Wow! A lot of stuff to process here. I'll do my best to reply to everything as much as possible.
Zzapp GunzI really like the idea of baking the power fluctuations into the random strength roll. Firstly, because it eliminates extra rolling, but also because it solves the problem of the Savage without needing to bring in a whole new escort class. To be specific, we can say:
If a score of '1' is rolled (on the actual D6, not the D3 result) when determining the strength of a ship's zzapp gunz, place a blast marker in contact with that ship's rear arc. This may only occur once per turn, and does not apply to zzapp gunz with fixed strength values.Then, providing a small boost to zzapp strengths from D3+1 to D3+2 across the board (I'm not yet comfortable with D3+3 zzapps on kill kroozers), and eliminating the exchange cost for the Savage should mostly fix the issues with the new zzapps. Combined with other changes (below), I think this is a good starting point to look at zzapps again, before any more drastic changes are considered.
EscortsSo before we go re-designing the entire Mob Rule, I think it would be prudent to simply consider fixing this by making the bonus escorts not count for victory points at all. Note that you would not need to keep track of which individual ships were 'free', since escort squadrons give up victory points based on overall squadron cost.
With a 5pt reduction in escort cost across the board, it will also be easier to fill out squadrons to utilize the Mob Rule or give escorts upgrades, as desired by the player. Additionally, I am amenable to nudging down the threshold for the Ld bonus by 1, so you'd gain the Ld for having at least
five ships remaining rather than the current six. That way, a "half-size" squadron will still benefit until it loses its first casualty.
ClanzI agree that these seem to get ludicrously expensive on top of any other upgrades. Here's the way I can see this changing:
Any Ork commander may purchase support from an Ork Clan at the cost shown in the fleet list. A commander's clan affiliation (or lack thereof) applies to every ship under his authority, determined as follows:- A commander always has authority over his own ship and those of his squadron.
- The Boss with the biggest ship (Space Hulk > Battleship > Cruiser > Rok > Escort) has authority over all other ships in the fleet, except those under the authority of a different commander.
A ship can only ever have one clan affiliation, and a squadron may never have multiple commanders with different clan affiliations. Note that a ship's clan does not change during the course of a game, regardless of any commander's status. Finally, a commander's re-rolls may not be used for ships or squadrons with a different clan affiliation (commanders and vessels without a clan are exempt from this restriction).I expect that the cost of purchasing clan support would also go down, although potentially with a small "tax" on the first Clan affiliation purchased (since a single one would apply to everything - a tremendous cost reduction). On the whole then, you'd still be paying much less for 1 or 2 Clan bonuses, but if you want to mix more Clanz together, you'll start having to pay for Nobz, which will jack the price up.
For the specifics of each clan:
- Goffs: AFAIK the MANZ was supposed to stack with this. Allowing it to simply stack seems like a simpler solution in light of changing the cost and expanding the applicability.
- Evil Suns: Since you're still paying for this one, no need to change it I think.
- Bad Moons: Same as above.
- Deathskulls: Agreed that the current bonus is a little nonsensical. I'm fine with something along the lines of what was suggested, for example "When rolling on the Critical Damage table, a Deathskulls vessel may add or subtract 1 from the result. In addition, a Deathskulls commander may purchase looted torpedoes for his ship for +10 points instead of the usual +20 points."
- Blood Axes: For this, I think it's best to just remove the stacking with Targeting Matrix. So it would read like "this bonus cannot be combined with that of any other ship upgrade, such as a Targeting Matrix."
- Snakebites: So, the reason this was Roks and Escorts only was because the Snakebites don't really have their own vessels or maintain a space fleet. In this case, I'd keep the bonus the same, and change the fleet list entry to "Any Rok or escort squadron may be designated as a Snakebite vessel for free, ignoring any other clan bonus that would normally apply." So the Snakebites would work a little bit "outside" how the other clanz are setup, which kinda fits their fluff I think.
For the Space Hulk, it would also get a change to "An Ork space hulk never benefits from clan bonuses, but for the purposes of other rules and abilities, it is considered to have a clan affiliation (or none) as determined by your fleet's commanders."
That's about it for now on the points already brought up. Let me know what you think!
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In other news
thank you Green_Squad_Leader for posting those Refits/Crew Skills tables. I'll probably end up using some or all of them in the Campaign Rules.
Also, regarding Lord_Borak's question on the previous page:
Anyway, the point of my reply. How are the rules going for the Rogue Traders?
Also, will you be including any of the ASC ships in the BFG:XR fleet lists? With potential for new ships types/classes?
Rules are... coming along. It's slow going and the end of this long marathon is starting to wear on me. It'll get done though.
The ASC is a separate active project with a different kind of scope compared to BFG:XR, so there are currently no plans on bringing ASC content directly into BFG:XR. They are mostly compatible AFAIK, however, and I am happy to endorse it
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As always, thanks to everyone for their interest and contributions!