Battle Cry

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Revision as of 11:04, 25 October 2014 by Silence (talk | contribs) (Created page with "If this system prove to be fatally flawed I reserve the right to change it. =Ship to Ship Combat= ==Ship== :Guided Missiles: Unlimited range, limited ammo (most imperial shi...")
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If this system prove to be fatally flawed I reserve the right to change it.

Ship to Ship Combat

Ship

Guided Missiles: Unlimited range, limited ammo (most imperial ships carry three reloads)
Anti-Ship Lasers: Primary anti-ship weapon. Unlimited ammo, range 7, these are bendy beams.
Anti-Air: Shoots down fighters/bombers/AWACs
ECM: Electronics warfare makes it harder to hit you
Siege cannon: 5 accuracy, 30 damage to armor if hit. Single shot weapon seen specalized anti-fortress ships and occasionally battleships
Shields:
Armor:
HP:: At 1/2 HP, you halved in efficiency in everything, similar affect at 1/4


Standardize mass produce warship examples stats for reference

BB: 8 Armor, 12 lasers, 5 missiles, 10 shields 1ECM, 2AA, 20HP, 1 Speed (Init: 1)
CA: 4 armor 4 lasers, 3 missiles, 6 shields 2ECM, 1AA, 10HP , 3 Speed (Init 2)
CC: 3 Armor, 3 lasers, 5 missiles, 6 shields, 4ECM, 4AA, 8HP, 1 speed (Init 2*)
DD: 0 Armor, 3/0 lasers, 0/3 missiles, 1 shield, 2ECM, 1AA, 6HP, 5 speed (Init 5)
Elite Custom Dragoon: 1 Armor: 3 Lasers 3 missiles, 3 shields, 2ECM 1AA, 5HP, 4 Speed (Init 3)

Battlemap

10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1 - 0 - -1 - -2 - -3 - -4 - -5 - -6 - -7 - -8 - -9 - -10

Ship Formation

Determines what ships get hit first
Vanguard
Central +1 defense
Rearguard +2 defense

Combat Rules

Ship captains roll their Command Values plus ship Init value (command cruisers give bonus to all ships in the fleet)
Ships move and fire, they can be advancing (+1) moving away (-1) or staying put (normal)
GM attack is Attack Value(AV)-(ECM of all the ships in their space+AA value)
Lasers attack AV-(ECM)
Each hit reduces the shield by one
Requires 2 success to destroy a single piece of armor

ECM degradation

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

Stances

Ship commander can order a ship stance for single turn equal to their command value
Full attack double weapons but half shield
Fire spinal cannon:
Full defense double shields but half weapons
Rebubble the shields: Restore shield power
Rabbit out engage warp drive to escape on next turn (free action)