Battle Cry: Difference between revisions
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Movement is determined by Speed. A ship's speed is set at the start of a scenario by the GM and by ship's Acceleration. Every Ship '''must''' move its current Speed in a straight line by the end of their turn, barring a Special Order. Speed is constant from round to round if not acted upon. | Movement is determined by Speed. A ship's speed is set at the start of a scenario by the GM and by ship's Acceleration. Every Ship '''must''' move its current Speed in a straight line by the end of their turn, barring a Special Order. Speed is constant from round to round if not acted upon. | ||
Ships have an Acceleration rating which they spend to change their Speed, make major course corrections (up to 45 degrees), and perform Maneuvers. Changing Speed by one costs one Acceleration. Each course correction costs one Acceleration. Acceleration can also be used to perform Maneuvers or some Special Orders (see section). | Ships have an Acceleration rating which they spend to change their Speed, make major course corrections (up to 45 degrees), and perform Maneuvers. | ||
*Changing Speed by one costs one Acceleration. Each course correction costs one Acceleration. | |||
If a ship changes course at 0 Speed, the first course correction can be up to 90 degrees. | *Acceleration can also be used to perform Maneuvers or some Special Orders (see section). | ||
*If a ship changes course at 0 Speed, the first course correction can be up to 90 degrees. | |||
===Combat Rules=== | ===Combat Rules=== | ||
:Ship captains roll their Command Values plus ship Init value ( | :Ship captains roll their Command Values plus ship Init value (Flagships give bonus to all ships in the fleet) | ||
:Init is rolled again every 5 turns, if ship enters range a reaction shot of who shoots first is rolled via command | :Init is rolled again every 5 turns, if ship enters range a reaction shot of who shoots first is rolled via command | ||
:Ships move and fire or fire and move, if you want to move fire and then move again, requires a command roll. | :Ships move and fire or fire and move, if you want to move fire and then move again, requires a command roll. | ||
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::Each hit reduces the shield by one | ::Each hit reduces the shield by one | ||
::Requires 2 success to destroy a single piece of armor | ::Requires 2 success to destroy a single piece of armor | ||
::Rule Patch 1: Each time a ship is hit, the DV for hitting it with another ship increases by 1 up to a maximum of 9 | ::Rule Patch 1: Each time a ship is hit, the DV for hitting it with another ship increases by 1 up to a maximum of 9 | ||
::Rules Patch 2: For each enemy ship a weapon bolt/laser/missile has to pass through to get to its target it raises the | ::Rules Patch 2: For each enemy ship a weapon bolt/laser/missile has to pass through to get to its target it raises the TN to hit by 1 up to a maximum of 10. | ||
====ECM degradation==== | ====ECM degradation==== | ||
:ECM Takes penalty of -1@5 -2@4 -3@3 -4@2 -5@1 | :ECM Takes penalty of -1@5 -2@4 -3@3 -4@2 -5@1 | ||
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====Special Orders & Manuevers==== | ====Special Orders & Manuevers==== | ||
Acceleration can be spent to perform Maneuvers: | Acceleration can be spent to perform Maneuvers: | ||
:Roll TN 8 against incoming fire, | :'''Evasive''': Roll TN 8 against incoming fire, 2d10 per Acceleration spent + Helm. Reduce damage by number of successes. | ||
:Roll number of d10 equal to Acceleration spent + | :'''Stabilization''': Roll number of d10 equal to Acceleration spent + Helm @ TN 8 to stabilize gunnery. On success Ship gains -1 TN to hit but can be hit at -1 TN in turn. | ||
: | :'''Dead Stop''': Roll Helm at TN 8. On success ship drops to speed zero regardless of its current speed. | ||
Special Orders: | |||
:'''Rebubble''': Restore shield power. Half restored right away, and the full value start of next turn (minus any new damage on it while its being rebubbled) | :'''Rebubble''': Restore shield power. Half restored right away, and the full value start of next turn (minus any new damage on it while its being rebubbled) | ||
:'''Reflag''': Spend a turn moving to a new flagship | :'''Reflag''': Spend a turn moving to a new flagship | ||
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:'''Anti-Ship Lasers''': Primary anti-ship weapon. Unlimited ammo, range 10, these are bendy beams. | :'''Anti-Ship Lasers''': Primary anti-ship weapon. Unlimited ammo, range 10, these are bendy beams. | ||
::Second Generation: Range 15 | ::Second Generation: Range 15 | ||
:'''Antimatter Cannon''': Fires bolts of suspended Anti-Matter, range 1-5, destroys both armor and hp on the same damage roll on unshielded hulls | :'''Antimatter Cannon''': Fires bolts of suspended Anti-Matter, range 1-5, destroys both armor and hp on the same damage roll on unshielded hulls | ||
:'''Antimatter Torpedoes''': Fire a super heavy bolt of AM guided by a vector field to pierce into the heart of the enemy ship and explode. Range 10, Accuracy 5, 5 damage destroyer version, 10 cruiser and 15 battleship, can only be fired once per session (due to safety reasons) and hits on TN6, splatters against shields. | :'''Antimatter Torpedoes''': Fire a super heavy bolt of AM guided by a vector field to pierce into the heart of the enemy ship and explode. Range 10, Accuracy 5, 5 damage destroyer version, 10 cruiser and 15 battleship, can only be fired once per session (due to safety reasons) and hits on TN6, splatters against shields. | ||
:'''Fort/Heavy Cannon''': Massive beam emplacements far too powerful to use beam vectoring and thus relying on mechanical aiming systems. This makes them slow to track and consequently their base to-hit number is 6 plus the target's | :'''Fort/Heavy Cannon''': Massive beam emplacements far too powerful to use beam vectoring and thus relying on mechanical aiming systems. This makes them slow to track and consequently their base to-hit number is 6 plus the target's Hull Type(to a maximum of 10). In compensation they have a range of 20 hexes, and act like lasers in all other respects. | ||
:'''Lances''': High power lasers that have 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 target number to hit down by one. | :'''Lances''': High power lasers that have 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 target number to hit down by one. | ||
:'''Siege/Spinal cannon''': 5 accuracy, 30 damage to armor/shields if hit. (Recharge 8 turns) Single shot weapon seen specialized anti-fortress ships and occasionally battleships (TN6 Dreadnoughts, 7 Battleships, 8 Cruisers) | :'''Siege/Spinal cannon''': 5 accuracy, 30 damage to armor/shields if hit. (Recharge 8 turns) Single shot weapon seen specialized anti-fortress ships and occasionally battleships (TN6 Dreadnoughts, 7 Battleships, 8 Cruisers) | ||
:: Second Generation: 5 Accuracy 40 damage to armor/shields if hit recharge 6 turns TN5 for Dreadnoughts, TN6 BB, TN7 Cruisers | :: Second Generation: 5 Accuracy 40 damage to armor/shields if hit recharge 6 turns TN5 for Dreadnoughts, TN6 BB, TN7 Cruisers | ||
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:'''Hard Shields''': Requires 2 sux points for each point of shield | :'''Hard Shields''': Requires 2 sux points for each point of shield | ||
:'''Armor''': | :'''Armor''': | ||
:'''HP''': At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4 | :'''HP''': At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4 | ||
===Shrike's Additions=== | ===Shrike's Additions=== |
Revision as of 04:13, 21 February 2016
If this system prove to be fatally flawed I reserve the right to change it.
Ship to Ship Combat
Movement
Movement is determined by Speed. A ship's speed is set at the start of a scenario by the GM and by ship's Acceleration. Every Ship must move its current Speed in a straight line by the end of their turn, barring a Special Order. Speed is constant from round to round if not acted upon.
Ships have an Acceleration rating which they spend to change their Speed, make major course corrections (up to 45 degrees), and perform Maneuvers.
- Changing Speed by one costs one Acceleration. Each course correction costs one Acceleration.
- Acceleration can also be used to perform Maneuvers or some Special Orders (see section).
- If a ship changes course at 0 Speed, the first course correction can be up to 90 degrees.
Combat Rules
- Ship captains roll their Command Values plus ship Init value (Flagships give bonus to all ships in the fleet)
- Init is rolled again every 5 turns, if ship enters range a reaction shot of who shoots first is rolled via command
- Ships move and fire or fire and move, if you want to move fire and then move again, requires a command roll.
- Guided Missile attack is Attack Value(AV)-(AA value)
- AA Fire you can switch your main battery of lasers to help with AA fire for your ship and adjacent ones, roll, for each roll that succeeds TN 8 it adds to your AA pool
- Lasers attack AV
- Each hit reduces the shield by one
- Requires 2 success to destroy a single piece of armor
- Rule Patch 1: Each time a ship is hit, the DV for hitting it with another ship increases by 1 up to a maximum of 9
- Rules Patch 2: For each enemy ship a weapon bolt/laser/missile has to pass through to get to its target it raises the TN to hit by 1 up to a maximum of 10.
- Guided Missile attack is Attack Value(AV)-(AA value)
ECM degradation
- ECM Takes penalty of -1@5 -2@4 -3@3 -4@2 -5@1
Special Orders & Manuevers
Acceleration can be spent to perform Maneuvers:
- Evasive: Roll TN 8 against incoming fire, 2d10 per Acceleration spent + Helm. Reduce damage by number of successes.
- Stabilization: Roll number of d10 equal to Acceleration spent + Helm @ TN 8 to stabilize gunnery. On success Ship gains -1 TN to hit but can be hit at -1 TN in turn.
- Dead Stop: Roll Helm at TN 8. On success ship drops to speed zero regardless of its current speed.
Special Orders:
- Rebubble: Restore shield power. Half restored right away, and the full value start of next turn (minus any new damage on it while its being rebubbled)
- Reflag: Spend a turn moving to a new flagship
Stats
- Plasma Cannon: 10-20 Range (1 damage) 10-5 (2 Damage) 5-1 Range (4 damage) 0 Range (5 damage).
- Guided Missiles: 15 Hex Range (can be fired unlimited if there is a ship spotting within 5 hexes of the target), limited ammo (most imperial ships carry three reloads)
- Anti-Ship Lasers: Primary anti-ship weapon. Unlimited ammo, range 10, these are bendy beams.
- Second Generation: Range 15
- Antimatter Cannon: Fires bolts of suspended Anti-Matter, range 1-5, destroys both armor and hp on the same damage roll on unshielded hulls
- Antimatter Torpedoes: Fire a super heavy bolt of AM guided by a vector field to pierce into the heart of the enemy ship and explode. Range 10, Accuracy 5, 5 damage destroyer version, 10 cruiser and 15 battleship, can only be fired once per session (due to safety reasons) and hits on TN6, splatters against shields.
- Fort/Heavy Cannon: Massive beam emplacements far too powerful to use beam vectoring and thus relying on mechanical aiming systems. This makes them slow to track and consequently their base to-hit number is 6 plus the target's Hull Type(to a maximum of 10). In compensation they have a range of 20 hexes, and act like lasers in all other respects.
- Lances: High power lasers that have 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 target number to hit down by one.
- Siege/Spinal cannon: 5 accuracy, 30 damage to armor/shields if hit. (Recharge 8 turns) Single shot weapon seen specialized anti-fortress ships and occasionally battleships (TN6 Dreadnoughts, 7 Battleships, 8 Cruisers)
- Second Generation: 5 Accuracy 40 damage to armor/shields if hit recharge 6 turns TN5 for Dreadnoughts, TN6 BB, TN7 Cruisers
- Cruiser spinals: 6 Accuracy 20 damage to armor/shields if hit 8 turns TN5 for Dreadnoughts, TN 6 BB, TN7 Cruisers
- Shields:
- Fortress Shield Mod, (can extend your shields up to 3 hexes to cover other ships
- Hard Shields: Requires 2 sux points for each point of shield
- Armor:
- HP: At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4
Shrike's Additions
- Hellbore Cannon: An early fruit of Jardini experimentation into captured Ur-Real plasma weaponry, hellbores generate and fire metastable toruses of plasma out of modified AMG turrets. Hellbores hit Dreadnoughts on TN5, TN6 for battleships and TN7 for smaller ships. At range 6-15 they inflict 1 damage per hit, at range 2-5 they inflict 2 and at range 0-1 they inflict 3 - however, as they 'splash' over shields the amount inflicted per hit against shields is reduced by 1.
- Massdriver Cannon: An archaic but still common weapon, massdrivers fire solid projectiles at high velocity. Massdrivers ignore shields and are twice as effective at destroying armor (ie, destroying regular armor on a 1:1 basis, destroying 2 points of heavy armor with 3 hits, etc). They hit dreadnoughts on TN5, battleships on TN6 and smaller ships on TN7 - additionally, for every 2 hexes of range they suffer +1 TN.
- Mauler Device: Giant antiproton cannons originally seen on Republic and League fortifications, accelerating bolts of contained antimatter to tremendous velocities. They hit dreadnoughts on TN5, battleships on TN6 and smaller ships on TN7. Each hit inflicts 5 (!) damage, with any damage inflicted to armor also being inflicted to HP. Mauler devices have a maximum 15 hex range.
- Reactors/Batteries:
- Power may be used to overcharge all laser weapons, heavy cannons and massdrivers. Other weapons may not be overcharged.
- Antimatter guns may enhance their containment, doubling their range.
- Mauler Devices may consume 5 power to inflict 8 damage instead of 5.
- Spinal mounts may consume extra power to reduce recharge time; Standard 5 power, Enhanced 10 power, cruiser 3 power.
Plasma guns may be overclocked to fire a second time in a turn; every overclocked plasma gun inflicts 1 point of damage directly to the structure of the host ship and all 1s on the to-hit roll inflict 5 damage as the plasma generation chambers detonate explosively. Hellbores may not overclock, as they do not feature a self-sustaining plasma generator.
Ships
Warbook: Visual Ship Identification
Spreadsheet Warriors: Ship Costs
Quick Reference Table below:
Standardized Imperial Warships
Battleship: 8 Armor, 12 Lasers, 5 Missiles, 10 Shields, 1ECM, 2AA, 20HP, 1 Speed (Init: 1)
Fast Battleship: 7 Armor, 10 Lasers, 5 Missiles, 9 Shields, 2ECM, 2AA, 17HP, 3 Speed (Init 2)
Heavy Cruiser: 4 Armor, 4 Lasers, 3 Missiles, 6 Shields, 2ECM, 1AA, 10HP, 3 Speed (Init 2)
Command Cruiser: 3 Armor, 3 Lasers, 5 missiles, 6 Shields, 4ECM, 4AA, 8HP, 1 Speed (Init 2*) +1 Fleet/Squadron Command, (Give init bonus in tactical combat)
Heavy Cavalry: 8 Armor, 5 Lasers, 8 Lances, 6 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2)
Cavalry Cruiser: 3 armor, 3 Lasers, 5 Lances, 4 Shields, 2ECM, 1AA, 10HP, 4 Speed (Init 2)
Destroyer: 1 Armor, 3 Lasers or 3 Missiles or 2 Lances, 1 Shield, 6ECM, 1AA, 6HP, 5 Speed (Init 5)
Standard Dragoon: 1 Armor: 3 Lasers or 3 Missiles or 2 Lances, 1 Shield, 2 ECM, 1AA, 6HP, 5 Speed (Init ?)
Non-Standard Imperial Ships including Flagships
Command Battleship Vidar: 8 Armor, 12 Lasers, 6 Missiles, 10 Shields, 2ECM, 2AA, 20HP, 2 Speed (Init: 2) +2 Fleet/Squadron Command, (Give init bonus in tactical combat)
Command Battleship Midas: 8 Armor, 12 Lasers, 5 Missiles, 10 Shields, 1ECM, 2AA, 20HP, 1 Speed (Init: 1) +2 Fleet/Squadron Command, (Spinal Cannon)
Command Battleship Jeanne De Arc: 10 Armor, 10 Lasers, 5 Missiles, 9 Shields, 3ECM, 3AA, 17HP, 3 Speed (Init 2) +2 Fleet/Squadron Command, (Give init bonus in tactical combat)
Star Doom: 6 Armor, 10 Missiles, 5 Lancers, 6 Shields, 2ECM, 2AA, 15HP, 2 Speed (Init: 1) +3 Fleet/Squadron Command
Elite Custom Dragoon: 1 Armor, 3 Lasers, 3 Missiles, 3 Shields, 2ECM, 1AA, 5HP, 4 Speed (Init 3)
Modernized Predreadnought: 5 Armor, 10 Lasers, 4 Missiles, 8 Shields, 1ECM, 1AA, 15HP, 1 Speed (Init: 1)
Jardin Ships
Dreadnought: 12 Armor, 15 Lasers, 10 Antimatter Cannon, 15 Shields, 0ECM, 4AA, 40HP (Always last on Init) Speed 0.5
Jardin Battleship: 8 Armor, 10 Lasers, 5 Antimatter Cannon, 10 Shields 1ECM, 4AA, 25HP, 1 Speed (Init: 1)
Jardin Cruiser: 5 Armor 4 Lasers, 2 Antimatter Cannon, 6 Shields, 2ECM, 3AA, 15P, 2 Speed (Init: 2)
Jardin Destroyer: 1 Armor, 2 Lasers, 1 Antimatter Cannon, 2 Shield, 5ECM, 2AA, 8HP, 4 speed (Init: 4)
Non-Standard Jardin Ships including Flagships
Battleship Mira: 8 Armor, 10 Lasers, 5 Antimatter Cannon, 10 Shields 1ECM, 4AA, 25HP, 1 Speed (Init: 1)
Rifter Battlewagon Lux Res Publica: 12 Armor, 1 Cosmo Smasher Cannon, 15 Fort Lasers, 15 Lasers, 5 Lances 12 Shields, 3ECM, 5AA, 30HP, 4 Speed (Init: 1) +3 Fleet/Squadron 3
Minor State Ships
Reavers
Maurader: 12 Armor, 12 Lasers, 12 Shields, 3ECM, 1AA, 18HP, 4 Speed (Init: 2)
Corsair: 2 Armor, 5 Lasers, 3 Shields, 1ECM, 1AA, 8HP, 4 Speed (Init: 3)
Rifters
Omni-Cruiser: 3 Armor, 4 Lances, 4 Missiles (Reload: 8), 4 Shields, 1ECM, 1AA, 10HP, 5 Speed (Init: 4)
Lancers 0 Armor: 4 Lancers, 2 Shield, 3 ECM, 1AA, 4HP, 6 Speed (Init 4)
Non-Standard Minor State Ships including Flagships
Enmity Road : 14 Armor, 15 Lasers, 5 Missiles, 14 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2)
CoDominium & Free Star League Warships
League Battleship: 6 Armor, 15 Lasers, 12 Shields, 1ECM, 1AA, 18HP, 2 Speed (Init: 1)
League Arsenal Ship: 4 Armor 15 Missiles 10 Shields 1ECM 1AAA, 15HP, 2 Speed, (Init 1)
League Cruiser 3 Armor, 6 Lasers, 5 Shields, 1ECM, 2AA, 8HP, 3 Speed (Init: 2)
League Destroyer 0 Armor, 3 Lasers, 5 Shields, 1ECM, 2AA, 5HP, 6 Speed (Init: 4)
Royal Ventris Starforce
Heavy Battleship: 15 Armor, 15 Lasers (range 10), 15 Shields, 2ECM, 2AA, 15HP, 4 Speed (Init: 2)
Assault Cruiser: 2 Armor 7 Lasers (range 10), 5 Lances, 8 Shields, 2ECM, 1AA, 8HP, 4 Speed (Init: 2)
Fast Destroyers: 0 Armor, 5 Lasers (range 10), 5 Shields, 7ECM, 2AA, 5HP, 8 speed (Init: 4)
Yvnes Self Defense Force
Yvnes Dreadnought: 12 Armor, 10 Lasers, 10 Fort Cannon, 15 Shields, 0ECM, 2AA, 40HP, (Always last on Init) Speed 0.5