Just so you know, the battle is officially over as I am several thousand miles away from my legos right now and will be for the next few months. I did manage to write a conclusion to the storyline here
, but you've probably already seen it. I'd really appreciate it if players gave feedback on the battle and the disadvantages/advantages of this rule set.
My goal is to develop a skirmish scale (3-9 ships per faction) ruleset, and while this one definitely has its advantages it's nowhere near perfect. Here are some of the definite changes I'm going to make:
--Torpedoes will have enough 'fuel' for 8-12 inches' acceleration and no more, making it possible for players to dodge them. On the other hand, their damage will be buffed so that, on average, you can expect to lose multiple HP to a torpedo hit.
--Special abilities will be completely revamped. Instead of having to choose between shooting or using a special, each special will now have a 'cooldown' time of 1-3 turns, making timing more important. So you charge in, use your special
--Ship-mounted Anti-fighter weapons will have a +1 damage bonus, allowing them to pose a bigger threat to other ships. Hopefully this will make anti-fighter 'specialist' ships more useful. The fighter-mounted weapons seemed fine, a squadron of fighters with standard weapons would on average do a point of damage per turn to a larger warship.
--Heroic feats don't really work here. I liked them in Bragspace because they provided some amusement, but overall it feels like the possibilities for them in this ruleset are pretty limited. I will add more special abilities to compensate, and you're welcome to suggest faction-specific abilities to represent, for instance, RARcom tek or Bavarian Magik.UPDATE:
I've put my rules into a Google doc and made a thread
Just one random act of violence can brighten your day. Especially if it involves explosives.