KHs rules are perhaps best at small actions 2-12 ships. With less ships you use the Advanced Damage table and with more you use the basic game rules of all damage goes to hull points.<br /><br />Things start to bog down in large fleet actions. <br /><br />A recent post on SF-UN got me wondering about fleet actions. <br /><br />a fleet action with hundreds of ships is not going to be concerned with ship X has a laser cannon and a masking screen. In fact one heavy cruiser miniature or counter will likely represent a division of 2 cruisers or 2 divisions of cruisers in formation. A Light cruiser on the table would be similar or as many as 6 ships in formation. and so on. a fighter would be a squadron of 12.<br /><br />All ships would be represented by Attack and defense numbers and possibly a "Saving throw" or DCR number <br /><br />A Formation would have health states- Trim, damaged, depleted, destroyed. Models on the table at start of game are Trim. When a formation is damaged a cotton ball is added to the minitature (underneath or trailing it) this represents debris and atmosphere leaking from the damaged ships which is being picked up by radar and scanners. When a ship is depleted a second cotton ball is added (tear each cotton ball in half and streatch it out some to form a debris trail)<br /><br />Damage control and improve a health state.<br /><br />mechanic should be a simple rule not requiring looking up much more than a card on that particular ship (no flipping through a rule book during play or consulting tables)<br /><br />If PCs are riding in a ship in a formation that is damaged, depleted or destroy they can pretty much survive much as in the current KHs rules. Game master simply shifts to a deck plan and plays out the SAR scenario.<br />
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