Aftermath
Dim lights illuminated the ruined hangar of the Blind Justice. Tobin’s Valiant carefully approached a cleaned-out area and landed, the last of the three pilots to board the ship, though numerous Valiants and Raptors awaited by circling the carrier.Tobin climbed down the ladder from his cockpit, his legs stiff and sore from hours of waiting. He slowly worked his arm and grunted. Dun, still in his armor, sauntered up and offered him a cup of steaming, warm liquid, and slugged him on the shoulder.
“This isn’t Gristy sludge-wine is it?” Tobin sniffed but Dun just laughed “It’s safe.”
Tobin glanced at Starlet, who argued with a technician over the obvious, gaming damage on her Valiant, and then to Shiana, who watched them until she noticed that Tobin watched her in return, then she feigned a sudden loss of interest.
“So, we have a damaged artillery cruiser, a damaged carrier, and a wrecked dreadnought.” Tobin mused. “Congrats man, you got your first kill!”
“Capture.” Dun corrected. “And you?”
“I get to add 6 more marks to my Valiant.” Tobin grinned. “Lady Grimshaw can add a couple more. Starlet can add one.”
Dun nodded. “The dreadnought still has some hyperium on it. After we fix the fuel tanks, we plan on siphoning some from the wreckage, enough to let us limp home to a starport. We also need to process a lot of prisoners; the dreadnought had quite a few survivors.”
Tobin waited for him to finish, and then asked “When will the hangar be cleared?”
“Crews say it’ll be another hour at least.”
He cleared his throat and said “Well, the Lancers still have fuel, as do the Valiants and Raptors.”
Dun’s eyes narrowed.
“What do you mean?”
“We don’t need to carrier to get us to Cabala Scan. That’s where the Valorian Edict went, right? And we have nothing but time until they fix the Blind Justice. We could wait for the Empire to hit us again, or we could hit them first.”
“That sounds risky.”
“We can ask the Akashic what she thinks.”
Dun spread his hands and shrugged. “Let’s do it.”
Retrospective
The first and most important question: Can my Action Vehicular Rules handle a large scale battle like this?
Answer: Yes, sorta. How important is a
huge battle like this to you anyway?
It did all the things it needed to do.
Everyone had something to do. The fighter ace is leaps and bounds
better than everyone else, but it’s possible to make, say, a
space knight or bounty hunter who can at least contribute to space
combat. That worked great. The officer had something to do, and
while we neglected him a bit (mostly because I didn’t want to
spend a lot of time on personal combat), in principle, Dun had a lot
to do. In a real session, we probably would have played out more with
him.
This would have been a very long
session if played at the table, and pretty complicated (we could have
made it more complicated!). This isn’t that uncommon in GURPS,
though. If you ran a major military engagement on the ground, it
would also take at least an hour to work out, more likely an entire
session.
I faked/fudged a lot, but that had more
to do with the scale of the battle than the actual rules. You could
handle an entire battle like this, but it’s far too much work
and not what the system is meant for. It’s meant to cover a few
people having a chase/dogfight, and that’s mostly what we
focused on. I think if I actually ran this at the tabletop, I’d
fudge even more. If you really want to play out a
massive engagement like this as more than just a backdrop for a few
dogfights, then I would work out Mass Combat in Psi-Wars and run it
that way. I don’t think that’s strictly necessary, any
more than running a large battle in, say, DF requires you run Mass
Combat or requires you to play out the rolls of mook orcs vs mook
knights.
Capital ships work fine. The new
damage system gives them a few turns before they die. Torpedoes are
deadly: we’ve carefully re-engineered everything from “missiles
are super dangerous” to “missiles are super dangerous.”
Well done! But where a nuclear missile would have completely
destroyed a dreadnought in a single blast before, it now takes waves
of bombers a few turns to wipe out a dreadnought, which is an
improvement. Capital ships matter, and are dangerous, and you
can “run them,” and it works. They also take quite some
time to die.
I could test Corvettes a bit better. In
retrospect, a single Ronin would have been a nice addition, and it
might be something to look into later. They’re very vulnerable
to torpedoes, and a Lancer isn’t much against a fighter or a
capital ship, but they did what they were supposed to, in
sufficiently large numbers, they could make a serious dent on the
enemy.
Fighters worked great, but we expected
that (we’ve already tested them).
I’ve had to make a few
adjustments to the rules, which I’ve noted in my latest
incarnation of the rules. The major changes are:
- Clarifying when a fighter can attack (making winning the chase contest strictly necessary, like in the standard Dogfighting rules)
- Serious updates to the damage rules (mostly to eliminate “Tracking” damage, as the whole point of Conditional Injury is to know your “wound level” but not how much HP you still have)
- Plasma Flak rules are now included.
I don’t think I’d run
battles like this in Psi-Wars, though. I think they’d run more
like Wing Commander: there’s no strict reason for a carrier to
expose itself to dreadnoughts like this: better to launch fighters
that go into hyperspace, hit their target, and then shunt back. If
the carrier is “in system,” better to hit a target from a
thousand miles away, rather than a hundred, lest you invite a
punishing return salvo. It’s interesting to see that a remote
attack from a couple of dreadnoughts wasn’t enough to make a
real impact on the Blind Justice, but once the Reign of Fire got in
range with its secondary turrets, it began to beat the hell out of
the carrier. Even so, torpedoes > cannons. This means that
dreadnoughts would likely prefer to attack from a similar distance as
the carrier but, if pressed, could certainly ambush one and directly
participate in its destruction.
So I think in the end I would run more
“Wing Commander” scenarios of fighter v fighter, rather
than letting cap ships slug it out too often. That does diminish the
advantage of the Officer template, though tactical coordination gives
him something to do, and their role is not just “Run
capital ships.” They also help people plan their missions and
make use of Foresight, so that should be okay.
That said, Psi-Wars needs to be able to
handle this sort of fight, because it’s what a lot of players
will expect. Just because, logically, you don’t unnecessarily
expose your capital ships to fighters doesn’t mean people won’t
and this playtest has proven that you can do that without having your
capital ship one-shotted.
Raptors seem really good, but
realistically, Javelins should outnumber than 10 to 1 or so, so they
might go down a lot faster than they did in this scenario. I think
an ace like Harkin would have a pretty good chance of taking one out,
but it’d be a lot of work. They’re very much the “heavy
fighter” type.
I’m satisfied with these results,
and I’d love to hear your thoughts. The main things I’d
like to see more of is piracy and corvettes vs fighters, but we’ll
wait for Redjack before looking at that.
One thing I’ve wanted to do for
awhile is make “cheat cards” for the various fighters,
and man, they would have been handy here. You want to know what your
DR is, what your handling is, what your total chase bonus is, what
your HP is, and what sort of weapons you can put on target, and I
think you could get all of it on, say, a 3×5 index card and
then it’d be very quick to reference your stats in a fight.
It’s probably more useful to a GM than to a player, but GURPS’
vehicle stats cover a lot more than just what’s strictly
necessary for action vehicular combat, and it’d be nice to cut
to the chase as how your vehicle fights.
All told, I think I feel safe updating
the Action Vehicular Rules and uploading them to the wiki. Expect
them there… when I find the time. I hope you enjoyed the
playtest!
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