I've been racking my brain all night over these rules and have come up with a few adaptations, although for the better I don't know.
How much crunch do players think is appropriate - notwithstanding my comments earlier about PBP, I am just wondering if a hybrid ruleset that moves a bit faster might help players with limited posting time.
Be warned, this could result in a brain strain.
Split each turn into two halves - gambits and shields first (followed by resolution) then move and combat actions. Knights further down the initiative order would be able to react to the higher init knights locking onto them, could auger-scan for their shield facing, etc.
I don't know if we need to split the turns - could an opposite player response be taken into account with the possibility of a Reaction? RT seems to self-contain the turn, if that makes any sense?
> Start of combat
- surprise round (if required)
- roll initiative
No problem in my mind here, good solid start to a Turn.
> Combat phase
- declare extended action (in order of initiative) - some consideration was given to higher rank characters getting more than one action here
- resolve extended actions (in order of initiative, but opposed actions happened together - i.e. offensive and defensive actions would go off together)
I roll onto proposed changes for Extended Actions below.
- resolve movement and attacks (in order of initiative)
This was what fed my comments on the Turn/Action/Reaction
- resolve any end of phase effects (timers ticking down, new targets arriving, etc)
Again, no worries here, looks like a straightforward GM tidy.
A knight declared shield facing when one of the following things happened (and kept that shield facing for the remainder of the turn):
- a surprise turn was announced (before the ambush started)
- an augury scan was directed against them
- they were first subject to an attack in the turn
Like this very much, good mechanic.
My proposed changes to the Action List, since in RT, the ship combat seem to give up to two basic orders, Fire and Move (compulsory actions, is that right?) and then a PC/Character gets to do the Extended Action. This is helped with a little knowledge of Battlefleet Gothic
Players have Two Actions/Options per Turn, and One Reaction. The Shield direction is always active, and declared as part of the Warsuit's systems. On top of this are several "Free" actions permitted by Manifold Properties (Wargear) and Pilot Talents.
Primary Combat Actions:
- Lock On (Aim)
- Reload Weapons (Reload)
- Brace (Harden systems/stance against impacts, but has penalties to next shooting/mobility)
- Increase Speed/Decrease Speed (All speeds have a bracket, like a set of gears, this is a war engine, not a hatchback).
- Maul - the RT hit and run action, essentially close combat (No change)
- Defend - against mauling (No change)
- System-specific action - (Use a skill, a specific item, like Ready or Use)
- Combine Fire - (Must be stationary, fire all Primary Weapons OR Secondary Weapons at a target. Hard penalties for next turn)
The Secondary actions are a little more esoteric and need more refining by other brains...
Secondary Combat Actions:
- Augury scan (general) - detect hidden hazards, etc (Possibly Free Action)
- Augury scan (focussed) - determine shield facings, knight components (Half Action?)
- Aid the Machine - bonus to passive movement and detection
- Beseech the Machine - temporarily improve [morale] rating by 1d5 per degree of success, not cumultive with itself
- Goad the Machine - reduce [morale] damage from hits this turn
- Emergency repairs (general) - repair one damaged (but not destroyed) component in 1d5 rounds, less one round per degree of success
- Emergency repairs (firefighting) - deal with ongoing damage from some critical hits (particularly from melta weapons)
- Hail the enemy - to talk, intimidate, etc
- Jam communications/sensors (Half Action?)
- Knight Master - 'put your backs into it' from RT, bonuses that only applied if you had two or more extended actions to use from being a high rank.
These can be wrangled a little bit more later, but I had an idea about Turret Rating.
- Point Defence Rating - Defensive property against missiles (PDC - Point Defence Cannons)
A Warsuit has four Speeds from Stationary:
- Walking Speed (useful for holding formation, allows most weapons, uses less power draw)
- Striding Speed (General purpose combat speed for shooting and stomping)
- Assault/Closing Speed (Charge, heavy locomotion power draw and CCW prevents shooting, except PDC)
- Flank Speed (Running, heavy power draw, no guns besides PDC)
Those are a few things that bubbled into my head. Feel free to hammer them out.