Difference between revisions of "Combat Summary"

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(Created page with "=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 us...")
 
(PHASE 0: PRE-ENGAGEMENT)
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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).
 
* 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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=PHASE 1: LOGISTICS=
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''Battlegroups that wish to surrender or retreat (if able) must do so at the start of the round, before the Logistics Phase.''
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* Remove counters from '''CHARGE''' weapons, '''PAYLOAD''' weapons, and expended '''RELOADING''' weapons and upgrades.
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* Exhausted '''ESCORTS''' and '''WINGS''' are readied for use.
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* Resolve any upgrades, abilities, or effects that take place during the Logistics Phase. Make sure everyone is on the same page and ready to move on.
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=PHASE 2: IMPACT=
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* '''CHARGE''' weapons that have reached 0 Charge Counters may either fire, rolling to hit, or hold their attacks.
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* '''PAYLOAD''' weapons that have reached 0 Flight Counters automatically hit.
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* Roll damage for any '''CHARGE''' and '''PAYLOAD''' weapons that have hit.
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* Battlegroups may roll Interdiction and reduce the result from relevant attacks.
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=PHASE 3: ACTION=
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* Battlegroups take turns using Maneuvers and Tactics, alternating between player and NPC battlegroups.
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* Non-'''CHARGE''', non-'''PAYLOAD''' attacks made during this step resolve immediately.
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* Commanders roll to repel boarders from each boarded ship at the end of their turn.

Revision as of 04:47, 13 February 2023

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.
  • 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).
  • 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

Battlegroups that wish to surrender or retreat (if able) must do so at the start of the round, before the Logistics Phase.

  • Remove counters from CHARGE weapons, PAYLOAD weapons, and expended RELOADING weapons and upgrades.
  • Exhausted ESCORTS and WINGS are readied for use.
  • Resolve any upgrades, abilities, or effects that take place during the Logistics Phase. Make sure everyone is on the same page and ready to move on.

PHASE 2: IMPACT

  • CHARGE weapons that have reached 0 Charge Counters may either fire, rolling to hit, or hold their attacks.
  • PAYLOAD weapons that have reached 0 Flight Counters automatically hit.
  • Roll damage for any CHARGE and PAYLOAD weapons that have hit.
  • Battlegroups may roll Interdiction and reduce the result from relevant attacks.

PHASE 3: ACTION

  • Battlegroups take turns using Maneuvers and Tactics, alternating between player and NPC battlegroups.
  • Non-CHARGE, non-PAYLOAD attacks made during this step resolve immediately.
  • Commanders roll to repel boarders from each boarded ship at the end of their turn.