Difference between revisions of "Battle Cry"

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If this system prove to be fatally flawed I reserve the right to change it.
 
If this system prove to be fatally flawed I reserve the right to change it.
  
=Ship to Ship Combat=
+
=Tactical Rules=
 +
==Initiative==
 +
A ship's Captain rolls the appropriate Command bonus plus the ship's Hull Type.
 +
*If a ship enters the range of hostile weapon that has not fired, both ships roll off to see who fires first.
 +
==Gunnery==
 +
Each time a target is hit by a ship, the TN to Hit for other ships increases by 1 up to a maximum of 10. <br>
 +
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.
 +
==Movement==
 +
Movement is determined by Speed. Speed is constant from round to round if not acted upon. Every Ship '''must''' move its current Speed by the end of its turn, barring a Special Order. A ship's speed is set at the start of a scenario by the GM and by ship's Acceleration.
  
===Ship Formation===
+
Ships have an Acceleration rating which they spend to change their Speed, perform radical course changes, and perform Maneuvers.
:Determines bonus to passive defenses if your on the same tile.
+
*Changing Speed by one costs one Acceleration.
:: For every enemy ship that fire has to pass through, the diff is raised up to TN 10
+
*Course changes at Speed 0-1 are free. However, at higher Speed states, major course corrections have an Acceleration Cost. Acceleration is paid once in a turn to perform any number of course corrections.
:: For every two friendly ships that fire has to pass through diff is raised up to 9
+
:At Speed 2-4 it costs one Acceleration to perform course corrections. Every two units of Speed after that raises the cost by one.
 +
*Acceleration is used to perform some Maneuvers & Special Orders (see section).
  
===Combat Rules===
+
==Electronic Warfare (under construction)==
:Ship captains roll their Command Values plus ship Init value (command cruisers give bonus to all ships in the fleet)
+
Ships have two passive sensor radii: the distance where they can accurately fix the real-time position of non-cooperative ships (Detection), and the distance where their fire control systems can guide weapons effectively (Fire Control). Beyond the Detection radius most military grade sensors can identify targets and indicate their general position, but are easily deceived.
: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-(ECM)
 
::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 (IC explanation bendy beam interfere with each other)
 
::Rules Patch 2: For each enemy ship a weapon bolt/laser/missile has to pass through to get to its target it raises the difficulty by 1 to hit to a max of ten.
 
  
====ECM degradation====
+
There are three kinds of sensor packages: Basic, Superior, and Advanced.
:ECM Takes penalty of -1@5 -2@4 -3@3 -4@2 -5@1
 
  
====Stances====
+
*'''Passive Spotting''': Ships normally provide telemetry data and vector corrections for friendly ships on targets within its own Fire Control radius.
:Ship commander can order a ship stance for single turn
+
*'''Active Search''': A ship extends its Detection radii by +3, it however becomes visible to all enemy ships.
::'''Full attack''': double weapons but half shield
+
*'''Distortion Fields''': The radius of the distortion field bubble a ship passively projects is equivalent to its EW score.
::'''Fire spinal cannon''':  
+
*'''Silent Running''': See Special Orders. No active Fire Control.
::'''Full defense''': double shields but half weapons
+
*'''Low Observation Hullform''': A ship in silent running can remain invisible within the Detection radius of a ship.
::'''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)
+
*'''Jamming''': Target an enemy ship to counter its spotting. Rolloff E-War+IQ+
 +
==Special Orders & Manuevers==
 +
===Maneuvers===
 +
*'''Evasive''': Roll 2d10 per Acceleration spent + Helm at TN 8-Hull Type against incoming an incoming weapon battery. Reduce damage by number of successes. Does NOT affect current Speed. 
 +
*'''Stabilization''': Roll number of d10 equal to Acceleration spent + Helm at TN 8-Hull Type to stabilize gunnery. On success Ship gains -1 TN to hit but can be hit at -1 TN in turn. Does NOT affect current Speed.
 +
*'''Dead Stop''': Roll number of d10 per Acceleration spent + Helm at TN 8-Hull Type. 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
 +
*'''Silent Running''':
  
 
==Stats==
 
==Stats==
:'''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)
+
===Hull Type & Reactors (under construction)===
:'''Anti-Ship Lasers''': Primary anti-ship weapon.  Unlimited ammo, range 10, these are bendy beams.
+
:'''Reactors/Batteries''':
:'''Anti-Air''': Shoots down fighters/bombers/AWACs, Missiles
+
:*Power may be used to overcharge all laser weapons, heavy cannons and massdrivers.  Other weapons may not be overcharged.
:'''Antimatter Cannon''': Fires bolts of suspended Anti-Matter, range 1-5, destroys both armor and hp on the same damage roll on unshielded hulls
+
:*Spinal mounts may consume power to reduce recharge time: 5 for Siege Guns and 3 for Light Guns.
:'''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 Initiative value (to a maximum of 10). In compensation they have a range of 12 hexes, and act like lasers in all other respects.
+
===Defenses===
:'''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.  
+
'''Shields''': The vector field & point defense around a Ship can also deflect incoming fire.
:'''ECM''': Electronics warfare makes it harder to hit you
+
:'''Fortress Link''': Extend the field out to 3 hexes to cover other ships.
:'''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)
+
'''Armor''': 2 Damage is required to destroy one point of Armor. 
:'''Shields''':
+
:'''Superheavy Plating''': 3 Damage, incompatible with the Dysjunction Drive.
:'''Armor''':
+
'''HP''': At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4
:'''HP''': At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4
+
===Weapons===
 +
'''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 twice 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''': Limited ammo, three missiles per point. Infinite range with spotter. <br>
 +
:*'''Burst Mode''': Range 1-8, 2 Damage to shields and Armor, 3 Damage to Hull.
 +
'''Vector Lasers''': Primary anti-ship weapon, range 10, these are bendy beams.
 +
:'''ER type''': Refined vector beam control, introduced to the LMC by Queen Mimirza of Ventris. Range 15
 +
'''Heavy Laser''': Massive beams far too powerful for snap vectoring. Range 15, Base TN 6 + Target Hull Type. Every two hits causes an additional point of damage.
 +
:'''ER type''': Range 20
 +
'''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 weapons 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. <br>
 +
'''Lances''': High power lasers that have range 0-3, murderously effective in destroying armor, however base-to-hit is 10. Each unit of speed a ship moves in a turn brings the target number to hit down by one. <br>
 +
===Special Weapons===
 +
'''Spinal Siege Cannon''': Also called "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, -2 Recharge time
 +
===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.
  
 
=Ships=
 
=Ships=
 
[[Warbook: Visual Ship Identification]] <br>
 
[[Warbook: Visual Ship Identification]] <br>
 +
[[Spreadsheet Warriors: Ship Costs]] <br>
 +
[[Jane's Astroforces of 5328]] <br>
 +
[[Ship Upgrades]]
 +
 
Quick Reference Table below:
 
Quick Reference Table below:
 
==Standardized Imperial Warships==
 
==Standardized Imperial Warships==
'''Battleship''': 8 Armor, 12 Lasers, 5 Missiles, 10 Shields, 1ECM, 2AA, 20HP, 1 Speed (Init: 1) <br>
+
'''Battleship''': 8 Armor, 12 Lasers, 5 Missiles, 10 Shields, 1ECM, 2AA, 20HP, 1 Speed (Hull Type: 0) <br>
'''Fast Battleship''': 7 Armor, 10 Lasers, 5 Missiles, 9 Shields, 2ECM, 2AA, 17HP, 3 Speed (Init 2) <br>
+
'''Fast Battleship''': 7 Armor, 10 Lasers, 5 Missiles, 9 Shields, 2ECM, 2AA, 17HP, 3 Speed (Hull Type: 1) <br>
 
'''Heavy Cruiser''': 4 Armor, 4 Lasers, 3 Missiles, 6 Shields, 2ECM, 1AA, 10HP, 3 Speed (Init 2) <br>
 
'''Heavy Cruiser''': 4 Armor, 4 Lasers, 3 Missiles, 6 Shields, 2ECM, 1AA, 10HP, 3 Speed (Init 2) <br>
 
'''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) <br>
 
'''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) <br>
 
'''Heavy Cavalry:''' 8 Armor, 5 Lasers, 8 Lances, 6 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2) <br>
 
'''Heavy Cavalry:''' 8 Armor, 5 Lasers, 8 Lances, 6 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2) <br>
 
'''Cavalry Cruiser''': 3 armor, 3 Lasers, 5 Lances, 4 Shields, 2ECM, 1AA, 10HP, 4 Speed (Init 2) <br>
 
'''Cavalry Cruiser''': 3 armor, 3 Lasers, 5 Lances, 4 Shields, 2ECM, 1AA, 10HP, 4 Speed (Init 2) <br>
'''Destroyer''': 1 Armor, 3 Lasers or 3 Missiles or 2 Lances, 1 Shield, 2ECM, 1AA, 6HP, 5 Speed (Init 5) <br>
+
'''Destroyer''': 1 Armor, 3 Lasers or 3 Missiles or 2 Lances, 1 Shield, 6ECM, 1AA, 6HP, 5 Speed (Init 5) <br>
 
'''Standard Dragoon''': 1 Armor: 3 Lasers or 3 Missiles or 2 Lances, 1 Shield, 2 ECM, 1AA, 6HP, 5 Speed (Init ?) <br>
 
'''Standard Dragoon''': 1 Armor: 3 Lasers or 3 Missiles or 2 Lances, 1 Shield, 2 ECM, 1AA, 6HP, 5 Speed (Init ?) <br>
  
Line 68: Line 103:
 
'''Jardin Battleship''': 8 Armor, 10 Lasers, 5 Antimatter Cannon,  10 Shields 1ECM, 4AA, 25HP, 1 Speed (Init: 1) <br>
 
'''Jardin Battleship''': 8 Armor, 10 Lasers, 5 Antimatter Cannon,  10 Shields 1ECM, 4AA, 25HP, 1 Speed (Init: 1) <br>
 
'''Jardin Cruiser''': 5 Armor  4 Lasers, 2 Antimatter Cannon, 6 Shields, 2ECM, 3AA, 15P, 2 Speed (Init: 2) <br>
 
'''Jardin Cruiser''': 5 Armor  4 Lasers, 2 Antimatter Cannon, 6 Shields, 2ECM, 3AA, 15P, 2 Speed (Init: 2) <br>
'''Jardin Destroyer''': 1 Armor, 2 Lasers,  1 Antimatter Cannon,  2 Shield, 2ECM, 2AA, 8HP, 4 speed (Init: 4)
+
'''Jardin Destroyer''': 1 Armor, 2 Lasers,  1 Antimatter Cannon,  2 Shield, 5ECM, 2AA, 8HP, 4 speed (Init: 4)
  
 
====Non-Standard Jardin Ships including Flagships====
 
====Non-Standard Jardin Ships including Flagships====
 
'''Battleship ''Mira''''': 8 Armor, 10 Lasers, 5 Antimatter Cannon,  10 Shields 1ECM, 4AA, 25HP, 1 Speed (Init: 1) <br>
 
'''Battleship ''Mira''''': 8 Armor, 10 Lasers, 5 Antimatter Cannon,  10 Shields 1ECM, 4AA, 25HP, 1 Speed (Init: 1) <br>
'''Rifter Battlewagon ''Lux Res Publica''''': 12 Armor, 1 Cosmo Smasher Cannon, 15 Fort Lasers, 15 Lasers, 5 Lancers 12 Shields, 3ECM, 5AA, 30HP, 4 Speed (Init: 1) +3 Fleet/Squadron 3
+
'''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==
 
==Minor State Ships==
 
===Reavers===
 
===Reavers===
 
'''Maurader''': 12 Armor, 12 Lasers, 12 Shields, 3ECM, 1AA, 18HP, 4 Speed (Init: 2) <br>
 
'''Maurader''': 12 Armor, 12 Lasers, 12 Shields, 3ECM, 1AA, 18HP, 4 Speed (Init: 2) <br>
'''Corsair''': 2 Armor, 5 Lasers, 3 Shields, 1ECM, 1AA, 8HP, 4 Speed (Init: 3)
+
'''Corsair''': 2 Armor, 5 Lasers, 3 Shields, 1ECM, 1AA, 8HP, 4 Speed (Init: 3) <br>
  
 
===Rifters===
 
===Rifters===
'''Omni-Cruiser''': 3 Armor, 4 Lancers, 4 Missiles (Reload: 8), 4 Shields, 1ECM, 1AA, 10HP, 5 Speed (Init: 4) <br>
+
'''Omni-Cruiser''': 3 Armor, 4 Lances, 4 Missiles (Reload: 8), 4 Shields, 1ECM, 1AA, 10HP, 5 Speed (Init: 4) <br>
 +
''' 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) <br>
  
 
==CoDominium & Free Star League Warships==
 
==CoDominium & Free Star League Warships==
Line 89: Line 128:
 
'''League Destroyer''' 0 Armor, 3 Lasers, 5 Shields, 1ECM, 2AA, 5HP, 6 Speed (Init: 4) <br>
 
'''League Destroyer''' 0 Armor, 3 Lasers, 5 Shields, 1ECM, 2AA, 5HP, 6 Speed (Init: 4) <br>
  
===Royal Ventris Starforce===
+
===Royal Ventrian Starforce===
'''Heavy Battleship''': 15 Armor, 15 Lasers (range 10), 15 Shields, 2ECM, 2AA, 15HP, 4 Speed (Init: 2) <br>
+
'''Fast Battleship''': 15 Armor, 15 ER Lasers, 15 Shields, 2ECM, 2AA, 15HP, 4 Speed (Init: 2) <br>
'''Assault Cruiser''': 2 Armor 7 Lasers (range 10), 5 Lancers, 8 Shields, 2ECM, 1AA, 8HP, 4 Speed (Init: 2) <br>   
+
'''Assault Cruiser''': 2 Armor, 7 ER Lasers, 5 Lances, 8 Shields, 2ECM, 1AA, 8HP, 4 Speed (Init: 2) <br>   
'''Fast Destroyers''': 0 Armor, 5 Lasers (range 10), 5 Shields, 2ECM, 2AA, 5HP, 8 speed (Init: 4) <br>
+
'''Fast Destroyers''': 0 Armor, 5 ER Lasers, 5 Shields, 7ECM, 2AA, 5HP, 8 speed (Init: 4) <br>
 +
 
 
===Yvnes Self Defense Force===
 
===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
+
'''Dreadnought''': 12 Armor, 10 Lasers, 10 Fort Cannon, 15 Shields, 0ECM, 2AA, 40HP, (Always last on Init) Speed 0.5
 +
 
 +
==Kulean==
 +
'''Kulean Lasers''': Unvectored beams. Range 10, TN7 + Hull Type <br>
 +
Movement is linear vectors, can only move in straight lines without spending acceleration for EACH direction change.<br>
 +
:Only one dice per acceleration from Evasion special order.
 +
:Can not perform Dead Stop.
 +
 
 +
'''Skiff''': 1 Shield, 3 Armor, 5 HP, 4 Missiles, 5 Accel (Hull Type: 1)<br>
 +
'''Junk''': 2 Shield, 4 Armor, 8 HP, 4 Lasers, 8 Missiles (2 Loads), 2 Accel (Hull Type: 0) - 1 reactor, 2 batteries <br>
 +
'''Torchship''': 2 Shield, 6 Armor, 10 HP, 4 Lasers, 4 Missiles, 3 Accel (Hull Type: 0) - 3 Reactors, 2 batteries
  
 
[[Category: Space Princesses]]
 
[[Category: Space Princesses]]

Latest revision as of 11:15, 4 March 2016

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

Tactical Rules

Initiative

A ship's Captain rolls the appropriate Command bonus plus the ship's Hull Type.

  • If a ship enters the range of hostile weapon that has not fired, both ships roll off to see who fires first.

Gunnery

Each time a target is hit by a ship, the TN to Hit for other ships increases by 1 up to a maximum of 10.
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.

Movement

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

Ships have an Acceleration rating which they spend to change their Speed, perform radical course changes, and perform Maneuvers.

  • Changing Speed by one costs one Acceleration.
  • Course changes at Speed 0-1 are free. However, at higher Speed states, major course corrections have an Acceleration Cost. Acceleration is paid once in a turn to perform any number of course corrections.
At Speed 2-4 it costs one Acceleration to perform course corrections. Every two units of Speed after that raises the cost by one.
  • Acceleration is used to perform some Maneuvers & Special Orders (see section).

Electronic Warfare (under construction)

Ships have two passive sensor radii: the distance where they can accurately fix the real-time position of non-cooperative ships (Detection), and the distance where their fire control systems can guide weapons effectively (Fire Control). Beyond the Detection radius most military grade sensors can identify targets and indicate their general position, but are easily deceived.

There are three kinds of sensor packages: Basic, Superior, and Advanced.

  • Passive Spotting: Ships normally provide telemetry data and vector corrections for friendly ships on targets within its own Fire Control radius.
  • Active Search: A ship extends its Detection radii by +3, it however becomes visible to all enemy ships.
  • Distortion Fields: The radius of the distortion field bubble a ship passively projects is equivalent to its EW score.
  • Silent Running: See Special Orders. No active Fire Control.
  • Low Observation Hullform: A ship in silent running can remain invisible within the Detection radius of a ship.
  • Jamming: Target an enemy ship to counter its spotting. Rolloff E-War+IQ+

Special Orders & Manuevers

Maneuvers

  • Evasive: Roll 2d10 per Acceleration spent + Helm at TN 8-Hull Type against incoming an incoming weapon battery. Reduce damage by number of successes. Does NOT affect current Speed.
  • Stabilization: Roll number of d10 equal to Acceleration spent + Helm at TN 8-Hull Type to stabilize gunnery. On success Ship gains -1 TN to hit but can be hit at -1 TN in turn. Does NOT affect current Speed.
  • Dead Stop: Roll number of d10 per Acceleration spent + Helm at TN 8-Hull Type. 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
  • Silent Running:

Stats

Hull Type & Reactors (under construction)

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 power to reduce recharge time: 5 for Siege Guns and 3 for Light Guns.

Defenses

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

Fortress Link: 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, incompatible with the Dysjunction Drive.

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

Weapons

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 twice 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: Limited ammo, three missiles per point. Infinite range with spotter.

  • Burst Mode: Range 1-8, 2 Damage to shields and Armor, 3 Damage to Hull.

Vector Lasers: Primary anti-ship weapon, range 10, these are bendy beams.

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

Heavy Laser: Massive beams far too powerful for snap vectoring. Range 15, Base TN 6 + Target Hull Type. Every two hits causes an additional point of damage.

ER type: Range 20

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 weapons 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 10. Each unit of speed a ship moves in a turn brings the target number to hit down by one.

Special Weapons

Spinal Siege Cannon: Also called "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, -2 Recharge time

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.

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 (Hull Type: 0)
Fast Battleship: 7 Armor, 10 Lasers, 5 Missiles, 9 Shields, 2ECM, 2AA, 17HP, 3 Speed (Hull Type: 1)
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 Ventrian Starforce

Fast Battleship: 15 Armor, 15 ER Lasers, 15 Shields, 2ECM, 2AA, 15HP, 4 Speed (Init: 2)
Assault Cruiser: 2 Armor, 7 ER Lasers, 5 Lances, 8 Shields, 2ECM, 1AA, 8HP, 4 Speed (Init: 2)
Fast Destroyers: 0 Armor, 5 ER Lasers, 5 Shields, 7ECM, 2AA, 5HP, 8 speed (Init: 4)

Yvnes Self Defense Force

Dreadnought: 12 Armor, 10 Lasers, 10 Fort Cannon, 15 Shields, 0ECM, 2AA, 40HP, (Always last on Init) Speed 0.5

Kulean

Kulean Lasers: Unvectored beams. Range 10, TN7 + Hull Type
Movement is linear vectors, can only move in straight lines without spending acceleration for EACH direction change.

Only one dice per acceleration from Evasion special order.
Can not perform Dead Stop.

Skiff: 1 Shield, 3 Armor, 5 HP, 4 Missiles, 5 Accel (Hull Type: 1)
Junk: 2 Shield, 4 Armor, 8 HP, 4 Lasers, 8 Missiles (2 Loads), 2 Accel (Hull Type: 0) - 1 reactor, 2 batteries
Torchship: 2 Shield, 6 Armor, 10 HP, 4 Lasers, 4 Missiles, 3 Accel (Hull Type: 0) - 3 Reactors, 2 batteries