Topic: E5: Sequential Combat + Initiative

Playtesting this idle thought was an amazing success, so I'd like to see what y'all think of this before we add it to the List of Active Rules:


Sequential fire as in E5, but the order of fire is determined by a ship's current engine rating, highest first.  Fire within the same engine phase is simultaneous.  If your engines are damaged before you shoot, you will shoot in your new phase, ha.  If they are damaged after you shoot you don't get to shoot again, der.


We found this made 7-engine 2-gun ships like the Imperial Furious way more interesting.  Before this rule our average engine ratings were slouching towards 2 with 1's on the 18-range ships.  Engine rating factoring in to gun cost being the number one impetus.  This plus Searchlights (which we call Targeting to increase its awesomeness) and little zippy ships get to play more.

Re: E5: Sequential Combat + Initiative

This is a pretty cool idea.  I'll definitely have to try it.  Another idea is that each commander rolls 3d6.  Those results (each taken separately) can boost a ship's engine fire for firing purposes...

-B

Re: E5: Sequential Combat + Initiative

Boneless wrote:

This plus Searchlights (which we call Targeting to increase its awesomeness) and little zippy ships get to play more.

    I use a House Rule where the Special Sensors from VBAM/Starmada can be added to Searchlights. A Passive Sensor I (25 S.U. and *1.1 modification to DRAT) adds 1 Die to the dice pool rolled for a Target-Lock. An Active Sensor I (20 S.U. and *1.2 Modification to DRAT) adds +1 to every Targeting Dice Roll. An Active Sensor II (40 S.U. and 1.4 Modification to DRAT) adds +2 to every Targeting Dice Roll.

      An Active Sensor III (60 S.U. and 1.6 Modification to DRAT) adds +3 to every Targeting Dice Roll. Only one Passive and one Active Sensor may be added to any dice pool.

        This does make a ship large enough to carry many sensors capable of firing at more ships at longer ranges, but it does eat up a lot of Hull space. It also makes a ship with many sensors quite expensive.

          jygro wrote:

          This is a pretty cool idea. I'll definitely have to try it. Another idea is that each commander rolls 3d6. Those results (each taken separately) can boost a ship's engine fire for firing purposes.

            jygro wrote:

              These ships need to take the same penalty as ships using Emergency Thrust. The blown Engines wil make it less likely that commanders will routinely use this option. Losing Engines just to have a better place in a sequential firing order would be mostly a desperation tactic.

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