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Fire Control & Speed Factors
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Dr. Bidlo
Lieutenant Commander
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Joined: 24 Nov 2021
Posts: 132

PostPosted: Sat Jan 15, 2022 2:46 am    Post subject: Reply with quote

CRMcNeill wrote:
Dr. Bidlo wrote:
I think I will look into this more after I get a full grasp on several of your other house rules I will be using. I need to introduce them gradually to my players and myself. For now, I will use modifiers to hit by speed, Shields house rules and Shields as Cover, capital ship command bonuses, and Aux Power for my next session.

I look forward to hearing how it works out.


So I used my own speed modifier rule, forgot the capital ship command bonuses rules so just said the command bonus was applied to hit and to damage instead of either/or and we all discusses Aux power and EVERYONE forgot to use it. So, it was a semi successful house rule implementation game session.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 15144
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jan 15, 2022 9:25 am    Post subject: Reply with quote

So, to clarify, you used the rules from this post, and not the ones I posted here?
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Dr. Bidlo
Lieutenant Commander
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Joined: 24 Nov 2021
Posts: 132

PostPosted: Sat Jan 15, 2022 10:46 am    Post subject: Reply with quote

Correct. I got tied up in some things before the game so had not fully prepared by reviewing all the rules before the game. My top priority was getting those Shields rules tested, so I reviewed those first.

In context of this game, the speed rules were not as critical this game , as my players were covering a blockade of a planet where multiple slow freighters with starfighter escorts were trying to get past them to the planet. It was more of a game of the players managing finite resources to stop as many as possible, but when they got to them, they were fairly easy to destroy, disable, or get to surrender.

Speed will be a bigger factor in the next game - the land battle on Mimban. I will also need to review your rules about artillery for that one.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 15144
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jan 15, 2022 2:53 pm    Post subject: Reply with quote

Artillery may need to be updated, since the write-up already includes a Static Bonus for Moving Targets. If you plan to use my rules, the fix would be as simple as substituting the Speed Modifier in place of the Static Bonuses.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Dr. Bidlo
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Joined: 24 Nov 2021
Posts: 132

PostPosted: Sun Jan 16, 2022 12:39 pm    Post subject: Reply with quote

Yes, that it a very simple fix.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 15144
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jan 16, 2022 3:19 pm    Post subject: Reply with quote

I'm thinking I'll go through and add the base modifier from this rule to my stat posts, under Velocity Modifier...
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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