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==New Player's War Cry== | |||
'''Reading the Character Sheet''' <br> | |||
The statistics most directly relevant to the nuts and bolts of space combat are the skills under the military heading. The three families of military skills can provide bonuses directly to the | |||
'''Initiative & Actions''' <br> | |||
Space battles occur in the familiar round & turn format, with order of play set by rolling initiative. The base die for initiative is a d10, but the skills and bonuses that apply change depending on the circumstances. When captaining a single ship, apply Ship Command: Leadership. If a player character is in charge of any more than one ship the Squadron Command and Fleet Command skills are used as appropriate. One roll is made for all ships under a player character's command. Initiative is rerolled every five turns. The rule of thumb to remember: <br> | |||
A personal ship: 1d10+(Leadership)+(Ship's Initiative status)+(Any nearby Flagship Bonus) <br> | |||
Squadrons/Fleets: 1d10+(Squadron or Fleet Command)+(Flagship Bonus) | |||
Barring special circumstances, each ship under a player character's command can move once and fire all weapon systems once in a round. | |||
:One of the obvious corollaries is fir | |||
==Ships & Weapons Proposals== | ==Ships & Weapons Proposals== | ||
'''''100thlurker:''''' <br> | '''''100thlurker:''''' <br> |
Revision as of 06:59, 19 May 2015
New Player's War Cry
Reading the Character Sheet
The statistics most directly relevant to the nuts and bolts of space combat are the skills under the military heading. The three families of military skills can provide bonuses directly to the
Initiative & Actions
Space battles occur in the familiar round & turn format, with order of play set by rolling initiative. The base die for initiative is a d10, but the skills and bonuses that apply change depending on the circumstances. When captaining a single ship, apply Ship Command: Leadership. If a player character is in charge of any more than one ship the Squadron Command and Fleet Command skills are used as appropriate. One roll is made for all ships under a player character's command. Initiative is rerolled every five turns. The rule of thumb to remember:
A personal ship: 1d10+(Leadership)+(Ship's Initiative status)+(Any nearby Flagship Bonus)
Squadrons/Fleets: 1d10+(Squadron or Fleet Command)+(Flagship Bonus)
Barring special circumstances, each ship under a player character's command can move once and fire all weapon systems once in a round.
- One of the obvious corollaries is fir
Ships & Weapons Proposals
100thlurker:
Artillery
Artillery Cruiser (Jardin & Imperial & League): 1 Armor, Spinal Cannon, 1 Lasers, 4 Shields, 2ECM, 3AA, 6 HP, 1 Speed (Init 1)
Flying Artillery: 2 Armor, Spinal Cannon (20 Damage), 1 Lasers, 3 Shields, 2ECM, 3AA, 4 HP, 4 Speed (Init 2)
Ships
Jardin Dragon 1 Armor, 4 Lasers, 2 Antimatter Cannon, 3 Shield, 2ECM, 2AA, 6HP, 4 speed (Init: 3)
League Carronade Frigate 2 Armor, 5 Antimatter Cannon, 8 Shields, 2ECM, 2AA, 12 HP, 4 Speed (Init: 2)
Heavy Cavalry: 8 Armor, 5 Lasers, 8 Lances, 6 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2)
Amendment to Lances:
Lances: High power lasers that have range 0-2, murderously effective in destroying armor, however base-to-hit is 8. Each unit of speed a ship moves in a turn brings the target number to hit down by one.Approved
Making a spaceship!
While building a spaceship, there are two stats that must be tracked; Space and Cost. Cost (represented with the $ symbol) is simply the Ducat price-equivalent; how much labour, resources and whatnot is required to build one. Space is a holistic measure of volume and tonnage, representing how big a ship is; Space is added up and determines what size class a ship is and consequently how expensive its engines and its ECM suite are.
Component List
Components that require 1 Space.
- 1 Lance ($2)
- 2 Hits ($2)
Components that require 2 Space.
- 1 Laser ($4)
- 1 Missile [3 reloads] ($4)
- 1 Antimatter Cannon ($4)
- 1 Shield ($6)
- 1 Anti-Air ($10)
Components that require 3 Space.
- 1 Missile [8 reloads] ($5)
- 1 Armor ($1)
- 1 ER Laser ($6)
Components that require 4 Space.
- +1 Command System ($8)
- 1 Fort Cannon ($6)
Components that require 20 Space.
- Spinal Cannon ($40)
Examples:
- Destroyer; size 13
- Heavy Cruiser; size 45
- Battleship; size 92
- Fast Battleship; size 82
To determine Space multiplier, divide the ship's Space by 10 (keeping all fractions) and then square it. Thus a Battleship would have a Space multiplier of 9.2 x 9.2 = 84.64.
- ECM costs $2 x multiplier per +1
- Note: These assume all speeds boosted by 1 to bring dreadnoughts to 1 hex/turn and laser range increased.
- Engines with speed 1 [dreadnought speed] cost 0.25 x multiplier
- Engines with speed 2 [battleship speed] cost 0.5 x multiplier
- Engines with speed 3 [slow cruiser speed] cost 1.25 x multiplier
- Engines with speed 4 [fast cruiser speed] cost 2.5 x multiplier
- Engines with speed 5 [slow escort speed] cost 4 x multiplier
- Engines with speed 6 [fast escort speed] cost 6 x multiplier
Heirlooms
These are things you can plug into your ship - presumably via some sort of baroque contraption - that provide performance bonuses.
- Oscillation Overthruster: +1 Speed
- Epitaph: +3 Laser range, +2 AMG range, +1 Lance range, -1 Kira
- Mimetic Polyalloy: 1 armor regeneration/turn
- Dilitium Chrystals: 5 shield regeneration/turn
- Flux Capacitor: Roll 1D10 for every point of damage taken to shields; on a 1-2 the damage is ignored. Does not apply to damage taken to armor or hull.
- Zohar: Once per battle, may go on to all special orders at one time.
- Song of Nephilim: Once per battle, may reduce all sign ranges to 1D5 hexes (applies equally to all ships, friendly and enemy) until the next action of the host ship.
- Jedi Holocron: +1 Command