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| content:official:modules:missile_bay [2020/09/09 00:44] – [Missile Variety Chart] Fix formatting error in previous change lektu | content:official:modules:missile_bay [2022/11/11 05:17] (current) – [Rescue Pods] Fix page reference lektu | ||
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| | ::: | **Rescue Pod** | 3 chars | - | Retrieval | 8 | | | ::: | **Rescue Pod** | 3 chars | - | Retrieval | 8 | | ||
| ^ OTHER | **Science Probe** | Science | ^ OTHER | **Science Probe** | Science | ||
| - | | ::: | **Flare**< | + | | ::: | **Flare** | - | 3 | Struck object becomes 1 easier to be targeted | 11 | |
| | ::: | **Burst** | - | - | Cause survival and hull checks for all in hex | 12 | | | ::: | **Burst** | - | - | Cause survival and hull checks for all in hex | 12 | | ||
| *Any character on overwatch to do so may spend their action to use a piloting skill check instead of the boarding missile' | *Any character on overwatch to do so may spend their action to use a piloting skill check instead of the boarding missile' | ||
| - | |||
| - | †From // | ||
| ---- | ---- | ||
| ==== Launch Missile ==== | ==== Launch Missile ==== | ||
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| If the missile fails the attack roll or misses the silhouette with hit allocation, it becomes a " | If the missile fails the attack roll or misses the silhouette with hit allocation, it becomes a " | ||
| + | |||
| + | ==== Micromissiles ==== | ||
| + | |||
| + | Missile Bays now have the option to launch any type of missile as a micromissile. Micromissiles do not put Used markers in the Missile Bay and move at a rate of 1 hex per Phase. They roll 2 dice against double the target' | ||
| + | |||
| + | Micro warheads deal 1 die of damage. Micro boarding missiles and rescue pods hold 1 character. | ||
| ===== Warhead Missiles ===== | ===== Warhead Missiles ===== | ||
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| ==== Hits to Missiles ==== | ==== Hits to Missiles ==== | ||
| - | Any hit to a warhead or bust missile adds 2 Damage markers before you make the survival check of 7 + Damage markers. Note that Megatorpedoes only add 1 Damage marker per hit. Hits to science probes | + | Any hit to a warhead or burst missile adds 2 Damage markers before you make the survival check of 7 + Damage markers. Note that Megatorpedoes only add 1 Damage marker per hit. Hits to Science Probes |
| ===== Science Probes ===== | ===== Science Probes ===== | ||
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| These missiles detonate in their target hex causing no actual damage but causing a survival check for each microship and a hull check for each ship in the hex and two dice of personal damage to all spacewalkers. | These missiles detonate in their target hex causing no actual damage but causing a survival check for each microship and a hull check for each ship in the hex and two dice of personal damage to all spacewalkers. | ||
| + | |||
| + | ===== Flare Missiles ===== | ||
| + | |||
| + | 3d6 attack dice. Struck object becomes 1 easier to be targeted. You can spacewalk to clean off the flare with Engineering 8 or a personal weapon damage die of " | ||
| + | |||
| + | A micromissile Flare missile rolls 2 dice to hit and moves at 1 hex per Phase. | ||
| ===== Boarding Missiles ===== | ===== Boarding Missiles ===== | ||
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| If the target of a rescue pod is conscious and unwilling, they may attempt one free Athletics check at a difficulty of 8 to resist capture. Successfully resisting a rescue pod destroys it. | If the target of a rescue pod is conscious and unwilling, they may attempt one free Athletics check at a difficulty of 8 to resist capture. Successfully resisting a rescue pod destroys it. | ||
| - | Rescue pods will not open until they reach the launching ship. They can be [[..: | + | Rescue pods will not open until they reach the launching ship. They can be [[..: |
| Rescue pods cannot be used in an atmosphere. | Rescue pods cannot be used in an atmosphere. | ||