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=TURN PHASES=
 
=TURN PHASES=
  
'''<u>PHASE 0: PRE-ENGAGEMENT</u>'''
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==PHASE 0: PRE-ENGAGEMENT==
* Before the engagement begins, players must determine their battlegroup’s starting positions. They can do this by either choosing a posture or using uptime actions.
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* If the players aren’t performing uptime actions for this engagement, they simply choose a position and posture for their battlegroup as the fleet heads toward combat (see p. 48).
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* Before the engagement begins, players must determine their battlegroup’s starting positions. They can do this by either choosing a posture or using uptime actions.
* If the players are performing uptime actions, they can either use the Set a Posture uptime action to choose a position or they can use Plot a Course to perform another action and then roll to find out where their battlegroup drops out of nearlight (see p. 51).
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* If the players aren’t performing uptime actions for this engagement, they simply choose a position and posture for their battlegroup as the fleet heads toward combat (see p. 48).
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* If the players are performing uptime actions, they can either use the Set a Posture uptime action to choose a position or they can use Plot a Course to perform another action and then roll to find out where their battlegroup drops out of nearlight (see p. 51).
  
 
==PHASE 1: LOGISTICS==
 
==PHASE 1: LOGISTICS==
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==PHASE 3: ACTION==
 
==PHASE 3: ACTION==
  
* Battlegroups take turns using Manoeuvrers and Tactics, alternating between player and NPC battlegroups, beginning with players.
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* Battlegroups take turns using Manoeuvrers and Tactics, alternating between player and NPC battlegroups.
 
 
* For players, choose to either use one Manoeuvre and one Tactic, or two Tactics.
 
  
 
* Non-'''CHARGE''', non-'''PAYLOAD''' attacks made during this step resolve immediately.
 
* Non-'''CHARGE''', non-'''PAYLOAD''' attacks made during this step resolve immediately.
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  '''<u>CAREFUL SHOT</u>'''
 
  '''<u>CAREFUL SHOT</u>'''
  By adjusting weapon power outputs or ordering your gunnery crews to carefully place their fire you can launch an attack intended to disable an enemy ship without annihilating it outright. Until the end of your next turn, your battlegroup’s attacks, including damage dealt by '''AUXILIARY''' weapons, cannot reduce hostile ships below 0 HP and cannot critically hit. '''SUPERHEAVY''', '''CHARGE''', and '''PAYLOAD''' weapons ignore this effect, as they are too powerful; even a glancing blow from a long-spool weapon is enough to cause catastrophic damage.<br></br>
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  By adjusting weapon power outputs or ordering your gunnery crews to carefully place their fire you can launch an attack intended to disable an enemy ship without annihilating it outright. Until the end of your next turn, your battlegroup’s attacks, including damage dealt by AUXILIARY weapons, cannot reduce hostile ships below 0 HP and cannot critically hit. SUPERHEAVY, CHARGE, and PAYLOAD weapons ignore this effect, as they are too powerful; even a glancing blow from a long-spool weapon is enough to cause catastrophic damage.<br></br>
 
  When you reduce a ship to 0 HP using this tactic, you may choose to disable it instead of destroying it; it is dead in the water, unable to flee or attack.<br></br>
 
  When you reduce a ship to 0 HP using this tactic, you may choose to disable it instead of destroying it; it is dead in the water, unable to flee or attack.<br></br>
 
  The main purpose of the Careful Shot tactic is to avoid the more destructive results on the Kill Table (p. 53), should a commander wish to capture an enemy ship more or less intact for in-character reasons. Be aware, however, that even “careful” shots with naval weapons are still massively destructive. Although ships targeted by this tactic may not be destroyed, there may still be narrative effects: the attack may have struck critical components, caused a breach in the starboard fusion chamber, or exposed compartments to hard vacuum.
 
  The main purpose of the Careful Shot tactic is to avoid the more destructive results on the Kill Table (p. 53), should a commander wish to capture an enemy ship more or less intact for in-character reasons. Be aware, however, that even “careful” shots with naval weapons are still massively destructive. Although ships targeted by this tactic may not be destroyed, there may still be narrative effects: the attack may have struck critical components, caused a breach in the starboard fusion chamber, or exposed compartments to hard vacuum.
  
 
  '''<u>LOCK FIRING SOLUTION</u>'''
 
  '''<u>LOCK FIRING SOLUTION</u>'''
  You focus legion processing power on lining up a perfect shot or tracking an especially wily target, sharing the revised telemetry data with the rest of the fleet. Nominate a hostile '''CAPITAL SHIP''' or '''ESCORT'''; that ship gains a special status called '''LOCK ON'''. Any battlegroup making a single-target attack against a ship with '''LOCK ON''' may choose to gain '''+1 ACCURACY''' on its attack roll and then clear the '''LOCK ON''' status after the attack resolves (hit or miss). This is called “consuming '''LOCK ON'''”.<br></br>
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  You focus legion processing power on lining up a perfect shot or tracking an especially wily target, sharing the revised telemetry data with the rest of the fleet. Nominate a hostile '''CAPITAL SHIP''' or '''ESCORT'''; that ship gains a special status called '''LOCK ON'''. Any battlegroup making a single-target attack against a ship with LOCK ON may choose to gain '''+1 ACCURACY''' on its attack roll and then clear the '''LOCK ON''' status after the attack resolves (hit or miss). This is called “consuming '''LOCK ON'''”.<br></br>
 
  '''LOCK ON''' lasts until it is consumed or until the end of the next Impact Phase, at which point ships are assumed to have manoeuvred enough to render the targeting data obsolete. '''LOCK ON''' does not stack; a ship either has '''LOCK ON''' or it doesn’t.
 
  '''LOCK ON''' lasts until it is consumed or until the end of the next Impact Phase, at which point ships are assumed to have manoeuvred enough to render the targeting data obsolete. '''LOCK ON''' does not stack; a ship either has '''LOCK ON''' or it doesn’t.
  
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  Advance or fall back one range band.<br></br>
 
  Advance or fall back one range band.<br></br>
 
  This tactic is '''''Limited 1''''', which means each player can only use it once per engagement. It represents the battlegroup undertaking taxing or daring manoeuvrers to reposition itself at a crucial moment, and so it should only be used when it is of the utmost importance to do so.
 
  This tactic is '''''Limited 1''''', which means each player can only use it once per engagement. It represents the battlegroup undertaking taxing or daring manoeuvrers to reposition itself at a crucial moment, and so it should only be used when it is of the utmost importance to do so.
 
'''<u>DEFENSIVE SCREEN</u>'''
 
Smaller ships are often tasked with providing a defensive screen for larger vessels, supporting and protecting them while they coordinate fighter-tier activities or bring devastating weapons to bear. This tactic can only be used by a battlegroup that contains at least one active '''FRIGATE'''; '''CARRIERS''' and '''BATTLESHIPS''' are too ponderous to provide effective screening.<br></br>
 
Choose a '''FRIGATE''' under your command and assign it to screen for another '''CAPITAL SHIP''' in your battlegroup or for an allied '''CAPITAL SHIP''' within the same range band. Until the start of your next turn, all attacks and abilities targeting the screened ship have a 50 percent chance of being intercepted. Roll a die or flip a coin to determine this. Abilities or attacks that are intercepted must either be aborted (wasting the action) or target the screening '''FRIGATE''' instead. If the attacker cannot target the screening '''FRIGATE''' for some reason, it may then choose another valid target, not including the screened ship. Once assigned to protect a ship, a '''FRIGATE''' cannot be ordered to screen for another vessel until the start of your next turn.<br></br>
 
'''FRIGATES''' cannot be assigned to a defensive screen if they’ve also attacked on the same turn, and '''FRIGATES''' on protective duty cannot use weapons except for '''AUXILIARY''' weapons as they must concentrate on intercepting incoming threats. If the screening '''FRIGATE''' is destroyed, all effects it was providing to screened ships immediately end. Only a single '''FRIGATE''' can screen for another ship at a time, and '''FRIGATES''' cannot screen for other Frigates that are also screening.
 
 
''Battlegroups that include an '''ESCORT''' or '''WING''' (or some other upgrade or ability) with '''BOARDING''' gain the following additional tactic:''
 
 
'''<u>DEPLOY BOARDERS</u>'''
 
Assign an '''ESCORT''' or '''WING''' with '''BOARDING''' to board a hostile '''CAPITAL SHIP''' within range. Once assigned to board a ship, a boarding unit can no longer be used for any other purposes until that boarding action ends. It cannot be damaged, targeted by attacks or effects, or repair HP unless specifically noted.<br></br>
 
Certain weapons or systems also grant the ability to initiate boarding actions separate from this tactic.
 

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