Difference between revisions of "Battle Cry"

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==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)
 
:'''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)
 
:'''Anti-Ship Lasers''': Primary anti-ship weapon.  Unlimited ammo, range 10, these are bendy beams.
 
:'''Anti-Ship Lasers''': Primary anti-ship weapon.  Unlimited ammo, range 10, these are bendy beams.
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:'''ECM''': Electronics warfare makes it harder to hit you
 
:'''ECM''': Electronics warfare makes it harder to hit you
 
:'''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)
 
:'''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)
:: Second Generation: 5 Accuracy 40 damage to armor/shields if hit recharge 6 turns TN5 for Dreadnoughts, TN 6BB TN 7 Cruisers
+
:: Second Generation: 5 Accuracy 40 damage to armor/shields if hit recharge 6 turns TN5 for Dreadnoughts, TN6 BB, TN7 Cruisers
:: Cruiser spinals: 6 Accuracy 20 damage to armor/shields if hit 8 turns TN5 for Dreadnoughts, TN 6BB TN 7 Cruisers
+
:: Cruiser spinals: 6 Accuracy 20 damage to armor/shields if hit 8 turns TN5 for Dreadnoughts, TN 6 BB, TN7 Cruisers
 
:'''Shields''':
 
:'''Shields''':
 
::Fortress Shield Mod, (can extend your shields up to 3 hexes to cover other ships
 
::Fortress Shield Mod, (can extend your shields up to 3 hexes to cover other ships
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:'''Self Healing Armor''': Like standard armor but regenerates 1/10 (or 1 point if its higher) of its armor per new turn.
 
:'''Self Healing Armor''': Like standard armor but regenerates 1/10 (or 1 point if its higher) of its armor per new turn.
 
:'''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
 +
===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.
 +
:'''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''':
 +
:*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.
 +
 +
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=

Revision as of 15:33, 22 November 2015

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

Ship to Ship Combat

Ship Formation

Determines bonus to passive defenses if your on the same tile.
For every enemy ship that fire has to pass through, the diff is raised up to TN 10
For every two friendly ships that fire has to pass through diff is raised up to 9

Combat Rules

Ship captains roll their Command Values plus ship Init value (command cruisers 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-(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.
Rules Navigation patch: Ships can be moved up to twice their base hex skill as a limit: For every two points of helmsmen you have you can boost your speed by 1 for no rolling.

ECM degradation

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

Stances

Ship commander can only engage in special command up 1+relevant leadership skill, exception is Rebubble/Reflag
Full attack: Increase your attack by drawing power from the shields (adds half of your active shield strength to the attack) OBSOLETE using reactors now
Full defense: Increases your shields by drawing half your weapons strength (adds half of your weapons value to shields) OBSOLETE using reactors now
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).
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)
Anti-Ship Lasers: Primary anti-ship weapon. Unlimited ammo, range 10, these are bendy beams.
Second Generation: Range 15
Anti-Air: Shoots down fighters/bombers/AWACs, Missiles
Antimatter Cannon: Fires bolts of suspended Anti-Matter, range 1-5, destroys both armor and hp on the same damage roll on unshielded hulls
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.
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 20 hexes, and act like lasers in all other respects.
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.
ECM: Electronics warfare makes it harder to hit you
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)
Second Generation: 5 Accuracy 40 damage to armor/shields if hit recharge 6 turns TN5 for Dreadnoughts, TN6 BB, TN7 Cruisers
Cruiser spinals: 6 Accuracy 20 damage to armor/shields if hit 8 turns TN5 for Dreadnoughts, TN 6 BB, TN7 Cruisers
Shields:
Fortress Shield Mod, (can extend your shields up to 3 hexes to cover other ships
Hard Shields: Requires 2 sux points for each point of shield
Armor:
Second Generation Armor: Requires 3 points to destroy
Self Healing Armor: Like standard armor but regenerates 1/10 (or 1 point if its higher) of its armor per new turn.
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.
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:
  • 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.

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

Warbook: Visual Ship Identification
Spreadsheet Warriors: Ship Costs
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