|1 person marked this as a favorite.|
I don't know that SWN has a range band map, so I'm going to assume you meant Star Wars and apologies if I'm sniping someone elses questions.
And I'm going to be very longwinded about it too.
The big error we discovered after our first space encounter was that we did in fact only use one band chart for the PC's freighter and I just placed the pirate raiders around it. I didn't keep separate charts for each of the enemy ships and just rolled their generic skills to move and attack relative to the PCs map. To be honest, it played pretty smoothly and is actually how I recommend it be used. However, there's obvious complications if the PCs have more than one ship, there's more than one side, or the enemy ship(s) are expected to make tactical choices beyond basic fight or flee type actions.
We didn't play with multiple PC ships, but I feel like the spirit would still hold up. The strength of the concept, to me, is that it boils the space melee down into just what matters to each ship: how many are out there and where are they relative to me. To be honest, I don't even think I'd include my friend's ship on my range template. It wouldn't matter how close you were to them, just how close you were to ships that were attacking them.
There are specific pilot actions that require skill checks, like closing range or shaking pursuit. There's also a check for avoiding hazards, although I'm not sure how hazards are intended to come into play. With no map, there's nothing that needs specifically to be flown around. I assume a pilot could choose to risk a hazard in order to force a pursuing ship to make the same Avoid Hazard check, but that's not spelled out in the rules that I know of. I could also see a game master deciding that an asteroid field, fer instance, might require a check in order to change range bands, but again, that's just a possibility and not a rule that I remember.
Not for nothing, moving enemy counters around the map ranged from tedious to fun for everyone. There can be a lot of moving parts, but sometimes the excitement lead to everyone grabbing tokens and moving them around. I don't think it was an intentional design goal, but it was a fun little extra point of engagement for other players around the table.
Attacks are just like basic combat, the size of the ship decides how far away you can attack (fighters need to get to point blank while cruisers can shoot farther (but notably NOT point blank)). There isn't any system targetting or anything nuanced like that, just blasting away.
Weirdly, now that I'm flipping back through the rulebook, I can't find any mention of what other crewmembers would be doing. It's weird because I totally remember them doing stuff. We must've dragged in some rules from another game, but the guy playing the repair droid was definitely making repair rolls and we had some sort of system damage going on. (I wonder if we cribbed from GURPS, one of my players had a huge library of GURPS books.) Anyways, unless it's hiding in some other chapter, that's definitely a shortcoming of these rules.