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Post by account_disabled on Jan 1, 2018 0:22:09 GMT -8
Hi, Just an idea that popped in my head, untested and unrefined. Just a simplified idea for ship combat that gets crewmembers involved, but doesn't bog down the game in tactical rules. Each player is divided up into crewstations based on skill. Let's say that for the scene, the heroes' freighter has to escape an enemy Star Annhilator. The Gm determines this is a dramatic task of five rounds. The pilot needs 5 successes as this is a chase. Failure means they don't get away. The science officer needs 3 successes to preven the system from being hacked. Failure means they don't get away. The gunner must make 3 successes or the ship takes a hit for every missed success. The engineer must make 3 successes to keep the shields up or the ship takes a hit for every missed success. The pilot and the science officer make their rolls, so the ship will get away. The gunner only gets two successes, so the annhilator rolls a damaging hit against the freighter. The Engineer only got one success, so the annhilator rolls two more damaging hits against the freighter. Problems I haven't worked out: determining which weapons get hits if the annhilator has multiple different weapons. what if the annhilator launched fighters? Please help. Thanks! I didn't find the right solution from the Internet. References: www.pegforum.com/forum/savage-worlds/savage-worlds-general-chat/2414-spitballing-a-concept-ship-combat-as-a-dramatic-taskDigital Transformation Marketing Examples
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Post by AmehanaArashi on Nov 21, 2018 6:12:54 GMT -8
This sounds like an interesting idea to me. I am afraid ship battle mechanics are not my forte. I assume that this is for a modern era ship and not for a wolfship. It would be interesting to apply this idea to a wolfship bearing rp though. As for which weapons, perhaps designate them by number and roll?
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