I really like the resources, will definitely nick those for the next campaign 
Thanks. Can't really take credit for it, ganked the idea from an Advanced Campaign Rules supplement I found, I think on a Forum search here. The original was more in depth, with storage and transport capacity and the logistics of moving resources around so they'd be usable. I didn't quite want to go that in-depth.
Two things I noticed about the "other" appeals charts:
Space Marine other appeals, roll of 7: Equipping a ship ship with Thunderhawks should halve its' launch bay capacity in the same way as per the venerable battlebarge or chaos space marine rules (Imagine an Emperor Class Battleship launching 8 Thunderhawks, ouch!)
Okay, maybe I'm missing something, but why would Thunderhawks be worth twice as much as regular fighters/assault boats? A 4+ invulnerable save is nice, sure, and they can do the job of both, but are they really that much more powerful? In my experience, assault boats are kind of underwhelming in general, since unless you're attacking a ship you're currently firing on for extra criticals (in which case you should probably be destroying it soon anyway), crits can get fixed fast by a ship with 8 hits and no blast markers. Not trying sound like a smart-mouth, genuinely curious what the balance considerations are.
Chaos gods other appeals, roll of 9: All Chaos Ships already have boarding torpedoes and assault boats... maybe you could substitute it with the option to buy chaos space marine strike cruisers? Since they are not readily available in most Chaos lists it would be the only way to incorporate them into your fleet registry... Downside is, this is essentially the same option the regular marines would have. Then again, Imperials have 2 types of vessels outside of their fleet list they can get via appeal, so one for Chaos might be prudent.
Well, the Boarding Torpedoes result was in the original appeals table, so I just left it. Though I know Chaos ships automatically come with Assault Boats, I do recall recently tripping over the rule that they have boarding torpedoes as well. Where are these Chaos Strike Cruisers? Sounds like a promising option.
Because in the rulebook example there are two "sides" in each campaign. All "evil" against all "good" (in your imperials vs chaos - example, tyranids and necrons would be on the chaos players side concerning victory conditions - they would be allied, even if this doesn't make sense), but you can't categorize all factions like that (thats why i apply this change). If you are going full "free for all" in a campaign, maybee this doesn't matter.
Ah, okay. Haven't really read victory conditions for campaigns with more than Imps/Chaos/Orks/Eldar, so didn't know about that. Yeah, Tyrannids and Necrons should have their own victory conditions, independent from anyone else. I just don't care enough to write them.
While i like the idea of being able to have some influence on the refit/appeal-randomnes, this could be a serious balance problem (this doesn't "make it bad", it just causes more work or....more trouble.. ^^ ).
It sure could. Though it also avoids underwhelming results like "yay, another +5cm speed on my Slaughter" or "A left-shift to weapons fire on my Acheron." With a Campaign Master keeping an eye out for really broken combos, I think the +10% points applied to each ship is a pretty good balancing factor. The more upgrades an individual ship has, the more it limits your ability to bring additional ships, and volume of fire pretty consistently trumps everything else, at least in my experience. Can't comment on your specific example, but it seems more like a problem with the upgrade itself rather than the system in general. Apply errata/common sense as appropriate.
Appeals can create a huge advantage, too. Free Space marine battle barge for example, these +425 could be an auto-win. the chance is low, so if it happes in the course of a campaign, it won't happen again (most of the time), and if you look at the granting chance allone (5+), it ofte does make more sense to go for reinforcements or maybee a refit if you have a ship which does deserve one in some way. increasing this this to 3+ means it is no longer an option with a high "you will get nothing" chance.
As far as I understood it, Erik adressed the problem with the free battle barge in that he made it possible to buy it with resource points for the fleet registry.
So to actually get in in a battle, you would have to pay the full points cost of the battlebarge.
If you have the resource points at hand and roll appropriately on your appeal, you can unlock a single battlebarge as an additional class of vessel for your fleet list. You do not get an extra 425 points gifted for a battle. I really like that change by Erik, it is a very precise and effective adjustment I think.
Yeah, the "free battle barge" and "free strike cruiser" results never sat well with me, since they'd be game-breaking in the next mission. So I changed it to allowing you to buy one (and only one) as though it was in your normal fleet list. So if you roll three 2s on Space Marine appeals in a row, you can buy three Battle Barges. . . for 425 Resources each, and still have to allocate 425 points of your fleet in the next battle to actually bring it in. Much more balanced, IMO.
On another note, the chance is still there, which could mean that someone spends his hard-earned ressources and they are completly lost, which could have a negative impact on this players experience.
Yeah, that's true. On the other hand, the randomness of the Appeals tables can really shaft you already if the dice aren't being kind that day, this just gives you some more control over it. It's a tactical choice. . . spend resources on adding ships to my fleet or swapping to a variant, or boosting my chances of adding a Chaos Lord to my retinue?
Maybe the randomness should be keept, but ressources could be used to make an random rolled refit even better in some way (but i am lacking ideas how atm).
The benefits are already pretty good I think (every thought I've had for improved/alternate refits pretty much falls into "while that would be awesome for me, playing against it would SUCK!). And of course, that's why I put in the "20% pick one" option. You still have to earn a Refit through the regular Appeals system, but once you do, you can really shell out to just grab one of whatever you want, bypassing all randomness. So no wasted resources.
Or they could grant some kind of benefit with a limited number of uses - for example: you could allow to buy special torpedoes with resources, but with a fixed price tag per single torpedo. so, maybe someone buys 12 of these nasty short-burn torpedoes, but after these are used he/she will have used the last one of them. and have to spend ressources on new ones if he/she wan'ts to use the again. This could even work for some refits in some way. There could be special fuel cells to use the "all ahead full"-refit, but only for a limited number of times - important is that these are not "refilled" after every battle. Since these benefits will have to be replaced, there is a constant "need" for the resources, while the ressource-effekt is more unlikely to stack up during the curse of the campaign, and this it should be more unlikely to be exploited in some way. You could compare this aproach to the economy in some video games, where players have to pay stuff to prevent inflation (repair costs for items or transportation costs).
I like the idea of special torpedoes being bought with Resources (though I kind of hate torpedoes in general), bypassing the "one shot per game rule" and going with "I have as many salvos of this types as I can afford." Another interesting tactical choice. . . do I add another ship, or turn my Retribution into Trogdor the Burninator with 28 loads of Melta Torpedoes? I like.
The "boosts," less so. The whole point of a refit, to me, is to either shore up a weakness in a specific ship design or help it play to its strengths. For instance, he first two refits I like to get for my Chaos fleet are decreasing the turn distance of my Desolator by 5cm, and increasing the speed of my Repulsive by 5cm. So my cruisers, heavy cruisers, grand cruiser, and battleship all have the same speed and maneuverability. Of course, the random system means you might be stacking tons of other refits on these ships before you get to those, with the end result that when you finally nail down those choice add-ons, the ship's too expensive to practically deploy. Hence, my rules to take some control over the random table.
btw: if the resources replace the renown system, how do players get renown? if renown is completly replaced, how to players earn fleet commander leadership and re-rolls?
The renown points are not completely replaced by the resource system. Only the extra renown for Victory points are replaced, and only IF you happen to hold the field. The rest of the renown +/- conditions still apply and generate renown as usual.
Precisely. Thing is, if you fight a 1500-point battle, destroy all the enemy ships, and reduce half of them to Hulks, you'll shoot like three tiers up the rank chart in ONE BATTLE. Doing a few test runs over Vassal, my brand-spanking new Chaos Champion was a Warmaster in, like, four turns. That was just too frelling fast. So, when I started in on the resource rule, I decided to nix the Victory Points from Renown, and transfer them to Resources. Goes from a HUGE boost to Renown to a tiny boost to Resources, but an extra ten, fifteen, or seventeen resources can be a healthy addon. Other Renown modifiers are applies as normal, giving a much more gradual progression, which I personally prefer. But that can very much be an individual taste thing, and some campaigns and players may prefer the massive jumps if you're able to completely slaughter the enemy fleet. So, YMMV.
I did not look closely at the refits table before, but the example you gave seems worrying indeed. (I got a guy in my gaming group who snoops out stuff like this, i have to be prepared beforehand
) This might need some tweaking...
Should I have misunderstood something, correct me Erik^^
Nope, think you got it alright.
And yeah, particular refits that are broken on particular vessels should be managed, but that's where the Golden Rule of Gaming comes in. That, or any of the various unofficial rules tweak projects.
The free battlebarge for a single battle is vanilla-appeal-chart content. he doesn't change the vanilla content, he changes the chance that an appeal is granted (the roll you have to make to be allowed to roll on the chart) - you can increase the chance for resource points.
Uh, I totally did change the vanilla appeals charts. Granted, a lot of the results are close to the same, but with callouts to specific rules (instead of Chaos Space Marines just granting a Boarding Bonus, you now benefit from the full rules of a Chaos Space Marine Crew as published.) But others are tweaked to taste (like the Battle Barge/Strike Cruiser results and "Chaos Gods Smite You"). The tables are up there, and I'll actually be replacing them shortly since I've added a few new tables and shuffled some things around (giving Chaos "Forces of Chaos" and "Favors of the Chaos Gods" tables, one focusing on "real" benefits of Chaos, the other on "Chaos Magic," basically.)
Okay, I did break up the "Space Marine Ship" benefits into three or four different bonuses, but that seemed fair, and included the individual rules of each benefit in that bonus. Would it make more sense to call out the specific Space Marine ship rule you're getting in the text, instead of reprinting the rule itself?
On the renown points: thanks, i have misread this part!
No worries, it happens. If I was unclear, though, please let me know how I could make the point better.
Thanks for the replies, glad to see I'm contributing something useful! Any clarifications needed, I'm happy to include.