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content:official:modules:missile_bay [2017/07/27 22:20] – [Tractor a Missile] curufea | content:official:modules:missile_bay [2022/11/11 05:17] (current) – [Rescue Pods] Fix page reference lektu | ||
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===== Missile Bay ===== | ===== Missile Bay ===== | ||
- | |||
//(requires external facing)// | //(requires external facing)// | ||
+ | | << [[Mine Layer]] << ^ [[..: | ||
The Missile Bay lacks the punch of a Cannon but adds versatility in the form of various types of missile to launch. A Cannon deals more raw damage but you can't ride a cannon blast onto an enemy ship. | The Missile Bay lacks the punch of a Cannon but adds versatility in the form of various types of missile to launch. A Cannon deals more raw damage but you can't ride a cannon blast onto an enemy ship. | ||
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A ship may have at most 6 missiles in flight. | A ship may have at most 6 missiles in flight. | ||
+ | {{gdraw> | ||
---- | ---- | ||
+ | |||
==== Missile Variety Chart ==== | ==== Missile Variety Chart ==== | ||
- | {{gdraw> | ||
| ^^ PAYLOAD | | ^^ PAYLOAD | ||
^ WARHEAD TYPE | **Standard** | 2 dice | 2 | n/a | 6 | | ^ WARHEAD TYPE | **Standard** | 2 dice | 2 | n/a | 6 | | ||
| ::: | **Heavy** | 3 dice | 1 | n/a | 5 | | | ::: | **Heavy** | 3 dice | 1 | n/a | 5 | | ||
- | | ::: | **Seeker** | 1 die | 3 | n/a | | + | | ::: | **Seeker** | 1 die | 3 | n/a | |
- | | ::: | **Plasma** | 1 die | 2 | Starts fire | | + | | ::: | **Plasma** | 1 die | 2 | Starts fire | |
| ::: | **Gas** | - | 3 | Cloud in target and adjacent modules | 4 | | | ::: | **Gas** | - | 3 | Cloud in target and adjacent modules | 4 | | ||
^ BOARDING | **Standard** | 2 chars | 2< | ^ BOARDING | **Standard** | 2 chars | 2< | ||
| ::: | **Heavy** | 3 chars | 0< | | ::: | **Heavy** | 3 chars | 0< | ||
| ::: | **Light** | 1 char | 3< | | ::: | **Light** | 1 char | 3< | ||
- | | ::: | **Rescue Pod** | 3 chars | - | Retrieval | | + | | ::: | **Rescue Pod** | 3 chars | - | Retrieval | |
- | ^ OTHER | **Science Probe** | Science | + | ^ OTHER | **Science Probe** | Science |
- | | ::: | **Burst** | - | - | Cause survival and hull checks for all in hex | | + | | ::: | **Flare** | - | 3 | Struck object becomes 1 easier to be targeted | 11 | |
+ | | ::: | **Burst** | - | - | Cause survival and hull checks for all in hex | | ||
*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' | ||
---- | ---- | ||
- | |||
==== Launch Missile ==== | ==== Launch Missile ==== | ||
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// | // | ||
- | On success, redirect one missile launched by your ship to a new target. In the same action, retarget additional friendly missiles for a +3 difficulty each as long as they are no further away. Missiles cannot be otherwise steered or controlled except by ECM ([[Science Bay|page 140]]) or tractoring ([[..: | + | On success, redirect one missile launched by your ship to a new target. In the same action, retarget additional friendly missiles for a +3 difficulty each as long as they are no further away. Missiles cannot be otherwise steered or controlled except by [[Science Bay|ECM]] (page 140) or [[..: |
==== Missile Movement ==== | ==== Missile Movement ==== | ||
Missiles move 6 hexes each Phase after ship movement. Missiles ignore facing restrictions for launch. They must move along the shortest route possible toward their target. If two hexes are equidistant, | Missiles move 6 hexes each Phase after ship movement. Missiles ignore facing restrictions for launch. They must move along the shortest route possible toward their target. If two hexes are equidistant, | ||
+ | |||
+ | If the target [[..: | ||
Missiles move in order of move priority, from lowest to highest, but resolve attacks in reverse order. | Missiles move in order of move priority, from lowest to highest, but resolve attacks in reverse order. | ||
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Roll the number of attack dice listed for missiles with attack dice. The difficulty is double the Speed of the target. Burst missiles detonate after missile movement at the start of missile resolution. Science probes don't attack. They just hang around their target or target hex sending telemetry back to the mothership. | Roll the number of attack dice listed for missiles with attack dice. The difficulty is double the Speed of the target. Burst missiles detonate after missile movement at the start of missile resolution. Science probes don't attack. They just hang around their target or target hex sending telemetry back to the mothership. | ||
- | If a missile attack hits, a character aboard the target ship on overwatch to dodge may attempt to dodge the missile (see page 130). | + | If a missile attack hits, a character aboard the target ship on overwatch to dodge may [[helm# |
If there is no successful dodge, the missile hits. | If there is no successful dodge, the missile hits. | ||
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==== Obstacles ==== | ==== Obstacles ==== | ||
- | If a microship moves into a hex containing a body larger than an steroid | + | If a microship moves into a hex containing a body larger than an asteroid |
==== Missing with Missiles ==== | ==== Missing with Missiles ==== | ||
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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Characters aboard a boarding missile can take any action except battlestation actions. Common actions include " | Characters aboard a boarding missile can take any action except battlestation actions. Common actions include " | ||
- | A character aboard a boarding missile may choose to spend an action to pilot the missile in with a Piloting skill check instead of the missile' | + | A character aboard a boarding missile may choose to spend an action to pilot the missile in with a Piloting skill check instead of the missile' |
==== Hits to Boarding Missiles ==== | ==== Hits to 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 hacked open or shot open like enemy portals (see [[Character Movement|pages 31 and 32]]). | + | 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. | ||
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See [[..: | See [[..: | ||
+ | | << [[Mine Layer]] << ^ [[..: | ||
{{tag> | {{tag> |