Talk:Battle Cry

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New Player's War Cry

Reading the Character Sheet and Ship Statlines

Character Sheet

The statistics on the character sheet most directly relevant to the nuts and bolts of space combat are the three groups of skills (Ship Command, Squadron Command, Fleet Command) under the Military heading. Each functions in roughly analogous ways, providing bonuses in similar contexts.

Ship Statline

Reading a ship's statline is important. Let us look at an example ship:

Cavalry Flagship Shadiyah: 8 Armor, 5 Lasers, 8 Lances, 6 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2) +2 Fleet/Squadron Command, (Give init bonus in tactical combat)

Shields, ECM, and AA are a ship's defenses. ECM and AA actively reduce enemy fire, taking dice away from the weapon's dice pool. while Shields can be regenerated. Armor and HP (structure) together may be seen as its health, they cannot be restored without repairs. Armor is non-essential and soaks double the damage, excepting certain weapons. Damage that goes to HP however will begin to degrade a ships effectiveness, becoming crippled at 1/4th health. Speed is the base number of spaces on the battlemap a ship can move in a Round. (Init) refers to its base bonus when determining initiative in certain contexts.

The Shadiyah has 3 ECM, 2 AA, and a Shield strength of 6. It has 8 Armor and 14 HP. If its HP falls to 4, it is Crippled. It can move four spaces in a Round.

Armament should be read as dice pools, and the Shadiyah has "5 Lasers". Its base pool when firing Lasers is 5d10. Most ships have Lasers, but some have additional weapon systems with special characteristics. Different weapon types fire separately. In the case of the Shadiyah it has "8 Lances" as well, in other words a separate 8 Dice weapon pool.

In addition the Shadiyah, as a command ship, has an unusual.

Initiative & Actions

Space battles occur in the familiar round & turn format, with order of play set by rolling initiative. The base die for initiative is a d10, but the skills and bonuses that apply change depending on the circumstances. When captaining a single ship, apply Ship Command: Leadership. If a player character is in charge of any more than one ship the Squadron Command and Fleet Command skills are used as appropriate. One roll is made for all ships under a player character's command. Initiative is rerolled every five turns. The rule of thumb to remember:

A personal ship: 1d10+(Leadership)+(Ship's Base Initiative)+(Any nearby Command ship Bonus)
Squadrons/Fleets: 1d10+(Squadron or Fleet Command)+(Any nearby Command ship Bonus)

Ships can perform three actions on their turn: declaring a stance, using their weapons systems, and moving. Every weapon system a ship has may fire once in round. A ship may move once in a round. In other words player ships can either [fire and then move] or [move and then fire]. Most stances have to be declared at the start of their turn before a ship performs any other action.

Certain special exceptions exist that break normal initiative order or action economy. The most common corollaries to remember:

  • Reaction fire: If enemy ships enter the weapons fire range of a ship and they have not fired yet in the round, they may have a rolloff with the enemy ships. If they succeed, they can act outside initiative order by firing on the enemy's turn turn. Any weapons used in reaction fire will have spent their fire action for the round.
  • Special Order: If the player succeeds on a command check, they can fire partway through their movement.

Movement

As ships . The ship's listed speed is the minimum. A skilled commander, however, can

A personal ship: (Ship's Base Movement)+( Squadrons/Fleets: (Ship's Base Movement)+(

Firing & Defenses

AA fire can be overwhelmed. Unlike ECM which applies to all incoming fire AA takes out a specific number of missiles per round.

Lasers & Antimatter Cannons: (Base Pool)+(Ship Gunnery)-(ECM Value)/TN 6+(each ship that hit successfully, up to 8) Guided Missiles: (Base Pool)+(Formation)-(AA Value)/TN 6+(each ship that hit successfully, up to 8)

Ships & Weapons Proposals

100thlurker:
Artillery
Artillery Cruiser (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)
Ships
Jardin Dragon 1 Armor, 4 Lasers, 2 Antimatter Cannon, 3 Shield, 2ECM, 2AA, 6HP, 4 speed (Init: 3)
League Carronade Frigate 2 Armor, 5 Antimatter Cannon, 8 Shields, 2ECM, 2AA, 12 HP, 4 Speed (Init: 2)

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

Making a spaceship!

While building a spaceship, there are two stats that must be tracked; Space and Cost. Cost (represented with the $ symbol) is simply the Ducat price-equivalent; how much labour, resources and whatnot is required to build one. Space is a holistic measure of volume and tonnage, representing how big a ship is; Space is added up and determines what size class a ship is and consequently how expensive its engines and its ECM suite are.

Component List

Components that require 1 Space.

1 Lance ($2)
2 Hits ($2)

Components that require 2 Space.

1 Laser ($4)
1 Missile [3 reloads] ($4)
1 Antimatter Cannon ($4)
1 Shield ($6)
1 Anti-Air ($10)

Components that require 3 Space.

1 Missile [8 reloads] ($5)
1 Armor ($1)
1 ER Laser ($6)

Components that require 4 Space.

+1 Command System ($8)
1 Fort Cannon ($6)

Components that require 20 Space.

Spinal Cannon ($40)

Examples:

Destroyer; size 13
Heavy Cruiser; size 45
Battleship; size 92
Fast Battleship; size 82



To determine Space multiplier, divide the ship's Space by 10 (keeping all fractions) and then square it. Thus a Battleship would have a Space multiplier of 9.2 x 9.2 = 84.64.

ECM costs $2 x multiplier per +1
  • Note: These assume all speeds boosted by 1 to bring dreadnoughts to 1 hex/turn and laser range increased.
Engines with speed 1 [dreadnought speed] cost 0.25 x multiplier
Engines with speed 2 [battleship speed] cost 0.5 x multiplier
Engines with speed 3 [slow cruiser speed] cost 1.25 x multiplier
Engines with speed 4 [fast cruiser speed] cost 2.5 x multiplier
Engines with speed 5 [slow escort speed] cost 4 x multiplier
Engines with speed 6 [fast escort speed] cost 6 x multiplier

Heirlooms

These are things you can plug into your ship - presumably via some sort of baroque contraption - that provide performance bonuses.

  • Oscillation Overthruster: +1 Speed
  • Epitaph: +3 Laser range, +2 AMG range, +1 Lance range, -1 Kira
  • Mimetic Polyalloy: 1 armor regeneration/turn
  • Dilitium Chrystals: 5 shield regeneration/turn
  • Flux Capacitor: Roll 1D10 for every point of damage taken to shields; on a 1-2 the damage is ignored. Does not apply to damage taken to armor or hull.
  • Zohar: Once per battle, may go on to all special orders at one time.
  • Song of Nephilim: Once per battle, may reduce all sign ranges to 1D5 hexes (applies equally to all ships, friendly and enemy) until the next action of the host ship.
  • Jedi Holocron: +1 Command