Lets face it the written rules are not that great or fun (numerous topics on space combat issues), so I wanted to bring a little more clarity and fun for the pilot and players. There what I came up with.
First I mixed chase rules into the standard space/vehicle combat. In reality (I know it's a game) most of the time one person or another is trying to gain range, keep range, or close range and as the rules are written it is very rubberbandy:
CLARIFICATION: the standard "fly" maneuver is no longer used, like the chase rules, before each round 1 check is made for movement, the pilot then can act normally but can't not use a maneuver for movement. Page 241 "characters take turns as normal, however, they can not use their turn to take maneuvers that would move their position..."
Ship one moves from short to close and fires, ship 2 fires then moves from close to short. I don't like it so here's the chase rule part.
If there are only 2 vehicles the PC makes an opposed skill check (outside of the combat round like chase rules) adding either setback or boost dice determined by the speed difference. I.e. the PCs vehicle is traveling at speed of 3 vs 2, the PC would add 1 boost dice. The winner of the check determines if they stay at same range, or increase/decrease range band by 1.
If there are 3 or more vehicles all pilots involved make a competitive simple pilot check (outside of the combat round like chase rules), adding either setback or boost dice determined by the difference of speed. This is a little harder than just 2 vehicles the easiest way is either pick the middle speed of all vehicles or pick the speed that most vehicles have.
NOTE: difference in speed is calculated by current speed you are traveling not ship's max speed.
Example: 4 vehicles in combat, V1 speed of 2, V2 & V3 speed of 3, V4 sipped of 4. Base speed used would be speed 3. V1 would add 1 setback die (-1 speed) and V4 would add 1 boost die (+1 speed). The winner would determine the outcome of range to them in regards to the other 3 vehicles, 2nd place would determine out come between him and 3rd & 4th place, and 3rd place would determine the outcome between him and 4th place.
This might seem confusing at first, but it plays out pretty simply and allows the pilot to get to roll and show off their skill, makes the range bands not rubberbandy, & keeps the abstract flow especially in space combat where you can simulate 3d movement (like being surround by 4 ships on each side at close range and by beating them all increasing range to all 4 to medium by flying down)
Full example: Player is in a YT-1300 speed 3 fighting 4 TIE fighters speed 5. Combat opens with the TIE fighters at long range trying to close the gap and the player trying to out run them, and all ships are currently traveling at max speed.
Round 1: All pilots roll simple competitive skill check player adds 2 setback dice (base speed 5 vs player ship speed of 3).
T1, T2, & T3 beat the Players skill check and close to medium range. However, the Player beat T4's check and pushes T4 to extreme range.
Narrative: your scanners pick up 4 TIE fighters on your six, you immediately try to put distance between you and fighters while your co-pilot frantically punches away at the terminal trying to calculate your hyperspace jump. You make a sharp turn trying to shake the pursuit unfortunately the TIE fighters speed is making that difficult as 3 of the 4 fighters close range on you. However, you seem to have put some distance between you and one of the fighters.
Now, the pilot and rest of the crews would act in intiative order normally until everyone has acted and before round 2 starts another chase type competitive check would take place.
The obvious downside is more rolls especially for the GM if controlling several enemy vehicles. However, I feel it adds more flavor and scenamatics than the current rules.
Side note: I like using the setback/boost dice based on difference of speed because it means a faster vehicle does have a better chance of closing the gap but can't go from extreme to close in one round (not very cinematic) like the rules are currently written chase rules on pg241. "Closes the distance by an additional number of range bands equal to the difference in relative speeds"
Thoughts?
Edited by archon007