Space Rules

Make Armour Great Again

  • Macrocannon and bomber damage is calculated per hit.
  • Armor is -12.
  • Torpedo damge is -12.
  • Lances have no range modifications and each strength point fires separately. DoS count only for crits.
  • Broadsides’ Strength are halved and fire twice (STR 5 broadsides would fire at STR 3 andSTR 2).
  • Shields go down for the entire round.
  • The Abstract Method is used to keep track of small craft losses. Attack craft used in battle always make a maintenance check after that battle.
  • Small craft form Wings made up of squadrons. A Wing can have as many squadrons as Flight Crew Rating/10 (rounded down).
  • The damage of bombers is 1d10 + Flight Crew Rating/10 (rounded down).
  • Ships firing or being fired at are at -10 for augur checks.
  • Light Cruisers have a 90 degree turning rate.
  • Sunears reduce damage to 1d10+1.
  • Armour bonuses do not stack.
  • Rak’Gol macrocannons should be bumped in damage to correspond.
  • Eldar should get a slight bump in armour.

This makes it so that lances are more effective against cruisers who can stand up better to macrocannon hits, while lighter vessels will be torn apart by macrocannons.

Size Matters

The size of the ship does correspond to the Crew Pop. and Morale rating. A breakdown of benefits to ship size is shown below.

Hull Bonus Crew Pop. Bonus Morale
Light Cruiser +50 +40
Cruiser +70 +60
Battlecruiser +85 +80
Grand Cruiser +90 +80
Battleship +100< +100<
Space Hulk +150< +200<

Note: Barracks, Cargo Holds, Luxury Quarters, etc. that are equipped with extra men, colonists, slaves, etc. may also be utilized for additional benefits to Crew Population. A full Barracks stocked with Colonists, which can support 20,000 soldiers, normally adds only +10 extra Crew Population if used in this manner. The people transported in the barracks are probably not trained voidsmen and can only be utilized in the most rudimentary of tasks, unless otherwise noted. Luxury Quarters usually house about 1000-3000 people lavishly. Cargo Holds can be utilize like Barracks, but morale and “crew loss” can be greatly impacted depending on the situation.

Example: You are transporting 20,000 trained voidsmen to crew a ship you recently captured in another sector, then this component might provide you with +20 < extra Crew Population, depending on the size of your void ship (Raider probably +80, while a Battlecruiser will probably be +20).

Fleet Management System (WiP, let me know what you think)

A Dynasty can sustain up to the ten’s digit in its Profit Factor Rating in permanent line ships before their normal upkeep costs start impacting the Dynasties Profit Factor. Line ships are ships acting in a capacity that are not directly supporting trade endeavors to increase/sustain the Dynasties current Profit Factor rating. This can be ships guarding a system / planet, or part of the RT’s fleet.

Past the max, each vessel incurs a temporary -5 to -10 PF (RD to CA) to the Dynasty. Battlecruiser Hull designs and larger count as 2 ships, while Raider Hull designs or smaller (some Transports) count as ½ of a ship.

Dynasty ships conducting trade endeavors without affecting Profit Factor are near infinite to sustain (because they are paying for themselves and their upkeep by doing endeavors), but are generally no more than twice the number of line ships a RT can sustain in a line capacity. They must be specialized for their role, and can’t be just any ship.

Ship Purchases/Sales/Prizes – Purchased ships cost PF equal to 10% of their SP cost, including components. Ships can be sold for an equal amount. Both sales and purchases can be further modified by skill checks. Prize ships added to your fleet reduce PF by 5% of their SP cost, to account for maintenance, salaries, ammunition supplies, etc. Repair and recruitment are handled separately.

Ship Combat Actions

Ship combat extended actions. Should allow some of the less combat-oriented roles something to do. The ship can receive as many extended orders as the ship’s crew rating bonus (currently 3) in an effort to speed up combat and balance vs NPC ships. Any player may switch to one of the (N)PC characters for space combat should they wish to take a more active role in the engagement.
More actions: https://community.fantasyflightgames.com/topic/197607-new-shipboard-extended-actions/

Misc.

Shields go down for the entire round.

The Abstract Method is used to keep track of small craft losses. Attack craft used in battle always make a maintenance check after that battle.

Small craft form Wings made up of squadrons. A Wing can have as many squadrons as Flight Crew Rating/10 (rounded down).

The damage of bombers is 1d10 + Flight Crew Rating/10 per wing.

BFK Squadron rules for void ships can also increase Turret Rating by +1 to +2, depending on where the vessel is, how many ships, and Turret Rating of ships in squadron that are in the formation.

Turrets give +10 per rating, while Interceptors only do -5 per squadron to the Turret rating.

You can target small craft Wings/Squadrons with macrocannons with a -30 BS test. Lances get a -50 BS.

Alternative Navigation Rules

https://docs.google.com/document/d/1-MtWrnHF5DK8DwQ2pT9S1LMBlEK7N5FywZT3DarpwPI

Space Rules

For Profit and Headware redforactual_1 redforactual_1