Difference between revisions of "Battle Cry"

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Ships have an Acceleration rating which they spend to change their Speed, make major course corrections (up to 45 degrees), and perform Maneuvers.  
 
Ships have an Acceleration rating which they spend to change their Speed, make major course corrections (up to 45 degrees), and perform Maneuvers.  
 
*Changing Speed by one costs one Acceleration. Each course correction costs one Acceleration.  
 
*Changing Speed by one costs one Acceleration. Each course correction costs one Acceleration.  
 +
*If a ship changes course at 0 Speed, the first course correction can be up to 90 degrees.
 
*Acceleration can also be used to perform Maneuvers or some Special Orders (see section).
 
*Acceleration can also be used to perform Maneuvers or some Special Orders (see section).
*If a ship changes course at 0 Speed, the first course correction can be up to 90 degrees.
 
 
 
===Combat Rules===
 
===Combat Rules===
 
:Ship captains roll their Command Values plus ship Init value (Flagships give bonus to all ships in the fleet)
 
:Ship captains roll their Command Values plus ship Init value (Flagships give bonus to all ships in the fleet)
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Special Orders:  
 
Special Orders:  
 +
:'''Damage Control''': When a ship is in the Damaged or Crippled states, the Captain may order every non-critical hand to fight fires and make hasty repairs. The ship can not fire any weapon pools or use reactor power. Every success restores either sensors, weapons, or drives to full efficiency.
 
:'''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)
 
:'''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
 
:'''Reflag''': Spend a turn moving to a new flagship
  
 
==Stats==
 
==Stats==
:'''Plasma Cannon''': 10-20 Range (1 damage) 10-5 (2 Damage) 5-1 Range (4 damage) 0 Range (5 damage).
+
'''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)
+
:Plasma guns may be overclocked to fire a second time in a turn; each turn of overclock inflicts 1 point of damage directly to the structure of the host ship and all 1s on the to-hit roll inflict 5 damage as the plasma generation chambers detonate explosively.
:'''Anti-Ship Lasers''': Primary anti-ship weapon.  Unlimited ammo, range 10, these are bendy beams.
+
'''Guided Missiles''': 15 Range (infinite with spotter), limited ammo (most imperial ships carry three reloads) <br>
::Second Generation: Range 15
+
'''Anti-Ship Lasers''': Primary anti-ship weapon, range 10, these are bendy beams.
:'''Antimatter Cannon''': Fires bolts of suspended Anti-Matter, range 1-5, destroys both armor and hp on the same damage roll on unshielded hulls
+
:ER type: Refined vector beam control, introduced to the LMC by Ventris. Range 15
:'''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.
+
'''Heavy Laser''': Massive beams far too powerful for snap vectoring. Range 20, Base TN 6 + Target Hull Type.
:'''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 Hull Type(to a maximum of 10). In compensation they have a range of 20 hexes, and act like lasers in all other respects.
+
:ER type: Range 25
:'''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.  
+
'''Antimatter Gun''': Fires bolts of suspended Anti-Matter, range 1-5, destroys both armor and hp on the same damage roll on unshielded hulls
:'''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)
+
:*Antimatter guns may enhance their containment, doubling their range.
:: Second Generation: 5 Accuracy 40 damage to armor/shields if hit recharge 6 turns TN5 for Dreadnoughts, TN6 BB, TN7 Cruisers
+
'''Antimatter Accelerator''': Nicknamed "Mauler" devices, these giant antiproton cannons originally seen on Republic and League fortifications accelerate bolts of contained antimatter to tremendous velocities. Range 15, Base TN 6 + Target Hull Type, 3 AM Damage
:: Cruiser spinals: 6 Accuracy 20 damage to armor/shields if hit 8 turns TN5 for Dreadnoughts, TN 6 BB, TN7 Cruisers
+
:*Mauler Devices may consume 5 power to inflict 5 damage instead of 3.
:'''Shields''':
+
'''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. <br>
::Fortress Shield Mod, (can extend your shields up to 3 hexes to cover other ships
+
'''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. <br>
:'''Hard Shields''': Requires 2 sux points for each point of shield
+
'''Siege/Spinal cannon''': Technically known as "High Stream Keelmounts". Single shot weapon seen specialized anti-fortress ships and occasionally battleships. 5 accuracy, TN 6 + Hull Type, 30 damage to armor/shields if hit, 8 Turn Recharge
:'''Armor''':
+
:Light Siege Gun: A version which non-capital ships can mount without compromising fighting capability. 6 Accuracy, TN 6 + Hull Type, 20 damage to armor/shields if hit, 6 Turn Recharge
:'''HP''': At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4
+
:Improved: +10 Damage to both varieties of Siege weapons.
 +
'''Shields''': The vector field around a Ship can also deflect incoming fire.
 +
:'''Fortress Shield''': Extend the field out to 3 hexes to cover other ships.
 +
'''Armor''': 2 Damage is required to destroy one point of Armor. 
 +
:'''Superheavy Plating''': 3 Damage, prevents use of the Dysjunction Drive.
 +
'''HP''': At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4
 
===Shrike's Additions===
 
===Shrike's Additions===
:'''Hellbore Cannon''':  An early fruit of Jardini experimentation into captured Ur-Real plasma weaponry, hellbores generate and fire metastable toruses of plasma out of modified AMG turrets.  Hellbores hit Dreadnoughts on TN5, TN6 for battleships and TN7 for smaller ships.  At range 6-15 they inflict 1 damage per hit, at range 2-5 they inflict 2 and at range 0-1 they inflict 3 - however, as they 'splash' over shields the amount inflicted per hit against shields is reduced by 1.
+
:'''Hellbore Cannon''':  An early fruit of Jardini experimentation into captured Ur-Real plasma weaponry, hellbores generate and fire metastable toruses of plasma out of modified AMG turrets.  Hellbores hit Dreadnoughts on TN5, TN6 for battleships and TN7 for smaller ships.  At range 6-15 they inflict 1 damage per hit, at range 2-5 they inflict 2 and at range 0-1 they inflict 3 - however, as they 'splash' over shields the amount inflicted per hit against shields is reduced by 1. Hellebores may not overclock, as they do not feature a self-sustaining plasma generator.
 
:'''Massdriver Cannon''':  An archaic but still common weapon, massdrivers fire solid projectiles at high velocity.  Massdrivers ignore shields and are twice as effective at destroying armor (ie, destroying regular armor on a 1:1 basis, destroying 2 points of heavy armor with 3 hits, etc).  They hit dreadnoughts on TN5, battleships on TN6 and smaller ships on TN7 - additionally, for every 2 hexes of range they suffer +1 TN.
 
:'''Massdriver Cannon''':  An archaic but still common weapon, massdrivers fire solid projectiles at high velocity.  Massdrivers ignore shields and are twice as effective at destroying armor (ie, destroying regular armor on a 1:1 basis, destroying 2 points of heavy armor with 3 hits, etc).  They hit dreadnoughts on TN5, battleships on TN6 and smaller ships on TN7 - additionally, for every 2 hexes of range they suffer +1 TN.
:'''Mauler Device''':  Giant antiproton cannons originally seen on Republic and League fortifications, accelerating bolts of contained antimatter to tremendous velocities. They hit dreadnoughts on TN5, battleships on TN6 and smaller ships on TN7. Each hit inflicts 5 (!) damage, with any damage inflicted to armor also being inflicted to HP.  Mauler devices have a maximum 15 hex range.
 
 
:'''Reactors/Batteries''':
 
:'''Reactors/Batteries''':
 
:*Power may be used to overcharge all laser weapons, heavy cannons and massdrivers.  Other weapons may not be overcharged.
 
:*Power may be used to overcharge all laser weapons, heavy cannons and massdrivers.  Other weapons may not be overcharged.
:*Antimatter guns may enhance their containment, doubling their range.
 
:*Mauler Devices may consume 5 power to inflict 8 damage instead of 5.
 
 
:*Spinal mounts may consume extra power to reduce recharge time; Standard 5 power, Enhanced 10 power, cruiser 3 power.
 
:*Spinal mounts may consume extra power to reduce recharge time; Standard 5 power, Enhanced 10 power, cruiser 3 power.
 
Plasma guns may be overclocked to fire a second time in a turn; every overclocked plasma gun inflicts 1 point of damage directly to the structure of the host ship and all 1s on the to-hit roll inflict 5 damage as the plasma generation chambers detonate explosively.  Hellbores may not overclock, as they do not feature a self-sustaining plasma generator.
 
  
 
=Ships=
 
=Ships=
 
[[Warbook: Visual Ship Identification]] <br>
 
[[Warbook: Visual Ship Identification]] <br>
 
[[Spreadsheet Warriors: Ship Costs]] <br>
 
[[Spreadsheet Warriors: Ship Costs]] <br>
 +
[[Jane's Astroforces of 5328]]
 +
[[Ship Upgrades]]
 
Quick Reference Table below:
 
Quick Reference Table below:
 
==Standardized Imperial Warships==
 
==Standardized Imperial Warships==

Revision as of 11:40, 21 February 2016

If this system prove to be fatally flawed I reserve the right to change it.

Ship to Ship Combat

Movement

Movement is determined by Speed. A ship's speed is set at the start of a scenario by the GM and by ship's Acceleration. Every Ship must move its current Speed in a straight line by the end of their turn, barring a Special Order. Speed is constant from round to round if not acted upon.

Ships have an Acceleration rating which they spend to change their Speed, make major course corrections (up to 45 degrees), and perform Maneuvers.

  • Changing Speed by one costs one Acceleration. Each course correction costs one Acceleration.
  • If a ship changes course at 0 Speed, the first course correction can be up to 90 degrees.
  • Acceleration can also be used to perform Maneuvers or some Special Orders (see section).

Combat Rules

Ship captains roll their Command Values plus ship Init value (Flagships 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
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
Rules Patch 2: For each enemy ship a weapon bolt/laser/missile has to pass through to get to its target it raises the TN to hit by 1 up to a maximum of 10.

ECM degradation

ECM Takes penalty of -1@5 -2@4 -3@3 -4@2 -5@1

Special Orders & Manuevers

Acceleration can be spent to perform Maneuvers:

Evasive: Roll TN 8 against incoming fire, 2d10 per Acceleration spent + Helm. Reduce damage by number of successes.
Stabilization: Roll number of d10 equal to Acceleration spent + Helm @ TN 8 to stabilize gunnery. On success Ship gains -1 TN to hit but can be hit at -1 TN in turn.
Dead Stop: Roll Helm at TN 8. On success ship drops to speed zero regardless of its current speed.

Special Orders:

Damage Control: When a ship is in the Damaged or Crippled states, the Captain may order every non-critical hand to fight fires and make hasty repairs. The ship can not fire any weapon pools or use reactor power. Every success restores either sensors, weapons, or drives to full efficiency.
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).

Plasma guns may be overclocked to fire a second time in a turn; each turn of overclock inflicts 1 point of damage directly to the structure of the host ship and all 1s on the to-hit roll inflict 5 damage as the plasma generation chambers detonate explosively.

Guided Missiles: 15 Range (infinite with spotter), limited ammo (most imperial ships carry three reloads)
Anti-Ship Lasers: Primary anti-ship weapon, range 10, these are bendy beams.

ER type: Refined vector beam control, introduced to the LMC by Ventris. Range 15

Heavy Laser: Massive beams far too powerful for snap vectoring. Range 20, Base TN 6 + Target Hull Type.

ER type: Range 25

Antimatter Gun: Fires bolts of suspended Anti-Matter, range 1-5, destroys both armor and hp on the same damage roll on unshielded hulls

  • Antimatter guns may enhance their containment, doubling their range.

Antimatter Accelerator: Nicknamed "Mauler" devices, these giant antiproton cannons originally seen on Republic and League fortifications accelerate bolts of contained antimatter to tremendous velocities. Range 15, Base TN 6 + Target Hull Type, 3 AM Damage

  • Mauler Devices may consume 5 power to inflict 5 damage instead of 3.

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.
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.
Siege/Spinal cannon: Technically known as "High Stream Keelmounts". Single shot weapon seen specialized anti-fortress ships and occasionally battleships. 5 accuracy, TN 6 + Hull Type, 30 damage to armor/shields if hit, 8 Turn Recharge

Light Siege Gun: A version which non-capital ships can mount without compromising fighting capability. 6 Accuracy, TN 6 + Hull Type, 20 damage to armor/shields if hit, 6 Turn Recharge
Improved: +10 Damage to both varieties of Siege weapons.

Shields: The vector field around a Ship can also deflect incoming fire.

Fortress Shield: Extend the field out to 3 hexes to cover other ships.

Armor: 2 Damage is required to destroy one point of Armor.

Superheavy Plating: 3 Damage, prevents use of the Dysjunction Drive.

HP: At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4

Shrike's Additions

Hellbore Cannon: An early fruit of Jardini experimentation into captured Ur-Real plasma weaponry, hellbores generate and fire metastable toruses of plasma out of modified AMG turrets. Hellbores hit Dreadnoughts on TN5, TN6 for battleships and TN7 for smaller ships. At range 6-15 they inflict 1 damage per hit, at range 2-5 they inflict 2 and at range 0-1 they inflict 3 - however, as they 'splash' over shields the amount inflicted per hit against shields is reduced by 1. Hellebores may not overclock, as they do not feature a self-sustaining plasma generator.
Massdriver Cannon: An archaic but still common weapon, massdrivers fire solid projectiles at high velocity. Massdrivers ignore shields and are twice as effective at destroying armor (ie, destroying regular armor on a 1:1 basis, destroying 2 points of heavy armor with 3 hits, etc). They hit dreadnoughts on TN5, battleships on TN6 and smaller ships on TN7 - additionally, for every 2 hexes of range they suffer +1 TN.
Reactors/Batteries:
  • Power may be used to overcharge all laser weapons, heavy cannons and massdrivers. Other weapons may not be overcharged.
  • Spinal mounts may consume extra power to reduce recharge time; Standard 5 power, Enhanced 10 power, cruiser 3 power.

Ships

Warbook: Visual Ship Identification
Spreadsheet Warriors: Ship Costs
Jane's Astroforces of 5328 Ship Upgrades 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

Free Star League Navy

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