Battle Cry: Difference between revisions
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=Ships= | =Ships= | ||
[[Warbook: Visual Ship Identification]] <br> | [[Warbook: Visual Ship Identification]] <br> | ||
[[Spreadsheet Warriors: Ship Costs]] <br> | |||
Quick Reference Table below: | Quick Reference Table below: | ||
==Standardized Imperial Warships== | ==Standardized Imperial Warships== |
Revision as of 18:16, 5 November 2015
If this system prove to be fatally flawed I reserve the right to change it.
Ship to Ship Combat
Ship Formation
- Determines bonus to passive defenses if your on the same tile.
- For every enemy ship that fire has to pass through, the diff is raised up to TN 10
- For every two friendly ships that fire has to pass through diff is raised up to 9
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.
- Guided Missile attack is Attack Value(AV)-(AA value)
- AA Fire you can switch your main battery of lasers to help with AA fire for your ship and adjacent ones, roll, for each roll that succeeds TN 8 it adds to your AA pool
- Lasers attack AV-(ECM)
- Each hit reduces the shield by one
- Requires 2 success to destroy a single piece of armor
- Rule Patch 1: Each time a ship is hit, the DV for hitting it with another ship increases by 1 up to a maximum of 9 (IC explanation bendy beam interfere with each other)
- Rules Patch 2: For each enemy ship a weapon bolt/laser/missile has to pass through to get to its target it raises the difficulty by 1 to hit to a max of ten.
- Guided Missile attack is Attack Value(AV)-(AA value)
ECM degradation
- ECM Takes penalty of -1@5 -2@4 -3@3 -4@2 -5@1
Stances
- Ship commander can only engage in special command up 1+relevant leadership skill, exception is Rebubble/Reflag
- Full attack: Increase your attack by drawing power from the shields (adds half of your active shield strength to the attack)
- Full defense: Increases your shields by drawing half your weapons strength (adds half of your weapons value to shields)
- 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)
- Reflag: Spend a turn moving to a new flagship
Stats
- Plasma Cannon: 10-20 Range (1 damage) 10-5 (2 Damage) 5-1 Range (4 damage) 0 Range (5 damage)
- Guided Missiles: 15 Hex Range (can be fired unlimited if there is a ship spotting within 5 hexes of the target), limited ammo (most imperial ships carry three reloads)
- Anti-Ship Lasers: Primary anti-ship weapon. Unlimited ammo, range 10, these are bendy beams.
- Second Generation: Range 15
- Anti-Air: Shoots down fighters/bombers/AWACs, Missiles
- Antimatter Cannon: Fires bolts of suspended Anti-Matter, range 1-5, destroys both armor and hp on the same damage roll on unshielded hulls
- Antimatter Torpedoes: Fire a super heavy bolt of AM guided by a vector field to pierce into the heart of the enemy ship and explode. Range 10, Accuracy 5, 5 damage destroyer version, 10 cruiser and 15 battleship, can only be fired once per session (due to safety reasons) and hits on TN6, splatters against shields.
- Fort/Heavy Cannon: Massive beam emplacements far too powerful to use beam vectoring and thus relying on mechanical aiming systems. This makes them slow to track and consequently their base to-hit number is 6 plus the target's Initiative value (to a maximum of 10). In compensation they have a range of 20 hexes, and act like lasers in all other respects.
- Lances: High power lasers that have range 0-3, 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.
- 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)
- Second Generation: 5 Accuracy 40 damage to armor/shields if hit recharge 6 turns TN5 for Dreadnoughts, TN 6BB TN 7 Cruisers
- Cruiser spinals: 6 Accuracy 20 damage to armor/shields if hit 8 turns TN5 for Dreadnoughts, TN 6BB TN 7 Cruisers
- Shields:
- Fortress Shield Mod, (can extend your shields up to 3 hexes to cover other ships
- Hard Shields: Requires 2 sux points for each point of shield
- Armor:
- Second Generation Armor: Requires 3 points to destroy
- Self Healing Armor: Like standard armor but regenerates 1/10 (or 1 point if its higher) of its armor per new turn.
- HP: At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4
Ships
Warbook: Visual Ship Identification
Spreadsheet Warriors: Ship Costs
Quick Reference Table 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, 3 Speed (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*) +1 Fleet/Squadron Command, (Give init bonus in tactical combat)
Heavy Cavalry: 8 Armor, 5 Lasers, 8 Lances, 6 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2)
Cavalry Cruiser: 3 armor, 3 Lasers, 5 Lances, 4 Shields, 2ECM, 1AA, 10HP, 4 Speed (Init 2)
Destroyer: 1 Armor, 3 Lasers or 3 Missiles or 2 Lances, 1 Shield, 6ECM, 1AA, 6HP, 5 Speed (Init 5)
Standard Dragoon: 1 Armor: 3 Lasers or 3 Missiles or 2 Lances, 1 Shield, 2 ECM, 1AA, 6HP, 5 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) +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)
Command Battleship Jeanne De Arc: 10 Armor, 10 Lasers, 5 Missiles, 9 Shields, 3ECM, 3AA, 17HP, 3 Speed (Init 2) +2 Fleet/Squadron Command, (Give init bonus in tactical combat)
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 Lasers, 10 Antimatter Cannon, 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, 5ECM, 2AA, 8HP, 4 speed (Init: 4)
Non-Standard Jardin Ships including Flagships
Battleship Mira: 8 Armor, 10 Lasers, 5 Antimatter Cannon, 10 Shields 1ECM, 4AA, 25HP, 1 Speed (Init: 1)
Rifter Battlewagon Lux Res Publica: 12 Armor, 1 Cosmo Smasher Cannon, 15 Fort Lasers, 15 Lasers, 5 Lances 12 Shields, 3ECM, 5AA, 30HP, 4 Speed (Init: 1) +3 Fleet/Squadron 3
Minor State Ships
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 Lances, 4 Missiles (Reload: 8), 4 Shields, 1ECM, 1AA, 10HP, 5 Speed (Init: 4)
Lancers 0 Armor: 4 Lancers, 2 Shield, 3 ECM, 1AA, 4HP, 6 Speed (Init 4)
Non-Standard Minor State Ships including Flagships
Enmity Road : 14 Armor, 15 Lasers, 5 Missiles, 14 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2)
CoDominium & Free Star League Warships
League Battleship: 6 Armor, 15 Lasers, 12 Shields, 1ECM, 1AA, 18HP, 2 Speed (Init: 1)
League Arsenal Ship: 4 Armor 15 Missiles 10 Shields 1ECM 1AAA, 15HP, 2 Speed, (Init 1)
League Cruiser 3 Armor, 6 Lasers, 5 Shields, 1ECM, 2AA, 8HP, 3 Speed (Init: 2)
League Destroyer 0 Armor, 3 Lasers, 5 Shields, 1ECM, 2AA, 5HP, 6 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 Lances, 8 Shields, 2ECM, 1AA, 8HP, 4 Speed (Init: 2)
Fast Destroyers: 0 Armor, 5 Lasers (range 10), 5 Shields, 7ECM, 2AA, 5HP, 8 speed (Init: 4)
Yvnes Self Defense Force
Yvnes Dreadnought: 12 Armor, 10 Lasers, 10 Fort Cannon, 15 Shields, 0ECM, 2AA, 40HP, (Always last on Init) Speed 0.5