Today's game session included a serious miscalculation by me. Since I'm the GM, this has long-term implications...
Here's the situation: The PC's are on reasonably good terms with the Imperial Navy, and agreed to do a "small favour" for the Navy in exchange for help in getting their ship fixed. So, they go to Vaporius to find what has been preying on the Ecclesiarchy Mission there, and find two of Karrad Vall's ships in orbit. One was a Soulcage transport - obviously not a significant threat. The other was the Subjugator Lux, a Hellbringer class light cruiser. (Battlefleet Koronus, p. 104 - 105.)
Problem #1. I thought this would be a challenging encounter. The PC's are 4th level (except for the RT, who just hit 5th) and have a reasonably well equipped Firestorm frigate. I thought 1 on 1 with a light cruiser would be a challenge (the transport, unsurprisingly, fled) and gave the Subjugator Lux a command staff similar to a RT vessel, so it was needing a 60 - 70 to succeed on most of its rolls. The battle wasn't even close. The PC's cut through them like a chainsword through fresh meat, crippling the light cruiser in 2 turns and losing only 4 hull integrity in return. Then, they won the ensuing boarding action by 7 degrees of success. The transport was unable to escape the Navigator's sight, and they captured both ships without any trouble.
The arch-militant has a good MIU. With that, the Bridge of Antiquity (their 1 archaeotech component) and assistance from the other players with "Put your backs into it", "lock on", and the like, he was needing to roll 95 or less to hit at long range. It got worse as they closed. Since their ship has dual sunsear batteries, they opened by putting six hits into the Subjugator Lux at 17 VU's and knocked out its sensors. Return fire was, predictably, ineffective. Their second volley hit with all eight, crippled it and inflicted two more criticals (one from the die rolls, one from crippling) which destroyed both weapon systems. Game over. One bomber squadron from the Lux got in a token hit, but that's it... And, this was with average rolls. They're just that good.
Problem #2. The players seem to have no desire to add more ships to their fleet. They don't want either the transport or the light cruiser (!) and are planning to just sell the hulls for cash. Admittedly, the chaos cruiser is a bit tainted, but its still considerably more powerful than their current ship... and just as fast. They weren't tempted at all. And, the transport is a former Imperial ship that could be reconsecrated and put to good use hauling plunder. They've got the profit factor and the connections to do this. What is wrong with them???
So, any suggestions on balancing ship combat out a bit, or on inspiring suitable avarice in my players?
Cheers,
- V.