Talk:Battle Cry
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
Split Lasers into Main Battery (or Heavy lasers) and Secondary Battery (or Light lasers) & get rid of AA.
- Main Batteries: Like Shrike's Fort Laser rules, TN starts at 6 and rises with target init up to a maximum of 10.
- Secondary Batteries: normal laser rules.
Formations
- Ships adjacent to each other can provide passive bonuses to ECM and pool AA.
- Ships in the Vanguard have no bonus, Center, Rearguard. Roll Leadership/Command to designate ships in any of these.
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