Topic: Squadrons & Escort ideas
Sometimes, S:AE can feel a bit like a free-for-all…a deep space donnybrook. While this can be, and is fun, I've been playing around with some ideas to try and give a reason to have escorts/squadrons/battlegroups beyond “I still have 125 points to round out my force.” Some of these things we've discussed on the forum before, some build on the ideas of others, and some come from other games but seem to work for S:AE. I've tried to put together with a few things that would work without changing any other rules, and I was wondering what others might think, so here goes.
1. When shooting through a hex containing a starship to attack a different target there is a -1 penalty to hit for each hex containing a starship that the shot must pass through to reach the intended target.
The idea here is that having a ship in between a target and an attacker not so much blocks line of sight, but “interferes” with targeting, whether that be with EW/decoys/etc…
2. In the Orders Phase ships may “loan” Fire Control or Countermeasures special equipment to another vessel for the remainder of the turn. To “loan” either special equipment, the ship doing the loaning must have at least Science(100). A ship may loan this special equipment to additional vessels for each additional 200 SUs of Science that it has. The vessel receiving the effects of the equipment must be no farther from the loaning vessel than 2+the Equipment Tech Level of the loaning vessel (minimum 1 hex). A vessel may only receive the benefits of Fire Control or Countermeasures once, and additional “loans” or existing equipment have no additional effect. Ships “loaning” Special Equipment no longer receive the benefits of that equipment themselves.
That's right, combat scouts rear their ugly head
3. In the Orders Phase a vessel may “loan” Point Defense Special Equipment to another vessel for the remainder of the turn. To do so the loaning vessel must be in a hex adjacent to the ship receiving the benefit of the Special Equipment. Only One vessel may loan Point Defense to a given ship in a turn. Ships “loaning” Special Equipment no longer receive the benefits of that equipment themselves.
A bodyguard/Goalkeeper for the big ships!
4. Opportunity Fire Ballistic & Fighter Defense: If a Flight (Fighters/Seekers/Strikers/Boarding Pods/Breachers) moves into a hex adjacent to a starship without attacking (on its way to another target or just moving) the vessel may engage the flight with Opportunity fire. All to-hit rolls made by the ship conducting Opportunity Fire suffer a -1 Penalty. Only Anti-Fighter Batteries or Drones (if using KA Drone Point Defense rules) may conduct Opportunity Fire. Anti-Fighter Batteries firing at this time must be marked as fired and may not fire in the Combat Phase.
There is nothing more frustrating than watching flights of small craft simply zip past your escorts to pummel your dreadnought. :evil:
5. During the Orders Phase a vessel may “loan” Shields or Screens (but not Armor) to another vessel located in an adjacent hex. The ship receiving the benefit of the loan must not have any other Shields or Screens active. The loaning vessel can shift any amount of Shield/Screen power to the other vessel, however, the benefiting vessel only gets the protection of ½ of the total shifted, rounded down. For example a ship with 4 Levels of Shields sends 2 Shield levels (leaving itself at Level 2 Shields) to an adjacent vessel, which is now considered to have Level 1 Shields for the remainder of the turn. Likewise a ship with 16 screens loans 8, retains 8 for itself, while the recipient gains 4 screens for its protection.
There plenty of examples in Sci-Fi where one ship extends protection to another this way.
Anyway, those are the ideas. Crush them if you like, but remember that if you do, I will probably cry...and I think we can all agree that nobody wants to see that.
Cheers,
Erik