Battle Cry: Difference between revisions
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:Guided Missiles: Unlimited range, limited ammo (most imperial ships carry three reloads) | :Guided Missiles: Unlimited range, limited ammo (most imperial ships carry three reloads) | ||
:Anti-Ship Lasers: Primary anti-ship weapon. Unlimited ammo, range 7, these are bendy beams. | :Anti-Ship Lasers: Primary anti-ship weapon. Unlimited ammo, range 7, these are bendy beams. | ||
:Anti-Air: Shoots down fighters/bombers/AWACs | :Anti-Air: Shoots down fighters/bombers/AWACs, Missiles | ||
:Antimatter Cannon: Fires bolts of suspended Anti-Matter, range 1-3, destroys both armor and hp on the same damage roll on unshielded hulls | |||
:Lancers: High power lasers that have range 0-1, ignores shields, murderously effective in destroying armor. | |||
:ECM: Electronics warfare makes it harder to hit you | :ECM: Electronics warfare makes it harder to hit you | ||
:Siege cannon: 5 accuracy, 30 damage to armor if hit. Single shot weapon seen specalized anti-fortress ships and occasionally battleships | :Siege cannon: 5 accuracy, 30 damage to armor if hit. Single shot weapon seen specalized anti-fortress ships and occasionally battleships |
Revision as of 17:38, 15 January 2015
If this system prove to be fatally flawed I reserve the right to change it.
Ship to Ship Combat
Ship
- Guided Missiles: Unlimited range, limited ammo (most imperial ships carry three reloads)
- Anti-Ship Lasers: Primary anti-ship weapon. Unlimited ammo, range 7, these are bendy beams.
- Anti-Air: Shoots down fighters/bombers/AWACs, Missiles
- Antimatter Cannon: Fires bolts of suspended Anti-Matter, range 1-3, destroys both armor and hp on the same damage roll on unshielded hulls
- Lancers: High power lasers that have range 0-1, ignores shields, murderously effective in destroying armor.
- ECM: Electronics warfare makes it harder to hit you
- Siege cannon: 5 accuracy, 30 damage to armor if hit. Single shot weapon seen specalized anti-fortress ships and occasionally battleships
- Shields:
- Armor:
- HP:: At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4
Standardize mass produce warship examples stats for reference
- BB: 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, 3Speed (Init 2)
- CA: 4 armor 4 lasers, 3 missiles, 6 shields 2ECM, 1AA, 10HP , 3 Speed (Init 2)
- CC: 3 Armor, 3 lasers, 5 missiles, 6 shields, 4ECM, 4AA, 8HP, 1 speed (Init 2*)
- DD: 0 Armor, 3/0 lasers, 0/3 missiles, 1 shield, 2ECM, 1AA, 6HP, 5 speed (Init 5)
- Elite Custom Dragoon: 1 Armor: 3 Lasers 3 missiles, 3 shields, 2ECM 1AA, 5HP, 4 Speed (Init 3)
==Jardin Ships
- Dreadnought 12 Armor, 15 points on lasers, 10 Antimatter Canoon, 15 shields 0ECM 4AA, 40HP, (Always last on init) speed 0.5
- BB: 8 Armor, 10 lasers, 5 Antimatter Cannon, 10 shields 1ECM, 4AA, 25HP, 1 Speed (Init: 1)
- CA: 5 armor 4 lasers, 2 Antimatter Cannon, 6 shields 2ECM, 3AA, 15P , 2 Speed (Init 2)
- DD: 1 Armor, 2 lasers, 1 Antimatter Cannon, 2 shield, 2ECM, 2AA, 8HP, 4 speed (Init 4)
Battlemap
- 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - -1 - -2 - -3 - -4 - -5 - -6 - -7 - -8 - -9 - -10
Ship Formation
- Determines what ships get hit first
- Vanguard
- Central +1 defense
- Rearguard +2 defense
Combat Rules
- Ship captains roll their Command Values plus ship Init value (command cruisers give bonus to all ships in the fleet)
- Ships move and fire, they can be advancing (+1) moving away (-1) or staying put (normal)
- GM attack is Attack Value(AV)-(ECM of all the ships in their space+AA value)
- Lasers attack AV-(ECM)
- Each hit reduces the shield by one
- Requires 2 success to destroy a single piece of armor
ECM degradation
- ECM Takes penalty of -1@5 -2@4 -3@3 -4@2 -5@5
Stances
- Ship commander can order a ship stance for single turn equal to their command value
- Full attack double weapons but half shield
- Fire spinal cannon:
- Full defense double shields but half weapons
- Rebubble the shields: Restore shield power
- Rabbit out engage warp drive to escape on next turn (free action)