Battle Cry

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Revision as of 20:12, 17 January 2015 by Silence (talk | contribs) (→‎Ship)
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If this system prove to be fatally flawed I reserve the right to change it.

Ship to Ship Combat

Ship

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
Lancers: 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/Spinnal cannon: 5 accuracy, 30 damage to armor/shields if hit. (Recharge 5 turns) Single shot weapon seen specalized anti-fortress ships and occasionally battleships
Shields:
Armor:
HP:: At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4


Standardize mass produce warship examples stats for reference

BB: 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)
CA: 4 armor 4 lasers, 3 missiles, 6 shields 2ECM, 1AA, 10HP , 3 Speed (Init 2)
CC: 3 Armor, 3 lasers, 5 missiles, 6 shields, 4ECM, 4AA, 8HP, 1 speed (Init 2*)
DD: 0 Armor, 3/0 lasers, 0/3 missiles, 1 shield, 2ECM, 1AA, 6HP, 5 speed (Init 5)
Elite Custom Dragoon: 1 Armor: 3 Lasers 3 missiles, 3 shields, 2ECM 1AA, 5HP, 4 Speed (Init 3)

Jardin Ships

Dreadnought 12 Armor, 15 points on lasers, 10 Antimatter Canoon, 15 shields 0ECM 4AA, 40HP, (Always last on init) speed 0.5
BB: 8 Armor, 10 lasers, 5 Antimatter Cannon, 10 shields 1ECM, 4AA, 25HP, 1 Speed (Init: 1)
CA: 5 armor 4 lasers, 2 Antimatter Cannon, 6 shields 2ECM, 3AA, 15P , 2 Speed (Init 2)
DD: 1 Armor, 2 lasers, 1 Antimatter Cannon, 2 shield, 2ECM, 2AA, 8HP, 4 speed (Init 4)

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 what ships get hit first
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)
Ships move and fire, they can be advancing (+1) moving away (-1) or staying put (normal)
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

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
Rabbit out engage warp drive to escape on next turn (free action)