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content:official:rules:ship_to_ship_combat [2017/07/26 23:04] – curufea | content:official:rules:ship_to_ship_combat [2020/09/21 22:38] (current) – [Hull Damage and Ship Explosion] Use non-breaking space lektu | ||
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===== Ship to Ship Combat ===== | ===== Ship to Ship Combat ===== | ||
- | + | | << [[..: | |
- | The Cannon is a direct fire weapon and must have facing and line of sight to come to bear on the target. The Missile Bay is indirect so it just needs any external facing to let the missile out (see page 106). The Cannon configured to Fusion mode needs facing and line of sight to a target hex and then deals indirect damage to everything in range and line of sight of the explosion it generates. Although technically a Science-based module, the Teleporter can also deliver ordinance or boots on the deck to an enemy ship. Its use is covered in [[Teleporter|page 142]]. | + | The Cannon is a direct fire weapon and must have facing and line of sight to come to bear on the target. The Missile Bay is indirect so it just needs any external facing to let the missile out (see page 106). The Cannon configured to Fusion mode needs facing and line of sight to a target hex and then deals indirect damage to everything in range and line of sight of the explosion it generates. Although technically a Science-based module, the [[..: |
Even though their use is described in their respective module descriptions, | Even though their use is described in their respective module descriptions, | ||
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After a shot hits and the side is determined, you use hit allocation to see where on that side, the ship is struck. In the case of missiles, rams and indirect fire weapons, you use the center mark as indicated on the ship layout as your center line. | After a shot hits and the side is determined, you use hit allocation to see where on that side, the ship is struck. In the case of missiles, rams and indirect fire weapons, you use the center mark as indicated on the ship layout as your center line. | ||
- | When firing a ship's Cannon or a Teleporter, you can choose your center line by picking a spot and calling that the " | + | When firing a ship' |
To roll hit allocation, roll 2 dice and total them. If it is a 7, you hit the center line (or the place you declared as your target). | To roll hit allocation, roll 2 dice and total them. If it is a 7, you hit the center line (or the place you declared as your target). | ||
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Cannons can be in on of three modes: Standard, Long, or Multi; and deal penetrating damage that is mitigated by shields. | Cannons can be in on of three modes: Standard, Long, or Multi; and deal penetrating damage that is mitigated by shields. | ||
- | (A ship with a Fusion Node Cargo Bay item may also configure Cannons in Fusion mode.) | + | (A ship with a [[cargo_bay_items# |
A Standard Cannon will have a shot with power equal to the Guns of the firing ship. A Long Range configuration makes the Cannon count range has half (round up) but also its Guns power (round down). A Cannon configured in Multi mode has effective Guns power at only 1 but firing does not add Used markers. | A Standard Cannon will have a shot with power equal to the Guns of the firing ship. A Long Range configuration makes the Cannon count range has half (round up) but also its Guns power (round down). A Cannon configured in Multi mode has effective Guns power at only 1 but firing does not add Used markers. | ||
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Any action (including repairs!) taken in a slagged square is at a penalty of +3 difficulty. A module can have at most two Broken markers on it. | Any action (including repairs!) taken in a slagged square is at a penalty of +3 difficulty. A module can have at most two Broken markers on it. | ||
- | Movement in a slagged square costs 2 points of movement. (Exception: You may always move 1 square even if it is a " | + | Movement in a slagged square costs 2 points of movement. (Exception: You may always move 1 square even if it is a "[[Other Types of Actions|pop]]" in a slagged square; see page 30). |
==== Hull Damage and Ship Explosion ==== | ==== Hull Damage and Ship Explosion ==== | ||
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^ | ^ | ||
- | ^ Hull Check | | + | ^ Hull Check |
To make a hull check anybody rolls two dice. A Hull Stabilizer Cargo Bay item allows you to reroll one of the dice. Any character on board the ship may spend Luck to reroll a hull check die. You can keep rerolling as long as your Luck holds out. If the ship runs out of Luck and hasn't rolled high enough (or if it can't roll high enough) the ship explodes and all aboard suffer 10 dice of damage and become spacewalkers. | To make a hull check anybody rolls two dice. A Hull Stabilizer Cargo Bay item allows you to reroll one of the dice. Any character on board the ship may spend Luck to reroll a hull check die. You can keep rerolling as long as your Luck holds out. If the ship runs out of Luck and hasn't rolled high enough (or if it can't roll high enough) the ship explodes and all aboard suffer 10 dice of damage and become spacewalkers. | ||
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==== Ship Explosion ==== | ==== Ship Explosion ==== | ||
- | A ship that explodes deals damage like a Cannon blast at a Guns strength equal to its Size to each object in its hex, and less damage to things further out. Treat hit allocation and Shields as normal. Subtract one from the explosion power for each hex of distance away. This, a Size 5 ship would deal 5 dice in its hex, 4 dice one hex out, 3 dice two hexes out and so on. Anything docked to an exploding ship suffers the effect twice. | + | A ship that explodes deals damage like a Cannon blast at a Guns strength equal to its Size to each object in its hex, and less damage to things further out. Treat hit allocation and Shields as normal. Subtract one from the explosion power for each hex of distance away. Thus, a Size 5 ship would deal 5 dice in its hex, 4 dice one hex out, 3 dice two hexes out and so on. Anything docked to an exploding ship suffers the effect twice. |
Threat these blasts as standard Cannon hits on ships (reducible by shields). Spacewalkers suffer the full amount as damage dice. | Threat these blasts as standard Cannon hits on ships (reducible by shields). Spacewalkers suffer the full amount as damage dice. | ||
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==== Docked Combat ==== | ==== Docked Combat ==== | ||
- | See Tractor Dock on [[Tractor|page 120]] for details on docked combat. | + | See [[tractor#Tractor |
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{{tag> | {{tag> |