I'm going to be running an Imperials game soon, and am considering a number of house rules on Starship combat. I'm looking for some feedback both in general as well as specifically on potential unintended consequences (except for increased complexity, which the table is both aware of and not troubled by.)
Rather than comparing silhouette vs. silhouette for shooting difficulty, compare the sum of handling & either piloting skill or knowledge warfare of the ship's pilot/commander (piloting for ships of silhouette 4 or less, knowledge warfare for silhouette 5+) Minion groups would count as having a skill of 1. Mods/talents that change effective silhouette would change effective piloting/knowledge warfare. The intent here is to make space combat less of a glass cannon situation for PCs/ named antagonist types, as well as encourage increasing the mentioned skills.
We'll be using miniatures on a table, so movement will be speed in inches/turn. I'm thinking that close range is 0-3 inches, short is 3-6, medium 6-12, long is 12-18 and extreme is anything beyond that. I'm considering changing your facing more than 90 or 180 degrees to require piloting checks of difficulty 2 or 3, respectively. Gain the advantage would still work to choose defense zone regardless of what the angle of on the table is. Using minis on the table makes firing arcs/shield quadrants clearer/more tactical.
Upgrade difficulty of attacks by 1 for each ranged band beyond close for most weapons. For turbolasers/ion equivalent, upgrade difficulty of attacks at close by 1, and for each range band beyond short by 1. The intent is to make both "snipering" when opponents are outranged less effective, as well as to reflect the difficulty of traversing what are effectively battleship cannons at close range.
Comms/sensor range is the range at which it's a difficulty 2 check to detect another ship. Increase the difficulty by 1 for each range band beyond that. As the PCs will be on the side of customs enforcement, there needs to be a mechanic other than "if they're in range, you see them."
Mass combat will hopefully see the table, as I intend to increase scope greatly over the course of the campaign. Rather than having turning points affect mass combat rolls, I'm thinking of doing the reverse- successes/advantage on mass combat add boost/setback dice or upgrade difficulties of tasks depending on who wins... then the entire battle would be determined by the result of the turning point. The goal is to put the spotlight in a mass battle even more on the PCs without resorting to putting too many minis on the table for a mass battle.
Thoughts, or glaring issues that might crop up?