Talk:Battle Cry
Roll20 Hints
Along the upper left of the sidebar you will see a gear shaped icon. It is the settings menu. To stop Roll20 from attempting to activate your webcam and mic (if you have either) when you enter the game, click on it then scroll down to the bottom. Under the Video + Voice heading disable Broadcast and Receive, and set Video/Player Avatar Size to whichever you please.
When given control over a token you will have to fill in the three fields for Shields, Armor, and HP in that order from top to bottom. Remember:
<3 Bar 1 = Shields
Z Bar 2 = Armor
~ Bar 3 = HP
Along the upper left of the sidebar you will see another set of icons. The Comb shaped icon is the Ruler which is very useful for measuring Movement and determining Range. If you suddenly can not select any of your tokens, make sure you have switched from the ruler to the select tool.
Symbols
Thunderbolt = Full Offense stance
Tower = Full Defense stance
Flag = Flagship
GM prerogative space
AA to be folded up into ECM just to clean up things, AA was a artifact of when this game was going to have fighters and carriers expansion became vaporware anyway.
New missile stuff proposal:
Range 10 burst mode mode (2 damage shield armor/ 3 damage HP)
Range 20 spotting mode spotting mode (ECM counts double against the attack roll)
(old)
- ECM Takes penalty of -1@5 -2@4 -3@3 -4@2 -5@1
- 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
- Guided Missile attack is Attack Value(AV)-(AA value)
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.
Ur-Real Cruiser: 6 Shields, 6 Armor, 15 HP, 8 Plasma Cannon, 5 Acceleration (Hull Type: 1), Lowe Observation Hullform Ur-Real Dreadnought: 10 Shields, 14 Superheavy Plate, 50 HP, 15 Plasma Cannon, 0ECM, 2 Acceleration (Hull Type: 0) Ur-Real Fleet Tender: 10 Shields, 5 Superheavy Plate, 10 HP, 5 Plasma Cannon, 2 Acceleration (Hull Type: 0)
Space Princesses Macros (100thlurker)
Upper right, gear icon, see heading Macros. To the right there is the +Add button. Add each macro separately. In each Macro make sure to check Show as Token Action is on and that in the visible to players field it is set to "All Players".
Initiative
/r 1d10+?{Ship Init|0}+?{Ship Leadership or Squadron/Fleet Command|0}+?{Flagship bonus|0}&{tracker}
Movement
/r ?{Ship Speed}+(?{Ship Helmsman or Squadron/Fleet Maneuver|0})d10>6 Add first value to the number of Successes.
Fire on the Move
/r 1d10+?{Ship Init|0}+?{Ship Leadership or Squadron/Fleet Command|0}+?{Flagship bonus|0}&{tracker} lurker is an idiot who annoys silence
/r ?{Ship Leadership or Squadron/Fleet Command}d10>6
Main Batteries
/r (((?{Weapon Pool}*?{2 if Full Offense Stance, .5 if Full Defense|1})+?{Gunnery or Squadron/Fleet Formation})-?{Enemy ECM, takes penalty of -1@5 -2@4 -3@3 -4@2 -5@1})d10>?{Target Number+1 for each ship that already attacked target, up to 8|6}
Missile Batteries
/r (((?{Missile Pool}*?{2 if Full Offense Stance, .5 if Full Defense|1})+?{Gunnery or Squadron/Fleet Formation})-?{AA})d10>?{Target Number+1 for each ship that already attacked target, up to 8|6}
FBH Rules Proposals
Squadrons
In engagements of more than a few ships, let PCs move, shoot, etc. their ships in 4s, with the same result being applied across the squadron. Squadrons can only target other squadrons, and are assumed to equally distribute damage. So if a squadron of 4 battleships targets a squadron of 4 battleships, they all take equal shield damage.
Offensive and Defensive Maneuvers
Rather than just firing weapons on one another and reactor power (and shields) give the PCs more maneuvers and reactions. Every turn, each ship gets an offensive action and one defensive action against each attack. A successful command roll may trade the offensive maneuver for an additional defensive stance.
Offensive Stances
- Chase Attack
- Attacking while closing or retreating from a target, with beams having to be vectored through more than 90 degrees
- Attack with 2 out of every 3 usual beam dice. Missiles unaffected.
- Jardin Ships have powerful chase armaments and may make chase Attacks when moving towards the enemy without penalty.
- Abeam Attack
- Attacking with an optimal angle to target, all emitters angled at the target or with a sheer of less than 90 degrees
- Ships attack with full dice.
- Next turn, a ship may not move directly towards or away from the enemy, though they may move laterally to them.
- Naval (IE not pirate scum) Ships are well practiced at firing in line of battle, and use differently coloured beams to deconflict targeting. Add +1 to ship attack rolls when multiple ships are firing in line abeam (IE, the first step of multiple attack penalties is negated).
- Spiral Attack
- Attacking by aggressively rolling back and forth to present successive beam emitters to target.
- Target must be within 5 Hexes, and must be moving at equal or slower speed than the firer, firing ship must move its full distance in the turn
- Attack 2 targets at once with full attack dice. A successful navigation roll allows the combination of a covering barrage and attack maneuver, both at full dice
- Main Gun Attack
- The ship engages with its keel mount
- A ship making a main gun attack cannot fire other weapons in the same turn as the main gun attack.
- Ventris ships are very well practiced with main guns, and may fire main guns and attack with other systems without penalty. Due to their large size, Dreadnoughts or other units with more than 30 hits may also engage without penalty
- Crossing Attack
- The attacker dives across the attacker's engines, blasting them with vector beams and lances
- Requires a movement of at least 2 more than the targeted ship, the attacker must move through the hex of the target
- Adds +50% to amount of attack dice for all weapons, beam and missile.
Defensive Stances
- Evasive
- The ship maneuvers erratically to prevent hits
- Trade X movement points next turn for X additional difficulty on the targets attack dice, with 10s always hitting
- Especially effective against spinal cannon fire. Ships succeeding in a (navigation) test automatically avoid a spinal cannon strike but move out of its path
- Cavalry ships and Ventrisian destroyers have vectored thrust capacity, and can trade movement points at a rate of 1 per 2
- Counter Barrage
- A ship uses lasers to shoot down incoming projectiles and revector incoming beams
- Roll X laser or AMG dice, each success negates one hit
- Spinal cannon rounds may intercept one another
- Ships may fire Counter barrages to protect any ship next to them, or within 6 hexes if they are in front of that ship.
- Brace
- Ship braces for damage heavily
- Roll command, gain twice the number of successes in additional virtual "shields"
- Blow Through
- DAMN THE TORPEDOES
- No defensive maneuver
- Gain 50% (round up) additional movement next turn.
Equipment stuff
External Add Ons
- Rifle Grenade AMG missiles
- Tech Base: Jardin
- Fires anti-matter driven missiles at a target
- Gain half the AMG fire in missiles
- External Missile Racks
- Tech Base: Jardin and Imperial
- External racks carrying one shot ordinance
- Gain a one shot volley of missiles equal to a standard vessel of your class
- Reduce movement by 1/4th while carrying unpurged racks
- External Booster System
- Tech Base: Rifter and Imperial
- Allow a +4 movement dash, once
- If a hit goes through armour on the carrying ship, the external booster detonates, causing 1d10 extra hits
Armour Materials
- Stealth Armour
- Allows strategic stealth
- Reduces effective enemy ranges fore fire against the stealth ship by 50% until the stealth ship fires weapons
- A ship may regain this bonus by making a successful command roll to return to silent running (and not firing its weapons)
Weapon Modifications
- Main Guns
- Draw a line from the firing hit to edge of range. Every ship along that path is potentially hit, but may make a navigation roll to evade damage.
- Plasma
- Plasma works unmodified but cannot be used for defensive barrages against beams
- Other weapons can still parry plasma though.
I00thlurker Retcon Proposal
Do not use with more than four-six ships per player, a dozen at maximum, unless circumstances are exceptional.
Squadron
Ships that form a squadron use the lead ship's Captain
Combat
Each Captain rolls (1d10)+(Hull Type)+(Command Bonus) to determine initiative.
- If ships enter range of enemy weapons on their movement, rolloff to see who gets to shoot first.
- Initiative is rolled again every three rounds.
Ships move their current Speed in a straight line. Spend Acceleration to change Speed or make Course Correction (45 degrees).
- Describe a Maneuver to the GM.
- At 0 speed, first Course Correction can be up to 90 degrees for one Acceleration.
Gunnery is usually the Weapon Pool(x) - Enemy Armor(y) against a specific Target Number(z), or ((x-y)d10)>z
- When a ship engages a target that has not yet been hit that round, add 1 dice to each Weapon Pool.
- Each time a ship lands a hit, the DV to Hit on that target increases by 1 up to a maximum of 10.
Ship
Ships are built from a Hull Type. (Replacing Ship Initiative)
- 0 = Capital Ships and above.
- 1 = Cruisers or Frigate Destroyers.
- 2 = Frigates or other unrated ships.
Ships have a passive and active defense. (This replaces old ECM, AA, Shields, and Armor schemes).
- Point Defense: Absorbs damage or does flat damage to ships and missiles.
- Armor: Drops dice from enemy attacks.
Point Defense represents close in secondary weapon systems such as Quick-Fire Vector Lasers and Vector Screens. One point of PD can soak one hit from enemy fire, while two points can do one flat damage to a target within 2 hexes.
- When using Point Defense offensively, note which ships you are firing upon.
- Point Defense can shoot down any missiles passing within three hexes of the ship, like when shooting at an enemy ship.
- Point Defense overloads , unless ordered to Recharge.
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. 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.
Maneuvers
EW
What was once ECM is now free to do more than simply add another layer of passive defense. I suggest evolving ECM into a general Electronic Warfare stat.
EW is in essence an additional kind of weapon as well as a light passive defense. It is easily one of the most expensive components on a ship. It is normal for battleships and cruisers to have no EW not compromised by their own emissions. There are passive and active uses of EW. Passive uses:
- ECM: By default ships generate noise as a passive defense, adding one TN to hit per every two points of EW score. ECM degrades as other sensors that are harder to fool come into play: -1@8, -2@6, -3@4, -6@2.
- Passive Spotting: Ships normally provide telemetry data and vector corrections for friendly ships, enabling Predicted Fire. Use the distance between the Spotter and the Target for the purposes of determining penalty from ECM.
- Distortion Fields: If a faction has Distortion Fields, the radius of the distortion field bubble a ship passively projects is equivalent to its EW score.
To use EW actively, ships must enter the E-War Stance.
Special Orders
General 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. Each turn the ship is in Damage Control, make a command check to bring individual systems back up to normal function such as sensors, weapons or drives.
- Ram: When initiating a ramming attempt, treat the ship itself as a weapon pool equivalent to its Speed multiplied by 3 for Capitals and above, 2 for Cruisers, and 1 for Unrated craft. Base TN is 6 + Target's Hull Type. The target ship takes full damage while the rammer takes half.
- Smoke: A ship discharges zephyr-charged smoke from its drives that dissipates at the start of the next turn. Designate a hex as the center of the cloud with its radius determined by the generating ship's Speed. Shooting into or out of zephyr smoke adds a +1 TN penalty.
Gunnery
- Missile Launch: When launching missiles a ship must announce its attention to do so at the start of its turn. Weapon pools at half.
- Spinal Weapon: When firing a spinal weapon the ship takes a relatively predictable course and emits a large spike of exotic particles. No EW protection of any kind, can not use weapon pools, and reduces TN to hit by -1.
Electronic Warfare
In this mode ships can not fire their weapon pools. They may choose a variety of actions.
- Jamming: Target an enemy ship and attempt to counter its Spotting or Jamming. Both ships roll their EW score as a dice pool, base TN 6. If the ship targeted loses, nullify target's EW.
- Active Search: The ship improves its degradation of enemy ECM to -1@12, -2@8, -3@6, -4@4, -5@2 for the purposes of Spotting.
- Spoofing: The ship grants friendly ship its EW score for the purposes of passive defense, so long as they are within a maximum range of twice its EW score. Ships that use their weapon pools lose this EW protection.
Weapons + Range brackets
Weapon Pools
Antimatter Gun: Fires bolts of suspended Anti-Matter, destroys both armor and hp on the same damage roll on unshielded hulls. Base TN is 6 + Target Hull Type. Reactor power doubles range.
- [Danger Close]: Range 0-1. Some of the AM bolts may burst too close to the firing ship, causing 1 damage to both ships for each 1 rolled.
- [Direct Fire]: Range 2-5.
Anti-Ship Lasers: High intensity vectored lasers, the primary weapon of most ship to ship combat. Base TN number is 6. Hull Type 0 and 1 ships may choose to use reactor power to take off the Hull Type penalty from Predicted Fire rather than overcharge.
- [Direct Fire] range 0-10, ER type 0-15
- [Predicted] range effectively infinite, requires Spotter, Base TN 6 + Hull Type
Lances: Powerful pulsar beams based on Rifter sciences of gravity manipulation.
- [Close] range 0-3, murderously effective against armor, however base TN is 8. Each unit of speed a ship moves in a turn brings the TN to hit down by one.
- [Long] range 4-8, base TN is 10. Each unit of speed a ship moves in a turn brings the TN to hit down by one.
Plasma Cannon: 20-16 Range (Half Damage, requires spotter), 15-10 (1 Damage), 9-5 Range (2 Damage), 4-0 (3 damage). Base to-hit number is 6 + Target Hull Type
Special Weapons
Missiles: To fire the Ship must declare Missile Launch stance at the start of their turn, lasting until the start of the next. Ammunition is limited, one point = one missile flight. Ships can launch as many missiles flights in a turn as they have loaded. One point of PD can destroy one missile flight in 3 hexes before it reaches its target zone, however PD can not effect blast damage. Weapon pools can also fire on missiles at TN 8. Range is unlimited.
- [Standards]: The ubiquitous Burst Munition tipped missile. The player designates either a ship or a hex as the target zone for each missile flight. A Burst Missile flight that successfully reaches its target zone does 6 damage in a blast to any ships in the center hex and those in each hex around it. In hexes where two blasts overlap add 3 damage, any further overlapping blasts add 1 damage.
- [Anti-matter Torpedo]: Instead of a traditional warhead, these La'Vienne Corporation-patented warheads use a strong vector field to safely contain anti-matter. Destroys both armor and hp on unshielded hulls. Act like Standards in all other respects.
Spinal Gun: Single shot weapon seen specialized anti-fortress ships and occasionally battleships. Base TN to hit is 6 + Hull Type. Recharges in 5 Turns. 30 Damage. Must use Spinal Cannon stance to fire.
- [Second Generation Spinal Gun]: Base TN to hit is 6 + Hull Type. Recharges in 4 Turns. 40 Damage. Must use Spinal Cannon stance to fire.
- [Cruiser Spinal Gun]: Base TN to hit is 6 + Hull Type. Recharges in 5 Turns. 20 Damage. Must use Spinal Cannon stance to fire.
Pursuits
Ships & Weapons Proposals
100thlurker:
Heavy Cavalry: 8 Armor, 5 Lasers, 8 Lances, 6 Shields, 3ECM, 2AA, 14HP, 4 Speed (Init 2)
Amendment to Lances:
Lances: High power lasers that have range 0-2, 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.Approved
Lokar
Missiles: Increase the ammo from 3 to 4. Going full offensive takes 2 (two) rounds of ammo. So an Imperial battleship/cruiser/destroyer can have four rounds of normal missile fire or two of full offensive fire or two normal/one offensive.
Making a spaceship!
While building a spaceship, there are two stats that must be tracked; Space and Cost. Cost (represented with the $ symbol) is simply the Ducat price-equivalent; how much labour, resources and whatnot is required to build one. Space is a holistic measure of volume and tonnage, representing how big a ship is; Space is added up and determines what size class a ship is and consequently how expensive its engines and its ECM suite are.
Component List
Components that require 1 Space.
- 1 Lance ($2)
- 2 Hits ($2)
Components that require 2 Space.
- 1 Laser ($4)
- 1 Missile [3 reloads] ($4)
- 1 Antimatter Cannon ($4)
- 1 Shield ($6)
- 1 Anti-Air ($10)
Components that require 3 Space.
- 1 Missile [8 reloads] ($5)
- 1 Armor ($1)
- 1 ER Laser ($6)
Components that require 4 Space.
- +1 Command System ($8)
- 1 Fort Cannon ($6)
Components that require 20 Space.
- Spinal Cannon ($40)
Examples:
- Destroyer; size 13
- Heavy Cruiser; size 45
- Battleship; size 92
- Fast Battleship; size 82
To determine Space multiplier, divide the ship's Space by 10 (keeping all fractions) and then square it. Thus a Battleship would have a Space multiplier of 9.2 x 9.2 = 84.64.
- ECM costs $2 x multiplier per +1
- Note: These assume all speeds boosted by 1 to bring dreadnoughts to 1 hex/turn and laser range increased.
- Engines with speed 1 [dreadnought speed] cost 0.25 x multiplier
- Engines with speed 2 [battleship speed] cost 0.5 x multiplier
- Engines with speed 3 [slow cruiser speed] cost 1.25 x multiplier
- Engines with speed 4 [fast cruiser speed] cost 2.5 x multiplier
- Engines with speed 5 [slow escort speed] cost 4 x multiplier
- Engines with speed 6 [fast escort speed] cost 6 x multiplier
Heirlooms
These are things you can plug into your ship - presumably via some sort of baroque contraption - that provide performance bonuses.
- Oscillation Overthruster: +1 Speed
- Epitaph: +3 Laser range, +2 AMG range, +1 Lance range, -1 Kira
- Mimetic Polyalloy: 1 armor regeneration/turn
- Dilitium Chrystals: 5 shield regeneration/turn
- Flux Capacitor: Roll 1D10 for every point of damage taken to shields; on a 1-2 the damage is ignored. Does not apply to damage taken to armor or hull.
- Zohar: Once per battle, may go on to all special orders at one time.
- Song of Nephilim: Once per battle, may reduce all sign ranges to 1D5 hexes (applies equally to all ships, friendly and enemy) until the next action of the host ship.
- Jedi Holocron: +1 Command