Talk:Battle Cry: Difference between revisions
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''Rules''<br> | ''Rules''<br> | ||
Spot Fire: Shooting beyond direct fire range with the help of a spotter. Spotting ship must be within 6 Hexes. Weapons that can spot fire will use half their pool (missiles excepted). | |||
Armament Change Proposal | |||
* | *'''Anti-Ship Lasers''': Basic anti-ship weapon, equivalent to deck guns. Base TN 6, Direct fire Range 7, no Spot Fire | ||
* | *'''Capital Lasers''': Main battery for capital ships and cruisers. Base TN 6 + target initiative up to 10. Direct fire Range 10, can Spot Fire | ||
*'''Turreted Lasers''': Massive turreted projectors. Base TN 6 + target initiative, cannot hit certain initiatives at all. Direct fire Range 12, can Spot Fire | |||
*Drop AA score, Lasers can now choose to fire at incoming missiles. | |||
*Change init values for ships. 1 for Capitals, 2 for Fast Capitals and Cruisers, 4 for destroyers/frigates | |||
<s>'''Heavy Cavalry''': 8 Armor, 5 Lasers, 8 Lances, 6 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2) | <s>'''Heavy Cavalry''': 8 Armor, 5 Lasers, 8 Lances, 6 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2) |
Revision as of 02:05, 31 May 2015
Rules & Ships Proposals
100thlurker:
Ships
Siege/Artillery Ship (Jardin & Imperial & League): 1 Armor, Spinal Cannon, 1 Lasers, 4 Shields, 2ECM, 3AA, 6 HP, 1 Speed (Init 1)
Flying Artillery: 2 Armor, Spinal Cannon (20 Damage), 1 Lasers, 3 Shields, 2ECM, 3AA, 4 HP, 4 Speed (Init 2)
Jardin Dragon 1 Armor, 4 Lasers, 2 Antimatter Cannon, 3 Shield, 2ECM, 2AA, 6HP, 4 speed (Init: 3)
Rules
Spot Fire: Shooting beyond direct fire range with the help of a spotter. Spotting ship must be within 6 Hexes. Weapons that can spot fire will use half their pool (missiles excepted).
Armament Change Proposal
- Anti-Ship Lasers: Basic anti-ship weapon, equivalent to deck guns. Base TN 6, Direct fire Range 7, no Spot Fire
- Capital Lasers: Main battery for capital ships and cruisers. Base TN 6 + target initiative up to 10. Direct fire Range 10, can Spot Fire
- Turreted Lasers: Massive turreted projectors. Base TN 6 + target initiative, cannot hit certain initiatives at all. Direct fire Range 12, can Spot Fire
- Drop AA score, Lasers can now choose to fire at incoming missiles.
- Change init values for ships. 1 for Capitals, 2 for Fast Capitals and Cruisers, 4 for destroyers/frigates
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