Talk:Battle Cry: Difference between revisions

From Sphere
Jump to navigation Jump to search
mNo edit summary
Line 25: Line 25:
==ECM and AA==
==ECM and AA==
AA is an orphan stat that did one thing only, subtract dice from missiles. As a one off mechanic without the other gameplay elements it was intended to counter, it has become little more than an element of the most aggravating weapon against defense interplays of the system. However, rather than do away with it entirely, I suggest that it offers an opportunity. Turn "AA" into a full stat called Point Defense that takes on all the functions that both ECM and AA used to have.  
AA is an orphan stat that did one thing only, subtract dice from missiles. As a one off mechanic without the other gameplay elements it was intended to counter, it has become little more than an element of the most aggravating weapon against defense interplays of the system. However, rather than do away with it entirely, I suggest that it offers an opportunity. Turn "AA" into a full stat called Point Defense that takes on all the functions that both ECM and AA used to have.  
*Points in PD represent QF Vector Beams that can be used to damage ships or defend against enemy fire. Two points of PD can be used to do one flat damage to an enemy ship in 7 hexes. One point of PD can subtract one dice from enemy fire. PD refreshes at the start of the next round.
 
*ECM is now free to function as a buff/debuff stat rather than one of two passive defenses as a more general EW stat.
Point Defense represents QF Vector Lasers that can be used to damage ships or disrupt enemy fire. Two points of PD can be used to do one flat damage to an enemy ship or missile in 7 hexes. One point of PD can subtract one dice from enemy fire. PD refreshes at the start of the next round.  
*EW now modifies Spotting and Jamming stances. A ship projects an EW bubble equal to double its EW score, also the range of Distortion Fields.  


==EW==
==EW==
ECM is now free to function as a buff/debuff stat rather than one of two passive defenses as a more general EW stat. EW now modifies Spotting and Jamming. A ship projects an EW bubble equal to double its EW score, also the range of Distortion Fields.
*'''Jamming:''' By default ships generate noise as a passive defense, adding one TN to hit per every two points of EW score. Jamming degrades as other sensors that are harder to fool come into play: -1@8, -2@6, -3@4, -4@2.
*'''Jamming:''' By default ships generate noise as a passive defense, adding one TN to hit per every two points of EW score. Jamming degrades as other sensors that are harder to fool come into play: -1@8, -2@6, -3@4, -4@2.
*'''Spotting:''' Ships normally provide telemetry data and vector corrections for friendly ships, allowing for Predicted Fire. So long as the Target is within the Spotter's EW bubble, use the distance between the Spotter and the Target for the purposes of determining penalty from EW for any friendly weapons in range. Crippled ships can not spot.
*'''Spotting:''' Ships normally provide telemetry data and vector corrections for friendly ships, allowing for Predicted Fire. So long as the Target is within the Spotter's EW bubble, use the distance between the Spotter and the Target for the purposes of determining penalty from EW for any friendly weapons in range. Crippled ships can not spot.
Line 70: Line 70:
*'''Retreat''': All emergency power to engines. No weapon pools may be used. +1/2 Speed. Ship in Retreat cannot be taken out of Retreat stance except with a command check.
*'''Retreat''': All emergency power to engines. No weapon pools may be used. +1/2 Speed. Ship in Retreat cannot be taken out of Retreat stance except with a command check.
*'''Spinal Cannon''': When firing a spinal gun, a ship cannot fire any weapon pools and takes a relatively predictable course and emits a large spike of exotic particles. No EW protection and may be hit at -1 TN.  
*'''Spinal Cannon''': When firing a spinal gun, a ship cannot fire any weapon pools and takes a relatively predictable course and emits a large spike of exotic particles. No EW protection and may be hit at -1 TN.  
*'''Open Bays''': When lofting missiles or launching/recovering smallcraft a ship is vulnerable to weapons fire, the ship halves its weapon pools and takes double damage.  
*'''Open Bays''': When lofting missiles or launching/recovering smallcraft a ship is vulnerable to weapons fire, the ship takes double damage from hits.  
Hull Types 0-1:
Hull Types 0-1:
*'''Barrage''': Fleet Capitals to Cruisers may target a hex for barrage fire. Every weapon pool in range does half its dice in damage, spread equally between the target hex and each surrounding hex.  
*'''Barrage''': Fleet Capitals to Cruisers may target a hex for barrage fire. Every weapon pool in range does half its dice in damage, spread equally between the target hex and each surrounding hex.  
Hull Types 2-3:
Hull Types 2-3:
*'''E-War''': Half weapon pools. Target an enemy ship and attempt to counter its Spotting or Jamming. Both ships roll 1d10+EW Score. On a success halve target's EW.  
*'''E-War''': Half weapon pools. Target an enemy ship and attempt to counter its Spotting or Jamming. Both ships roll 1d10+EW Score. If the ship targeted loses, halve target's EW.  
*'''Spotting''': Half weapon pools. The ship is extends its EW Bubble to triple the EW score and improves degradation of enemy ECM to -1@12, -2@8, -3@6, -4@4, -5@2 for the purposes of spotting for friendly ships.  
*'''Spotting''': Half weapon pools. The ship is extends its EW Bubble to triple the EW score and improves degradation of enemy ECM to -1@12, -2@8, -3@6, -4@4, -5@2 for the purposes of spotting for friendly ships.  
*'''Spoofing''': No weapon pools. The ship grants all ships within its EW bubble its EW score for the purposes of passive defense. Ships that use their weapon pools lose this EW protection.
*'''Spoofing''': No weapon pools. The ship grants all ships within its EW bubble its EW score for the purposes of passive defense. Ships that use their weapon pools lose this EW protection.
Line 83: Line 83:
'''Cruiser''': Speed 3 (Init:1), Shields 6, Armor 4, Structure 12, EW 1, PD 6, 6 Lasers, Missiles 3 <br>
'''Cruiser''': Speed 3 (Init:1), Shields 6, Armor 4, Structure 12, EW 1, PD 6, 6 Lasers, Missiles 3 <br>
===Unrated===
===Unrated===
'''Frigate Destroyer''': Speed 5 (Init:2), Shields 6, Armor 3, Structure 10, EW 2, PD 4, Lasers 4, Missiles 5 <br>
'''Frigate Destroyer''': Speed 5 (Init:2), Shields 6, Armor 3, Structure 10, EW 2, PD 4, Lasers 4, Missiles 6 <br>
'''Super-Frigate''': Speed 4 (Init: 2), Shields 6, Armor 2, Structure 10, EW 4, PD 3, Lasers 6 <br>  
'''Frigate''': Speed 4 (Init 3), Shields 4, Armor 2, Structure 6, EW 4, PD 3, Lasers 3
'''Frigate''': Speed 4 (Init 3), Shields 4, Armor 2, Structure 6, EW 4, PD 3, Lasers 3



Revision as of 19:43, 23 December 2015

Roll20 Hints

Along the upper left of the sidebar you will see a gear shaped icon. It is the settings menu. To stop Roll20 from attempting to activate your webcam and mic (if you have either) when you enter the game, click on it then scroll down to the bottom. Under the Video + Voice heading disable Broadcast and Receive, and set Video/Player Avatar Size to whichever you please.

When given control over a token you will have to fill in the three fields for Shields, Armor, and HP in that order from top to bottom. Remember:

<3 Bar 1 = Shields
Z Bar 2 = Armor
~ Bar 3 = HP

Along the upper left of the sidebar you will see another set of icons. The Comb shaped icon is the Ruler which is very useful for measuring Movement and determining Range. If you suddenly can not select any of your tokens, make sure you have switched from the ruler to the select tool.

Symbols
Thunderbolt = Full Offense stance
Tower = Full Defense stance
Flag = Flagship

GM prerogative space

AA to be folded up into ECM just to clean up things, AA was a artifact of when this game was going to have fighters and carriers expansion became vaporware anyway.
New missile stuff proposal:
Range 10 burst mode mode (2 damage shield armor/ 3 damage HP)
Range 20 spotting mode spotting mode (ECM counts double against the attack roll)


I00thlurker Retcon Proposal

ECM and AA

AA is an orphan stat that did one thing only, subtract dice from missiles. As a one off mechanic without the other gameplay elements it was intended to counter, it has become little more than an element of the most aggravating weapon against defense interplays of the system. However, rather than do away with it entirely, I suggest that it offers an opportunity. Turn "AA" into a full stat called Point Defense that takes on all the functions that both ECM and AA used to have.

Point Defense represents QF Vector Lasers that can be used to damage ships or disrupt enemy fire. Two points of PD can be used to do one flat damage to an enemy ship or missile in 7 hexes. One point of PD can subtract one dice from enemy fire. PD refreshes at the start of the next round.

EW

ECM is now free to function as a buff/debuff stat rather than one of two passive defenses as a more general EW stat. EW now modifies Spotting and Jamming. A ship projects an EW bubble equal to double its EW score, also the range of Distortion Fields.

  • Jamming: By default ships generate noise as a passive defense, adding one TN to hit per every two points of EW score. Jamming degrades as other sensors that are harder to fool come into play: -1@8, -2@6, -3@4, -4@2.
  • Spotting: Ships normally provide telemetry data and vector corrections for friendly ships, allowing for Predicted Fire. So long as the Target is within the Spotter's EW bubble, use the distance between the Spotter and the Target for the purposes of determining penalty from EW for any friendly weapons in range. Crippled ships can not spot.

Ship Initiative

Propose to change initiative to hull type, which modifies TN to hit:

  • 0 = Capital Ship
  • 1 = Cruisers
  • 2 = Cruisers or Frigate Destroyers.
  • 3 = Frigates or other unrated ships.

Weapons + Range brackets

Weapon Pools

  • Antimatter Cannon: Fires bolts of suspended Anti-Matter, destroys both armor and hp on the same damage roll on unshielded hulls.
[Danger Close]: Range 0-1. Some of the volatile AM bolts may burst too close to the firing ship, causing one AM damage to self for each 1 rolled.
[Direct Fire]: Range 2-5. Reactor power improves maximum range to 10.
  • Anti-Ship Lasers: High intensity vectored lasers, the primary weapon of most navies. Base TN number is 6 + Target Hull Type.
[Direct Fire] range 0-10, ER type 0-15
[Predicted] Effectively infinite, requires Spotter
  • Heavy Lasers: Massive arrays far too powerful to use strong beam vectoring. Consequently their base to-hit number is 7 plus the target's Hull Type (may not be able to hit certain targets at all). They can not be fitted on Hull Types over 2.
[Direct Fire] range 0-15, ER type 0-20
[Predicted] Effectively infinite, requires Spotter
  • Lances: Pulsar beams based on gravity manipulation.
[Close] range 0-3, murderously effective in destroying armor, however base-to-hit is 8. Each unit of speed a ship moves in a turn brings the TN to hit down by one.
[Long] range 4-8, base-to-hit is 10. Each unit of speed a ship moves in a turn brings the TN to hit down by one.
  • Plasma Cannon: 15-20 Range (Half Damage, requires spotter), 10-15 (1 Damage, requires spotter), 10-4 Range (2 Damage), 0-1 (3 damage). Base to-hit number is 6 + Target Hull Type

Special Weapons

  • Missiles: Must use Open Bay Stance to fire. Ammunition is limited, one point = one missile. Ships can launch as many missiles as they have loaded. One point of PD stops one missile within 7 hexes. Weapon pools can also fire on missiles at TN 8.
[Burst Munitions]: Unlimited range. The player designates either a ship or a designated hex for missiles to hit. A Burst Missile that successfully reaches its target does 6 damage to the center hex and 4 damage to each hex around it. In hexes where blasts overlap, add half damage for another missile, then no damage for any further blasts.
[Shaped Charge]: Resolved like a normal attack, base to-hit number is 6 + Target Hull Type. Range 1-10, effectively infinite with a spotter. A successful hit causes 8 damage, the next does 4, a third adds none.
  • Anti-matter Torpedo: Instead of a traditional warhead, these warheads when armed use a vector field at the tip of a large missile to safely contain anti-matter. Destroys both armor and hp. They act like other missiles in almost all other respects, however, due to their volatility they can only be launched every other turn while their vector fields are recalibrated.
  • Spinal Gun: Single shot weapon seen specialized anti-fortress ships and occasionally battleships. Base TN to hit is 6 + Hull Type. Recharges in 5 Turns. 30 Damage. Must use Spinal Cannon stance to fire.
[Second Generation Spinal Gun]: Base TN to hit is 6 + Hull Type. Recharges in 4 Turns. 40 Damage. Must use Spinal Cannon stance to fire.
[Cruiser Spinal Gun]: Base TN to hit is 6 + Hull Type. Recharges in 5 Turns. 20 Damage. Must use Spinal Cannon stance to fire.

Crippled

Ships are brought to half efficiency when they reach 1/3rd health, instead of half at half, and 1/4 at 1/4th. Previous system was too harsh.

Stances:

  • Damage Control: When a ship is crippled, the Captain may order every non-critical hand to fight fires and make hasty repairs. The ship can not fire weapons or Reactor power. Each turn the ship is in Damage Control, make a command check to bring either weapons or drives back up to normal function.
  • Retreat: All emergency power to engines. No weapon pools may be used. +1/2 Speed. Ship in Retreat cannot be taken out of Retreat stance except with a command check.
  • Spinal Cannon: When firing a spinal gun, a ship cannot fire any weapon pools and takes a relatively predictable course and emits a large spike of exotic particles. No EW protection and may be hit at -1 TN.
  • Open Bays: When lofting missiles or launching/recovering smallcraft a ship is vulnerable to weapons fire, the ship takes double damage from hits.

Hull Types 0-1:

  • Barrage: Fleet Capitals to Cruisers may target a hex for barrage fire. Every weapon pool in range does half its dice in damage, spread equally between the target hex and each surrounding hex.

Hull Types 2-3:

  • E-War: Half weapon pools. Target an enemy ship and attempt to counter its Spotting or Jamming. Both ships roll 1d10+EW Score. If the ship targeted loses, halve target's EW.
  • Spotting: Half weapon pools. The ship is extends its EW Bubble to triple the EW score and improves degradation of enemy ECM to -1@12, -2@8, -3@6, -4@4, -5@2 for the purposes of spotting for friendly ships.
  • Spoofing: No weapon pools. The ship grants all ships within its EW bubble its EW score for the purposes of passive defense. Ships that use their weapon pools lose this EW protection.

Ship mockups

Battleships

Dreadnought: Speed 2 (Init:0), Shields 10, Armor 8, Structure 25, EW 0, PD 5, Heavy Lasers 8, 4 Lasers
Armored Cruiser: Speed 3 (Init:1), Shields 8, Armor 6, Structure 15, EW 0, PD 6, 3 Heavy Lasers, 5 Lasers
Cruiser: Speed 3 (Init:1), Shields 6, Armor 4, Structure 12, EW 1, PD 6, 6 Lasers, Missiles 3

Unrated

Frigate Destroyer: Speed 5 (Init:2), Shields 6, Armor 3, Structure 10, EW 2, PD 4, Lasers 4, Missiles 6
Frigate: Speed 4 (Init 3), Shields 4, Armor 2, Structure 6, EW 4, PD 3, Lasers 3

Ships & Weapons Proposals

100thlurker:

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

Lokar

Missiles: Increase the ammo from 3 to 4. Going full offensive takes 2 (two) rounds of ammo. So an Imperial battleship/cruiser/destroyer can have four rounds of normal missile fire or two of full offensive fire or two normal/one offensive.

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