All terrific ideas Smurf.
I had a looksie at our previous rules discussion in the
Playtest Check Station thread as a refresher. Now that it's been given some time to age, looking back on it seems a bit clunky to read -probably due to the way I wrote it: rules writing isn't my specialty. It's a simple rule & easy to teach, I just would like to see it written out in an easy for a beginner format.
That's the whole goal of the bugs revision- easy to understand & easy to implement without much recordkeeping or hassle. I'm thinking the core metal express dice system in elegance. I say this, but see how soon I deviate...
There are many ways to reinvent bugs, but if swarming of grubs is one of their design goals- they should drop in points value to the cheap attrition fighter levels on an individual basis. In other words, they can be bought as a pack (of 2-4 what is typically on their display sheet) at a higher points value, but per ship, the price is low... example: four thistles cost about the cost of four crewed attrition fighters but are bought as a swarm of 4.
With that accomplished, you can:
- Throw one set of attack dice for the whole swarm and just have each element in the swarm add a die to the attack. (in effect it's one 30-60 TPV ship in segments). Since this represents a mass of swarmed fire, just give the swarm sheet a specific short-ranged weapon with a juicy damage type: [ND6 + 1D4 +N]; Damage: ADB Value x2 for any doubles, x3 for triples, etcetera. (where N is the number of ships in the swarm). The swarm must stay within a set cohesiveness distance in hexes from each other (at time of firing) or it can't add its die to the shot. For extra Yahtzee funzies- allow the player to reroll any "N-dice" once.
----this eliminates tallying up modifiers- if the swarm is in cohesion, they use more dice making their chance to hit near-certain and their chance for damage in the form of doubles or triples greater. The low end- five 1's does 10 points damage, while the high end- five 4's does 24 points damage. I haven't thought about the damage curve too much beyond that though. Resorting to variables for a unique yet reasonable damage code is its Achilles Heel IMO.
- Supported swarms use the inverted pilot skill die (think tight turn die) of their supporting beta or alpha when they roll for temperament or their own D10 if they are not supported. Each swarm tests its temperament the start of the turn (print this chart on all gamma sheets).
- Regeneration (hatchling damage control) values can be one (good) spread, but caps for each ship per turn.
I tried to stay simple but failed. I kept it to 3 points, but completely changed key concepts like 4 swarm ships attacking as one yet tracking damage separate? Does the damage track W mean it can no longer add its dice to the attack? If the core ships are getting an overhaul, what are the grubs being designed to? More thoughts on the concepts presented are fleshed out...
Further details on the rules presented above:
- Firing range is measured to closest grub in the swarm. In order to qualify to add a die to the pool, the eligible members of the swarm must also have the target in arc and be in at least long-range to the target (the current weapon arcs will probably need to be more forgiving to accommodate ship class: swarm). More misguided ideas: the swarm's attack is an area of effect (yay templates!) or directed at all targets within range... -unavoidable- the pumpkin spice attack of the hivemind.
- The range betas can support will be listed on their display sheet (as suggested it can be the beta's regeneration value or independently set). The range for command/cohesion should be 1-2 hexes to look as a swarm would. Roll for temperament for the swarm early in turn phase using the lowest-est die the swarm can claim from support or their own D10 if out of support range. The chart could read something similar to this:
- 7-10= Frenzy: +1 to hit but has to close the range at the max drive and if in range in fire phase- attack the closest enemy. This acts like tailing a target- the swarm moves after their target moves regardless of movement order considerations. (sounds clunky when I spell it out in detail, but that's what the Frenzy rules section in the packet is for- to explain the frenzy condition)
- 5-6= Fleet: +1 to Drive
- 3-4= Guile: +1 to DV; plus Fleet as above
- 1-2= Fortitude: +1 to DR; plus Guile & Fleet as above
Superior cognition linkages produce the best, if somewhat sporadic, results (swarms can be hard to control and tend to frenzy occasionally). So a beta supporting a swarm with a Pilot Skill of 7-8 would cause the swarm to test with a D4, Pilot Skill 5-6 betas let the swarm test on a D6, unsupported Gamma swarms test on a D10. something to that effect. Modifiers can be added to the mix for more complicated modeling- like any swarm that took damage in the previous turn has a +5 modifier, but it overly complicates the flow of the game. Alphas can either modify one swarm test per turn or reroll all within its area of influence, or by whatever means their tactical relevance is to be modeled.
All in all, while I enjoy brainstorming thematic rules, they belong in a sort of Expert's Field Manual for slow-paced enthusiasts. If the hatchlings are too strong in current form, why can't a simple points adjustment handle it, or why can't they just remain a more powerful denizen of our fictional world? It's only an issue in a competitive setting, which Silent Death isn't currently that type of game. How many among us are fine with them being narratively a bit stronger and used in those types of narratively driven campaigns? I don't trouble to ask myself if the Dragon in our D&D campaign is balanced to the party per se. Sure that's the goal, but rarely does it mean anything- party composition & the types of players at your table throws it out the window.
TL;DR- I'm opposed to implementing my own fanciful ideas.
"Make the spaceships rounder but more square!"
I can't change this sig. until I paint a longboat & post pics.
Mission Accomplished: 1/3/23