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
:Lancers: High power lasers that have range 0-1, ignores shields, murderously effective in destroying armor.  
:'''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
:'''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: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


==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>
==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 the shields:  Restore shield power fully, half restored right away, and full start of next turn (minus any new damage on it while its being rebubbled)


[[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)