Combat Workshop
Base Target Number
- Battleships: 5
- Escorts: 7
Base Dice Poll
- Gen: 1 2d10s per weapon
- Gen: 2 3d10s per weapon
- Gen: 4 d10s per weapon
Formula for attack)
- TN-AV(T,C, F,) - DV (ECM,EN,ect) +-Generational Dif 1/2
Ship Codes
Example Sheet: BB: AAAAAAAAAAHHEHHHWHEHEHHWDHSHFSHJH
Ship Codes
- Armor: A
- Hull: H
- All ships have one of the following which is a specified hull unit:
- Bridge: B
- Fire Control: F (if damaged TN increases by 2)
- Main Drives (for each accel rating): D
- Crew [3 of them): C
- Jump: J
- Endurance; Supplies/ammo/power generators, [note when they get rutured, roll 3d6, if number is below 5, it explodes does 5 points of hull damage (can chain if unlucky)
Damage Formula
- 2 hits to take 1 armor down, 1 hit does damage to 2 hull and systems
BB firing at escorts have simplified hit schedule taking from the Exalted extra system
- Gen 1: 2 hits
- Gen 2: 2 hits
- Gen 3: 3 hits
Example of what is being representative
All battleships start with 5 armor, and 15H, each additional armor slots adds 5 armor. BG adds 15 phantom H before armor.
AKV attacks
1 d10 per AKV swarm: TN 8, system of choice taken out. TN7 random system taken out (jump drives are immune)
Ground Combat
- Knight > Archer
- Archer > Planetary Army
- Planetary Army > Wizard
- Wizard > Knight
Campaigns
- Full Escalation Campaign: Measured in weeks and days, tremendous collateral damage. buster cannons everywhere.
- Knightly Style: Months maybe years.
Units
Mortar Heads
- FCV: 2 (Royal 3)
- KCV: 4 (Royal 6)
- Durability: 15 (Royal 30)
Planetary Defense Army
- FCV: 1
- KCV: 3
- Durability: 30
Power Armor Regiment
- FCV: 1
- KCV: 2
- Durability: 5
Planetary Assault Regiment
- FCV: 2
- KCV: 4
- Durability: 5
Dice Rolling
- Formula: Roll CV against TN 7, applies success against durability of opposing unit. Reroll if favorable match up. Mortarhead vs non-mortarhead damage is double.