Abub May 8, 2015 - 11:26am | So I've run SF as writ enough to feel like it is time to house rule it. I'm phishing for comments and ideas from yinz. The two areas my players seem to dislike SF (AD/KH) are these. Inconsistancy in the way things are done, you have to look every thing up pretty much as there is no one mechanic you can count on. The reality that a hard % system does not include the illusion of probability of success other games such as D20 do (where are your skills/abilities get bigger, your target numbers scale or increase accordingly). In a hard % system you fail a lot at low "levels". So... to address the first item going to go farward with a 1/2 ability score + 10% skill basic rule as weapon skills, but I'm also going to attack KH to also use thing mechanic. I already do this house rule where crew members can do things to grant synergy bonuses to each other outside the hard space skill definitions (like the engineer can push power to the weapons to grant a bonus to hit or damage, the medic can discuss some treatment or session he's recently done to increase morale or performance of the crew, the pilot can manuever to grant the gunner a better shot) So I'm thinking on doing this with Knight Hawks as well, so whe way things work will change. The first area I'm working on is the stricking with weapons method. Currently you use the Advanced Combat Table on pg 16 of the KH pdf to find your chance to hit and then gunnery adds 5% per level to the shot chance. Using this I've come up with a mehod where each weapon has an accuracy modifier and then the defense of the target modifier (and then plus ICMs). This method would make a gunner with a 46% stats and level one gunnery skill have the same as the advanced combat table, and then higher gunnery levels would end up with 5% more than they would have on the table I am aware. Laser Cannon (LC) Accuracy = +25% Defenses= MS: -50%*, RH: -15% ICM: No Effect Hull Damage= 2d10 DTM= 0 Range=10 Notes= FF / RD Laser Battery Accuracy= +20% Defenses= MS: -45%*, RH: -15% ICM: No Effect Hull Damage= 1d10 DTM= 0 Range= 9 Notes= RD Proton Beam Accuracy= +15% Defenses= ES: +10%, PS: -35%*, SS: -20%, MS: -10% ICM= No Effect Hull Damage= 1d10 DTM= +10 Range= 12 Notes= RD Electron Beam Accuracy= +15% Defenses= PS: +10%, ES: -35%*, SS: -20%, MS: -10% ICM= No Effect Hull Damage= 1d10 DTM= +10 Range= 12 Notes= RD
Disruptor Cannon Accuracy= +10% Defenses= SS: -20%, PS: -10%, ES: -10%, MS: -10% ICM= No Effect Hull Damage= 3d10 DTM= +20 Range= 9 Notes= RD, FF
Torpedo Accuracy= +10% Defenses= SS: +20%, MS: -5% ICM= -10%/ICM Hull Damage= 4d10 DTM= -10 Range= 4 Notes= MPO, LTD
Assault Rocket Accuracy= +15% Defenses= No Effect ICM= -5%/ICM Hull Damage= 2d10+4 DTM= -10 Range= 4 Notes= FF, MPO, LTD
Rocket Battery Accuracy= -5% Defenses= No Effect ICM= -3%/ICM Hull Damage= 2d10 DTM= -20 Range= 3 Notes= LTD
Mines Accuracy= +25% or Flat 50% chance to hit Defenses= No Effect ICM= -5%/ICM Hull Damage= 3d10+5 DTM= -20 Range= 0 Notes= LTD
Seeker Missile Accuracy= +30% or Flat 65% chance to hit Defenses= SS: +15% ICM= -8%/ICM Hull Damage= 5d10 DTM= -20 Range= Special – Accelerate 2 hexes per turn always aiming at the closest ship until its movement rate is 12 hexes/turn. Notes=LTD, Has a MR of 3 for facing changes. Doesn’t distinguish friend or foe. ----------------------------------------------- |