Talk:Neo-SP Spaceships

From Sphere
Jump to navigation Jump to search

Thoughts for more dynamic small battles

Power

Each ship has a power rating of X (working values: 1 for escort, 2 for cruiser, 3 for capital)

Power can be used in one of the following each turn, declared before initiative is rolled:

  • Power to Engines: Gain +1 speed (+2 if escort) and +1 initiative
  • Power to Shields: Regenerate X shield points
  • Power to Weapons: X standard weapons (energy/kinetic) may either fire a second shot; weapons with cooldown may be immediately readied (eg, plasma cannons) or, if ready, do not have cooldown. All hits inflict double damage.
  • Power to Main Gun: Spinal weapon cooldown is reduced by 1, or if cooldown is 0, spinal weapon can be fired

Commentary: Power to weapons will need to be balanced against power to shields. This is a first draft.

Range

All shots at targets 10 or more hexes distant inflict half damage (final damage rounded up to a whole number). The exception is missiles, which are self-guided.

Under The Guns

Spinal cannons have a hard time hitting fast targets; they have an effective minimum range equal to the target's speed. For every hex under that they suffer a stacking -2 to hit and if the modified die roll is 0 or less the shot is a clean miss and does 0 damage, even if it was on 'targeted' mode.