Fleet Action: Difference between revisions
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:Squadron HP:(When stress bar goes over, this number decreases to represent loss or mission killed ships, at 1/2 strength it becomes 1/2 effect and ditto at 1/4) | :Squadron HP:(When stress bar goes over, this number decreases to represent loss or mission killed ships, at 1/2 strength it becomes 1/2 effect and ditto at 1/4) | ||
:Formation Organization: ships fighting in formation get a bonus to their roll (equivalent to the squadron or fleet stats depending on commander) however the durability bar on this one goes down for each 2 hit of stress and if goes to zero the unit is unable to move as it needs to spend the turn reorganizing, when a unit is disorganized, hits on it from the enemy count as double as ships are no longer there to support each other | :Formation Organization: ships fighting in formation get a bonus to their roll (equivalent to the squadron or fleet stats depending on commander) however the durability bar on this one goes down for each 2 hit of stress and if goes to zero the unit is unable to move as it needs to spend the turn reorganizing, when a unit is disorganized, hits on it from the enemy count as double as ships are no longer there to support each other | ||
:Units engage in melee are unable to attack any other unit but the one they are in melee unless they disengage which is a maneuver roll of 7. Forces firing in to support their side must roll a command gunnery check of 8. | |||
===Attack Stats=== | ===Attack Stats=== | ||
:Indirect Fire | :Indirect Fire | ||
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:Refresh (need a spend a turn out of combat before you can do it emergency repairs clears stress bar max 4 times) | :Refresh (need a spend a turn out of combat before you can do it emergency repairs clears stress bar max 4 times) | ||
:Reload (spend a turn out of combat, move your missiles from your storage bay to rearm max 4 times) | :Reload (spend a turn out of combat, move your missiles from your storage bay to rearm max 4 times) | ||
:Formation Reorganize: Refreshes the formation | :Formation Reorganize: Refreshes the formation durability | ||
: | :Support fire: Does no damage, but allows for the next attack by another unit to count doubles on hits if pass a gunnery check of (TN 5+enemy command bonus) | ||
:Charge: +3 Speed -no IF - 3AA -2ECM +4Melee IF hits on charging unit do double formation damage | |||
==Fleet Element Constructions== | |||
===First Generation Imperial Navy Task Force=== | |||
:Stressbar: 30 | |||
:Squadron Elements: 50 | |||
:Formation Organization: 50 | |||
== | :IF: 7 | ||
: | :DF: 10 | ||
:Melee: 3 | |||
:Speed: 5 | |||
:ECM: 3 | |||
:AA: 5 | |||
===First Generational Jardin Navy Task Force=== | |||
:Stressbar 45 | |||
:Squadron Elements 50 | |||
:Formation 50 | |||
:IF: 0 | |||
:DF: 10 | |||
:Melee: 10 | |||
:Speed: 4 | |||
:ECM 4 | |||
:AA 6 | |||
===First Generational Jardin Elite Unit=== | |||
:Stressbar 60 | |||
:Squadron Elements 100 | |||
:Formation 75 | |||
:IF: 0 | |||
:DF: 15 | |||
:Melee: 20 | |||
:Speed: 4 | |||
:ECM 3 | |||
:AA 6 | |||
===First Generational Imperial Calvary Regiment=== | |||
:Stressbar: 20 | |||
:Squadron Elements: 75 | |||
:Formation Organization: 75 | |||
:IF: 3 | |||
:DF: 8 | |||
:Melee: 10 | |||
:Speed: 6 | |||
:ECM: 2 | |||
:AA: 2 | |||
===Imperial Guard Battlegroup=== | |||
:Stressbar: 100 | |||
:Squadron Elements: 150 | |||
:Formation Organization: 100 | |||
:IF: 15 | |||
:DF: 25 | |||
:Melee: 5 | |||
:Speed: 4 | |||
:ECM: 4 | |||
:AA: 5 |
Revision as of 16:22, 14 August 2015
Work in Progress Squadron/Fleet Combat rules
The Stats
Fleet Element
- Stress Bar: (the amount of tactical damage a unit takes during the firefight)
- Squadron HP:(When stress bar goes over, this number decreases to represent loss or mission killed ships, at 1/2 strength it becomes 1/2 effect and ditto at 1/4)
- Formation Organization: ships fighting in formation get a bonus to their roll (equivalent to the squadron or fleet stats depending on commander) however the durability bar on this one goes down for each 2 hit of stress and if goes to zero the unit is unable to move as it needs to spend the turn reorganizing, when a unit is disorganized, hits on it from the enemy count as double as ships are no longer there to support each other
- Units engage in melee are unable to attack any other unit but the one they are in melee unless they disengage which is a maneuver roll of 7. Forces firing in to support their side must roll a command gunnery check of 8.
Attack Stats
- Indirect Fire
- Direct Fire
- Meleee
Passive Stats
- Speed
- ECM
- AA
Special Commands:
- Defense (raise the stress bar by double halving your weapons)
- Offense (halve stress bar for double your weapons)
- Refresh (need a spend a turn out of combat before you can do it emergency repairs clears stress bar max 4 times)
- Reload (spend a turn out of combat, move your missiles from your storage bay to rearm max 4 times)
- Formation Reorganize: Refreshes the formation durability
- Support fire: Does no damage, but allows for the next attack by another unit to count doubles on hits if pass a gunnery check of (TN 5+enemy command bonus)
- Charge: +3 Speed -no IF - 3AA -2ECM +4Melee IF hits on charging unit do double formation damage
Fleet Element Constructions
- Stressbar: 30
- Squadron Elements: 50
- Formation Organization: 50
- IF: 7
- DF: 10
- Melee: 3
- Speed: 5
- ECM: 3
- AA: 5
- Stressbar 45
- Squadron Elements 50
- Formation 50
- IF: 0
- DF: 10
- Melee: 10
- Speed: 4
- ECM 4
- AA 6
First Generational Jardin Elite Unit
- Stressbar 60
- Squadron Elements 100
- Formation 75
- IF: 0
- DF: 15
- Melee: 20
- Speed: 4
- ECM 3
- AA 6
First Generational Imperial Calvary Regiment
- Stressbar: 20
- Squadron Elements: 75
- Formation Organization: 75
- IF: 3
- DF: 8
- Melee: 10
- Speed: 6
- ECM: 2
- AA: 2
Imperial Guard Battlegroup
- Stressbar: 100
- Squadron Elements: 150
- Formation Organization: 100
- IF: 15
- DF: 25
- Melee: 5
- Speed: 4
- ECM: 4
- AA: 5