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Homebrew review

#1
Quote:I.    Crew qualityAce, Veteran, Experienced, Rookie skill ranks sans values.
                  
       A.  Pilots 
              
            1. Pilot Points Cost: Rookie- 0; Experienced- 0; Veteran- 10; Ace- 20
                  Legendary Ace- NFS (but worth 200 TPV in morale damage if killed)

             2. Pilot ADB & Advanced Maneuvers -effects not cumulative (except Ace):
             
               ⦁  Rookie-             1d4 ADB;       Tight turn die as one craft class heavier*
               ⦁  Experienced-    1d6 ADB;      Tight turns as per craft tonnage chart
               ⦁  Veteran-            1d8 ADB;      Tight turn die as one craft class lighter
               ⦁  Ace-                  1d10 ADB;      Tight turn as Veteran + Tight turn die x2,
                                                                                                           drop highest
 This is a fantastic workable simplification.

              
            
Quote:     a. If the Randomized Activation initiative (below) isn't used, use
                     the best pilot's ADB as the sides iniative die (which is in line with the                                  Alternative Initiative Determination method in 7226 MTV).
                  b. *Optional: Rookie Pilots assigned to ultra-light attack craft may make
                        Set Cost Turns per Optional Rules in 7201 SD: TNM pp.69.             
                        This replaces their Advanced Maneuvers rule listed above for these
                        nimble spacecraft.

There's a certain WW2 game that does this.  But I would not make it random ships, just random turns (x counters in a bag pulled out at random).
       
       
Quote:     3. Tonnage based tight turn chart:
               ⦁    >150               d4       +3        Ultra-light attack craft
               ⦁    150-500          d6       +3        Most light fighters
               ⦁    501-999          d8       +3        Most medium & heavy fighters
               ⦁    1000+             d10     +4        Extra-heavy fighters, Gunboats

        B. Gunners
             
             1. Gunner Points Cost: Rookie- 0; Experienced- 0; Veteran- 4; Ace- 10

             2. Gunner ADB:
               ⦁  Rookie-              1d4 ADB
               ⦁  Experienced-     1d6 ADB
               ⦁  Veteran-             1d8 ADB
               ⦁  Ace-                    1d10 ADB
This is a fantastic workable simplification.
                 
            
Quote:3. Optional: Buy (BPV) Veterans & Aces Experience (to purchase skills)

                a. Veterans 3d12 drop lowest ( 15.98 / 4.44 ) mean/deviation
                b. Aces- 5d12 drop lowest ( 29.96 / 6.76 ) mean/deviation
                c. Makes skilled crew stand out at the cost of more BPV investment

Over complicated, 'Legends' use a d12!

  .
     
   


Quote:III.    ADB Missile Lock-on2d6 + ADB: The target number for a lock is 10.
    
             A. The statistical breakdown of this method:
               ⦁ Green/Rookie-   50%
               ⦁ Experienced-      62.5%
               ⦁ Veteran-              71.53%
               ⦁ Ace-                      77.22% 

Too Complicated:

Rookie: Lock on 60% chance (but can only fire a max of 5 missiles)
Experienced:70%
Veteran: 80%
Ace: 90%
Legend: Can launch the entire ML on 90%


Quote:IV.    Overthrusting drives into the RED- Ships engines don't give out on a fixed schedule, but pushing a damaged drive has risks.

       A. The drive rating printed below the ship being the absolute maximum thrust               potential, and the last unmarked drive box on the display is its current                          safe operational threshold. The drive maximum only lowers under these                 conditions:

             1. A critical that either damage the engines (not maneuver thrusters),
               causes them to sputter, or similar will lower the maximum by 1/3 of its
               max value (round down) after the negative effects of the engine critical
               are resolved (usually reduced drive for a turn & lowered DV).
             
                 a. If a crit destroys the engines follow that result obviously

            2.  Specific damage from over thrusting. (explained below)

       B. Engine Overthrust procedure:

             1. Before the movement of a ship, nominate the number of drive points you
               wish to push the engine "into the red" by (up to the current maximum
               drive of the ship) that is over and above the safe operational threshold
               drive box showing on the damage track.

             2. Roll your Pilot's Crew Quality Die x2. If the total roll is:

                a. Over the amount of overthrust = no ill effects.
                  ⦁ Move as declared.
              
                b. Equal the amount overthrust by = lower maximum drive by 1.
                  ⦁ Move as declared -1.
               
                c. Under the amount overthrust by =  take damage equal to the difference
                   ignoring DR. If the damage taken is at least double the safe operational
                   threshold now showing: take an additional critical  -ignoring any crew
                   killed results. Lower drive maximum by 1.
                     ⦁ If your ship is still on the map it may now move the 
                       safe operational threshold listed on the damage track.

Far too complicated:

150T - can increase speed by 4 
151T-500T can increase speed by 3
501T-999T can increase speed by 2
1000T+ can increase speed by 1

modified by Rookie -1, Experience nil, Veteran +1, Ace +2

risks:
  • Rookie's D4 has to get 2+ with modifiers from movement crits and x engine hits.  Failure means the difference = n more Drive hits only.
  • Experience's D6 has to get 2+ with modifiers from movement crits and x engine hits.  Failure means the difference = n more Drive hits only.
  • Veteran's D8 has to get 2+ with modifiers from movement crits and x engine hits.  Failure means the difference = n more Drive hits only.
  • Ace's D10 has to get 2+ with modifiers from movement crits and x engine hits.  Failure means the difference = n more Drive hits only.



A Legend can add +3, and has D12 to test.

    

Quote:________________________________________________________________

Future rules exploration areas: Hexless movement & range sticks, Torpedos.

Ideas for improving on these rules welcome. These will be used in our matches this month for trial. Updated as needed.

Hexes means that range sticks are not needed.  It can be an alternative way to play if doing it without hexes.
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