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content:official:modules:missile_bay [2020/09/09 06:49] – [Hits to Missiles] Fix typos lektucontent:official:modules:missile_bay [2022/11/11 05:17] (current) – [Rescue Pods] Fix page reference lektu
Line 29: Line 29:
 | ::: | **Rescue Pod** |  3 chars  |  -  | Retrieval |  8  | | ::: | **Rescue Pod** |  3 chars  |  -  | Retrieval |  8  |
 ^  OTHER | **Science Probe** |  Science  |  -  | Science Bay questions |  9  | ^  OTHER | **Science Probe** |  Science  |  -  | Science Bay questions |  9  |
-| ::: | **Flare**<sup>†</sup> |  -  |  3  | Struck object becomes 1 easier to be targeted |  11  |+| ::: | **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'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.
- 
-†From //Battlestations: The Starships//. 
 ---- ----
 ==== 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 "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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 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.1599659351.txt.gz · Last modified: 2020/09/09 06:49 by lektu