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content:official:modules:missile_bay [2017/11/06 15:06] curufeacontent: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>1w6GgzXkX2kPe3OiwhPV7RlOwdtamtxbhUOKGQDekAWU width=300 title="Missile Bay Module" right}}
 ---- ----
 +
 ==== Missile Variety Chart ==== ==== Missile Variety Chart ====
-{{gdraw>1w6GgzXkX2kPe3OiwhPV7RlOwdtamtxbhUOKGQDekAWU width=300 title="Missile Bay Module" right}} 
 |  ^^  PAYLOAD  ^  ATTACK DICE  ^ SPECIAL ^  MOVE PRIORITY  | |  ^^  PAYLOAD  ^  ATTACK DICE  ^ SPECIAL ^  MOVE PRIORITY  |
 ^  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 |  10  | 
-| ::: | **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<sup>*</sup>  | n/a |  2  | ^  BOARDING | **Standard** |  2 chars  |  2<sup>*</sup>  | n/a |  2  |
 | ::: | **Heavy** |  3 chars  |  0<sup>*</sup>  | Must be piloted by an occupant or will not land |  1  | | ::: | **Heavy** |  3 chars  |  0<sup>*</sup>  | Must be piloted by an occupant or will not land |  1  |
 | ::: | **Light** |  1 char  |  3<sup>*</sup>  | n/a |  3  | | ::: | **Light** |  1 char  |  3<sup>*</sup>  | n/a |  3  |
-| ::: | **Rescue Pod** |  3 chars  |  -  | Retrieval |   | +| ::: | **Rescue Pod** |  3 chars  |  -  | Retrieval |   | 
-^  OTHER | **Science Probe** |  Science  |  -  | Science Bay questions |   | +^  OTHER | **Science Probe** |  Science  |  -  | Science Bay questions |  9  | 
-| ::: | **Burst** |  -  |  -  | Cause survival and hull checks for all in hex |  11  |+| ::: | **Flare** |  -  |  3  | Struck object becomes 1 easier to be targeted |  11  | 
 +| ::: | **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's attack dice. *Any character on overwatch to do so may spend their action to use a piloting skill check instead of the boarding missile's attack dice.
 ---- ----
- 
 ==== 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, the player who fired the missile moves it into the hex of their choice. 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, the player who fired the missile moves it into the hex of their choice.
 +
 +If the target [[..:modules:Cloaking_Device#running_silent|runs silent]] and disappears from the map, the missiles will continue to its last known location and then spin around there waiting for it to come back.
  
 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 "chaser" and will move and attack again on the subsequent Phases until it hits, is redirected, or the target is no longer on the map. Chasing missiles are still subject to attacks, explosions, and ECM. If the missile fails the attack roll or misses the silhouette with hit allocation, it becomes a "chaser" and will move and attack again on the subsequent Phases until it hits, is redirected, or the target is no longer on the map. Chasing missiles are still subject to attacks, explosions, and ECM.
 +
 +==== 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's speed to see if they hit.
 +
 +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 add only 1 Damage marker per hit.+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 add only 1 Damage marker per hit.
  
 ===== 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 "6".
 +
 +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 [[..:rules:character_movement#breaking_a_door|hacked open or shot open]] like enemy portals (see pages 31 and 32).+Rescue pods will not open until they reach the launching ship. They can be [[..:rules:character_movement#breaking_a_door|hacked open or shot open]] like enemy portals (see pages 31 and 33).
  
 Rescue pods cannot be used in an atmosphere. Rescue pods cannot be used in an atmosphere.
content/official/modules/missile_bay.1510009575.txt.gz · Last modified: 2017/11/06 15:06 by curufea