Does anyone have any ideas for house rules (or opinions therein) on some good effects for some REALLY LARGE terrain features?
My buddy and I approach Epic scale games as mostly dogfight affairs, with a light sprinkling of large ships, but have no plans for any Huge ships, so we don't worry about needing lots of open space on the playing field.
To that note I wanted something suitably "epic" to use as terrain other than the pretty small asteroids that come with the game, so I did some work in GIMP to make a pair of templates which depict two halves of a drifting, destroyed Corvette (to the scale of the standard model) out of the ones found in the files section here on the 'geek.
I thought it would be fun and cinematic to be able to be able to pilot ships through the clear space between the halves, but I am wondering about what I should impose as penalties for flying over the intact sections of the ship.
I don't want to make it just a "giant asteroid" though, as the damage mechanic for them is too much for something that will typically take two turns to get off of/over. We were kind of thinking of having all the rules stay the same as for asteroids, but instead of the roll of a single die for possible damage, any ship who stops or whose maneuver crosses over the wreck at any point simply receives an automatic stress token to represent that they are focusing on not hitting it.
We also thought about just making each token block line of sight to the other side. Maybe as well as some sort of token you place to show if you went over or under the wreck when you move onto the token, in which case in the rare instance there is another ship on the same wreck section, you can only fire at one on the same side of the wreck as you.
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