Hi, new to the forums so please bare with me ![]()
I have a player in my group who isn't to keen on the current Starship & Vehicle Combat rules and he has proposed his own idea on how it should work.
I have already read through it, but I was wondering if I could get the opinion of other seasoned GM's before I made my final call.
Here they are as he wrote them, and thanks again for any thought you may have.
STAR WARS FFG RPG: STARSHIP and VEHICLE COMBAT
The Current method for determining the difficulty to hit is as follows: Compare Silhouettes, The End.
There are modifiers for Maneuvers that a character has taken, such as “Evasive Maneuvers”, etc., which often upgrades difficulty; and for “Defense” in the form of Shields, which adds boost dice, but it still doesn't really do anything to simulate the movement of flight.
I would like to offer an alternative.
As in the current rules, the Silhouette difference would indeed be the starting point, but there should be 2 modifiers to this, they are Speed and Skill.
First, the Speed at which the 2 ships in question are traveling should come into play. I feel that this should Add OR Subtract from the BASE difficulty based on the DIFFERENCE in the Speed of the ships (modifying to a minimum of 1: Easy, to 5: Formidable) but NOT actually Upgrading or Downgrading the dice (i.e. NOT adding or subtracting the red Challenge dice). So if your ship is smaller, thus starting with a difficulty of 1: Easy, but you are cruising at a slow Speed 2, while your larger opponent is zipping by at a breakneck speed 5, the difficulty would add 3 (the difference), making the new total difficulty 4: Daunting; it would be to that new difficulty to which Boost/Setback dice and Upgrades/Downgrades are applied.
As for Boost dice, instead of Shields, this should be based on a DIFFERENCE in Pilot Skill, i.e. a Skill 5 pilot attacking a Skill 3 pilot would get 2 Blue Boost dice, whereas the 3 skill pilot’s counterattack would instead add 2 Black Setback dice. A better trained pilot would and should inherently "bob and weave" more than their less trained counterpart. This would of course be in addition to what they get for individual Talents, Ship Handling, etc..
So where does this leave Shields? The way they use them in this game is just, well… wrong. Shields are like an extra layer of hit-points, but should not act as perfect absorption. Therefore, the ship’s Shield number should be converted to an HP like number (basically multiply by 10), which can be moved around (ONLY in groups of 10, unless there is less than 10 left to move), to cover different or weakened areas of a ship as they can now. However, regardless of how many “SP” (Shield Points) are protecting a certain area, it should only be able to absorb HALF of incoming damage (up to the total SP, draining as it does); also Shields counts damage BEFORE Soak.
Example: Your Ship is hit for 15 Damage on a side with 20 Shields and 3 Armor, the Shield can absorb half of the 15, so 8, meaning that 7 damage gets through, 3 Armor soaks as normal, so a total of 4 Damage actually damages the Hull. If the Hull started with 25, this would leave it with 12 Shields and 21 Hull. Assume a second hit comes into the same side, this time dealing a massive 28 points, the Shield could absorb up to 14, but as it only has 12 left that is all it can do; so in this case the other 16 damage continues on, 3 is still soaked by Armor, meaning the remaining 13 comes off the Hull. After this, the ship is left with 0 Shields and 8 Hull.
At this point it would behoove the player to either “Angle the Deflectors” moving another 10 Shields over from another Side or try a new Action that needs to be added to the list:
“Shield Repair”, difficulty 3: Hard Mechanics Check, On success, choose one defensive side and heal the Shields for 5 points plus 1 point for each Additional Hit (up to starting). Can spend 2 Advantage, if rolled, to use the Maneuver: “Angle the Deflectors” freely. On a Triumph, Heal the current Shield side to full (there is no benefit for further Triumphs).
The “Shield Boost” Maneuver , which is a difficulty 3: Hard, Mechanics check, needs to be changed, and thus it should effectively add Soak to your shield. So a Success would give your Shield 1 Soak, plus 1 soak for each Additional Hit for a single round, which comes off the top BEFORE the shield absorbs half the damage. Also, for Every 2 Advantages the number of rounds can be extended by 1. A Triumph means the NEXT Hit scored on the side that is Boosted is ignored (but only if it occurs while the Boost is effective and only for the affected side, it does not carry over and cannot be “shifted” to another side via skills/talents or actions such as “Angle the Deflectors”). Multiple Triumphs do however protect against additional hits.
For Example, like before, your ship is hit for 15 Damage, but this time you have “Shield Boost” active for 3 Soak. That 3 comes off FIRST, so only 12 Damage hits the Shield which therefore absorbs 6, so the other 6 gets through, 3 is soaked by Armor leaving 3 to damage the Hull; leaving the ship at 14 Shields and 22 Hull. Even on the second hit, for 28, the Shield soak would still apply, so only 25 damage is applied to shields, which this time can absorb the entire 13, so the remaining 12 would get through, 3 of which is again soaked by Armor, leaving 9 damage to the hull. This time you are left with 1 Shield and 13 Hull; so a little bit better than in the first example above. In the case of a Triumph, the first attack for 15 damage would instead be ignored entirely; this could NOT be saved for the second more damaging attack (however if a second Triumph had been rolled then the second attack would also be ignored).
On a final note, while this does not come up as much, this should also change the way Personal Deflector Shields work in the same way. Each Single point of Shield should become 10 Hit-Points; for each Hit scored against the character the Shield absorbs half the Damage (BEFORE Soak) up to the Max HP of the Shield. This would only apply to ENERGY Shields, not Defense Bonuses from Armor, the Smuggler’s Trenchcoat, or Skills/Talents (unless they specifically state the defense comes from an Energy Shield).