Battle Cry: Difference between revisions
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=Ship to Ship Combat= | =Ship to Ship Combat= | ||
==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 bonus to passive defenses if your on the same tile. | |||
::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) | |||
: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. | |||
::GM attack is Attack Value(AV)-(AA value) | |||
::Lasers attack AV-(ECM) | |||
::Each hit reduces the shield by one | |||
::Requires 2 success to destroy a single piece of armor | |||
::Tentative rules patch: Ships may focus fire on single target equal up to the overall squadron commander rating. Each time a ship targeted and fired by enemy after that it raises the target number to hit (IC explanation bendy beam interfere with each other) | |||
====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 | |||
::'''Full attack''': double weapons but half shield | |||
::'''Fire spinal cannon''': | |||
::'''Full defense''': double shields but half weapons | |||
::'''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) | |||
==Stats== | ==Stats== | ||
: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, Missiles | :'''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 | :'''Antimatter Cannon''': Fires bolts of suspended Anti-Matter, range 1-3, destroys both armor and hp on the same damage roll on unshielded hulls | ||
: | :'''Lances''': High power lasers that have range 0-1, ignores shields, murderously effective in destroying armor. | ||
:ECM: | :'''ECM''': Electronics warfare makes it harder to hit you | ||
: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) | ||
:Shields: | :'''Shields''': | ||
:Armor: | :'''Armor''': | ||
:HP: | :'''HP''': At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4 | ||
==Ships== | ==Ships== | ||
Line 52: | Line 80: | ||
'''Assault Cruiser:''' 2 Armor 7 lasers (range 10), 5 lancers, 8 shields 2ECM, 1AA, 8HP, 4 Speed (Init 2) <br> | '''Assault Cruiser:''' 2 Armor 7 lasers (range 10), 5 lancers, 8 shields 2ECM, 1AA, 8HP, 4 Speed (Init 2) <br> | ||
'''Fast Destroyers:''' 0 Armor, 5 lasers (range 10), 5 shield, 2ECM, 2AA, 5HP, 8 speed (Init 4) <br> | '''Fast Destroyers:''' 0 Armor, 5 lasers (range 10), 5 shield, 2ECM, 2AA, 5HP, 8 speed (Init 4) <br> | ||
[[Category: Space Princesses]] | [[Category: Space Princesses]] |
Revision as of 01:06, 9 March 2015
If this system prove to be fatally flawed I reserve the right to change it.
Ship to Ship Combat
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 bonus to passive defenses if your on the same tile.
- 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)
- 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.
- GM attack is Attack Value(AV)-(AA value)
- Lasers attack AV-(ECM)
- Each hit reduces the shield by one
- Requires 2 success to destroy a single piece of armor
- Tentative rules patch: Ships may focus fire on single target equal up to the overall squadron commander rating. Each time a ship targeted and fired by enemy after that it raises the target number to hit (IC explanation bendy beam interfere with each other)
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
- Full attack: double weapons but half shield
- Fire spinal cannon:
- Full defense: double shields but half weapons
- 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)
Stats
- 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
- Lances: 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/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)
- Shields:
- Armor:
- HP: At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4
Ships
Warbook: Visual Ship Identification
Quick Reference Tables 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, 3Speed (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*) (Plus 1 Fleet/Squadron Command, (Give init bonus in tactical combat)
Cavalry Cruiser: 3 armor 3 lasers, 5 lancers, 4 shields 2ECM, 1AA, 10HP, 4 Speed (Init 2)
Destroyer: 0 Armor, 3/0 lasers, 0/3 missiles, 1 shield, 2ECM, 1AA, 6HP, 5 speed (Init 5)
Cavalry Destroyers: 1 Armor, 2 lancers, 1 shield, 2ECM, 1AA, 6HP, 5 speed (Init 5)
Standard Dragoon: ? Armor: ? Lasers ? missiles, ? shields, ?ECM ?AA, ?HP, ? 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) (Plus 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)
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 points on lasers, 10 Antimatter Canoon, 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, 2ECM, 2AA, 8HP, 4 speed (Init 4)
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 Lancers, 4 Missiles (Reload: 8) 4 Shield, 1ECM, 1AA, 10HP, 5 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 lancers, 8 shields 2ECM, 1AA, 8HP, 4 Speed (Init 2)
Fast Destroyers: 0 Armor, 5 lasers (range 10), 5 shield, 2ECM, 2AA, 5HP, 8 speed (Init 4)