minioning out the guns is a good solution. It provides skill dice, and can break the batteries down into manageable groups, and allow the cap ship to stagger fire to compensate for slow-firing.

Use the Barrage rules from AoR.

They’re meant for use with grouping large numbers of batteries together on Capital ships.

Hey, the other day my players went up against a capital ship in a much smaller ship. They did it only to delay the ship until a different ship could escape.

The angle they were attacking from had 10 guns. Instead of rolling 10 times I was thinking that you can roll once and give the capital ship a blue dice for every gun that could fire at the PCs.

So the pool would be:

Gunner skill plus 10 blue dice vs range and silhouette.

It could still be a massive hit but would only be once per round and wouldn't be as bad for the players as getting hit 2-3 times with the regular gun. It also wouldn't take up nearly as much time.

Batteries can be group just like minions, increasing the skill level of them just like it would with minions. So instead of rolling ten timey you could roll 2 times with 2 yellow and 3 green. Keep in mind that capital ships have a very hard time hitting small targets, so you can of want to group batteries anyway. Don't forget the delay in turbolaser fire, so you want most likely use one group each turn or similar to keep the fire coming each turn and not wait for reloads.

Use the Barrage rules from AoR.They’re meant for use with grouping large numbers of batteries together on Capital ships.

An excellent solution, unless one does not own (and/or won't purchase) AoR. I've been playing EotE for just over two years and have yet to purchase a spec splat. Remember, not everyone has (or wants/really needs) every publication. KIS

Capital Ship Combat suggestions and guide care of GM Holly. Excellent in my opinion:

https://drive.google.com/file/d/0B3DdrJIlZ2ZNLWxQdG9QZzVvQUk/view

Discussion was here (don't use the first link in that thread, he updated it, go to page 2 or use the link above):

https://community.fantasyflightgames.com/topic/138576-capital-ship-combat-a-user-guide/

The Capital Ship Combat PDF is great. I think I refered to it when I made a quick help sheet to run a squad of X-wings taking on a Star Destroyer.

https://dl.dropboxusercontent.com/u/3986987/FFG%20SW%20RPG/EOTE/statBlock-starDestroyer.pdf