Combat Workshop

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Naval Fighting

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.