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content:official:modules:missile_bay [2017/11/06 15:06] – curufea | content:official:modules:missile_bay [2022/11/11 05:17] (current) – [Rescue Pods] Fix page reference lektu | ||
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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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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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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. |