When attacking a ship, you should pick a spot to fire at. Otherwise you will get a targeting roll. Remember to note which way the enemy is facing! You have to destroy the armor before you can attack a internal section. You can't hit anything in the center of the ship. You'll instead do Internal Damage.
Targeting roll (if you didn't pick a spot to attack, or if you are attacking a section that you can't reach):
1: Missing completely.
2: Hit the armor.
3: Hit a weak spot in the armor.
4: Hit a weapon.
5: Hit a device (Shield generators, engines, etc)
6: Hit a weapon.
Accuracy roll (if you did pick a spot to attack):
1: Missed the ship completely.
2: Missed, but hit something else. Roll a Targeting roll.
3: Hit.
4: Hit.
5: Hit.
6: Hit.
Exactly the same as before.
Shield: When a ship's shields are up, each weapon you use is given a dice. The weapons then roll against the shield. The shield dice subtracts weapon dice from left to right until the weapon roll is equal or more than the shield roll. If the shield roll is higher than the weapon roll, then weapon dice subtract the shield dice until the shield roll is higher or equal to the weapon roll. When only a fraction of a shield roll is left, such as a shield roll of [1][4] and a damage roll of [3], the amount of shield rolls subtracted is rounded down, meaning it would leave 1 shield roll left.
Examples:
Shield resist roll: Shield:[3][5]=[8]. Damage roll:[4][6][5][1][2]=[18]. The first two weapon dice ([4][6]) are canceled by the shield dice ([3][5]). The shield is downed, and all the other dice goes though to a damage roll.
Shield resist roll: Shield:[1][2]=[3]. Damage roll:[6][5][2][1][4]=[18]. The first weapon dice ([6]) is canceled by the shield dice ([1][2]). The shield is downed, and all the other dice goes though to a damage roll.
Shield resist roll: Shield:[6][4]=[10]. Damage roll:[2][1][2][1][1]=[7]. The first shield dice ([6]) is canceled by the weapon dice ([2][1][2][1][1]). The shield resists and loses one shield roll.
Shield regeneration only counts on turns you aren't under attack. Meaning if you are hit, your shield regeneration is reset. So if you've recharged for 1 turn and are attacked, your regeneration is reset to 0. This is why you run when you lose your shield.
These are if you hit something. If you destroy an external device/weapon and still fire at it, you will damage the section of armor it was on.
DviD=Device Damage. As the device damage increases the more unstable the device gets. if the DviD points reach 1, then the device is out of business.
Armor Damage roll:
1: Your shots glance off.
2: Your shots do no significant damage.
3: Your shots remove 1/2 points of armor.
4: Your shots remove 1 point of armor.
5: Your shots remove 2 points of armor.
6: Your shots remove 3 points of armor.
X: Your shots remove X-3 points of armor.
Device/Weapon Damage roll:
1: Your shots glance off.
2: You hit the device. But it is not effected.
3: You hit the device. Doing 1/8 points of DviD.
4: You hit the device. Doing 1/4 points of DviD.
5: 1/2 points of DviD.
6: 5/8 points of DviD.
X: X-1/8 points of DviD.
=InDmg. Once you break through armor, you can do internal damage if you keep attacking that section. The internals of a ship are usually very weak.
1: No InDmg.
2: No InDmg.
3: 1/4 points of InDmg.
4: 1/2 points of InDmg.
5: 1 point of InDmg.
6: 1 and 1/2 points of InDmg.
X: 1+[1/2]x[X-5].
The size serves no funtion. Though this allows you to visualize what the ship looks like from your character's eyes.
1: Size of a bus.
2: Size of a F22.
3: Size of a small commercial airliner.
4: Size of a medium commercial airliner.
5: Size of a large commercial airliner.
6: Size of a modern day aircraft carrier.
7: Size of a airport terminal.
8: Size of a average skyscraper.
9: Size of a large skyscraper.
9-49: Filler.
50: size of a small moon.
51-59: Filler.
60: Size of Mars.
61-79: Filler.
80: Size of Earth.
81-119: Filler.
120: Size of Jupiter.
121-499: Filler.
500 Size of Sol.
Whenever you spot a enemy unit, all reachable/see-able areas are colored in green. When no areas are colored green, the enemy is only spotted by long range sensors.
Fighter.
When pirates threatened the small outer colonies, the demand for a cheap Fighter skyrocketed. The Sprite was designed to evade the heavy guns the pirate ships usually sported.
The B variant was designed 4 years ago, when the Xecobian's armor proved to be highly resistant to conventional Miniguns. Thus it was re-armed with an APIMG. It was also armed with EMSDs to counter shields. Since the A variant never sported any weapons to break shields (only combat ships ever had shields).
InDmg 0/0.
Speed: 4.
Size: 2.
[bottom of the ship]
1 APIMG (Armor Piercing Incendiary Mini Gun[stationary.]) (EXTERNAL). 0/1.25 Dvid points.
2 EMSDs (Electro Magnetic Shield Disabler[Missile, single]) (EXTERNAL). 0/0 Dvid points. 0/0 Dvid points.
1 point of armor.
[top of the ship]
1 point of armor.
[left of the ship]
1 point of armor.
[right of the ship]
1 point of armor.
[front of the ship]
3 points of armor.
Cockpit (VITAL INTERNAL). 0/.25 DviD.
[back of the ship]
1 STARCATCHER engine (EXTERNAL). 0/.25 DviD.
.5 points of armor.
Advantages: Maneuverable (-1 to-hit).
Disadvantages: Lightly armored.
Frigate.
During a pirate attack on Triton, the Panther proved it is worth far more then it takes to build it. But now, against xecobian ships, it is less effective. Still, it is a very good ship despite being based on a 26 year model.
The B variant, made 19 years ago, refitted the Panther with the first shield built for ships, the Alkabar SG-A-1, AKA "PROTECTORATE". It vastly improved the Panther.
The C variant, made 12 years ago, refitted the Panther with the Alkabar SG-A-3, AKA "AURORA" shield and it's new loadout of MMCLs.
Finally, the D variant was made 4 years ago. When the C variant's conventional Miniguns couldn't protect it sufficiently against the Xecobian fighters. The D refitted the Panther with the GUARDIAN shield generator and the new APIMGTs.
Speed: 3.
InDmg 0/3.
Size: 4.
[bottom of the ship]
Center.
3 AAPMACs (Advanced Armor Piercing Magnetic Accelerated Cannon [stationary][cannon]) (EXTERNAL). 0/1.5 DviD. 0/1.5 DviD. 0/1.5 DviD.
2 MMCLs (Mini Missile Cluster Launcher [stationary][missile]) (EXTERNAL). 0/1 DviD. 0/1 DviD.
4 points of armor.
Loading bay (NON TARGET).
Left.
3 points of armor.
Right.
3 points of armor.
Front.
5 points of armor.
Back.
3 points of armor.
[top of the ship]
Center
4 points of armor.
Left.
1 APIMGT (Armor Piercing Incendiary Mini Gun Turret[turret]) (EXTERNAL). 0/1 DviD.
4 points of armor.
Right.
1 APIMGT (Armor Piercing Incendiary Mini Gun Turret[turret]) (EXTERNAL). 0/1 DviD.
4 points of armor
Front.
5 points of armor.
Back.
3 points of armor.
[left of the ship]
Center.
2 points of armor.
Left.
2 points of armor.
Right.
2 points of armor.
Engine (external).
1 STARREACH engine (INTERNAL). 0/1 DviD.
2 points of armor.
Front.
3 points of armor.
Back.
2 points of armor.
[right of the ship]
Center.
2 points of armor.
Left.
2 points of armor.
Right.
2 points of armor.
Engine (external).
1 STARREACH engine (INTERNAL). 0/1 DviD.
2 points of armor.
Front.
3 points of armor.
Back.
2 points of armor.
[front of the ship]
2 AAPMACs (Advanced Armor Piercing Magnetic Accelerated Cannon [stationary][cannon]) (EXTERNAL). 0/1.5 DviD. 0/1.5 DviD.
6 points of armor.
Bridge (VITAL INTERNAL). 0/.5 DviD.
[back of the ship]
1 LIGHTBREAKER FTL drive (INTERNAL). 0/1 DviD.
4 points of armor.
[center of the ship]
1 GUARDIAN shield generator. 0/1 DviD.
Armory. 0/5 DviD.
Cargo:
10 USDF REAPER Rifles. In the armory.
20 USDF DEFENDER Pistols. Half in the armory, half in the bridge.
1 USDF VOYAGER Jeep. In the loading bay, room for six people.
4 Medpacks. In the loading bay.
Advantages: Fast, heavily armed.
Disadvantages: Exposed engines.
Frigate.
Using the hull of a Panther, The Brightclad was completely refitted with less armor, no PD, but a lot of missiles. It was designed for long range bombardment.
Speed: 2.
InDmg 0/3.
Size: 4.
[bottom of the ship]
Center.
5 MMCLs (Mini Missile Cluster Launcher [stationary][missile]) (EXTERNAL). 0/1 DviD. 0/1 DviD. 0/1 DviD. 0/1 DviD. 0/1 DviD. 0/1 DviD.
12 EMSDs (Electro Magnetic Shield Disabler[Missile, single]) (EXTERNAL). 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points. 0/0 Dvid points.
3 points of armor.
Loading bay (NON TARGET).
Left.
3 points of armor.
Right.
3 points of armor.
Front.
4 points of armor.
Back.
3 points of armor.
[top of the ship]
Center
4 points of armor.
Left.
3 points of armor.
Right.
3 points of armor
Front.
4 points of armor.
Back.
3 points of armor.
[left of the ship]
Center.
2 points of armor.
Left.
2 points of armor.
Right.
2 points of armor.
Engine (external).
1 STARREACH engine (INTERNAL). 0/1 DviD.
2 points of armor.
Front.
3 points of armor.
Back.
2 points of armor.
[right of the ship]
Center.
2 points of armor.
Left.
2 points of armor.
Right.
2 points of armor.
Engine (external).
1 STARREACH engine (INTERNAL). 0/1 DviD.
2 points of armor.
Front.
3 points of armor.
Back.
2 points of armor.
[front of the ship]
2 LMLs (Longbow Missile Launcher [stationary][missile]) (EXTERNAL). 0/3 DviD. 0/3 DviD.
5 points of armor.
Bridge (VITAL INTERNAL). 0/.5 DviD.
[back of the ship]
1 LIGHTBREAKER FTL drive (INTERNAL). 0/1 DviD.
3 points of armor.
[center of the ship]
1 GUARDIAN shield generator. 0/1 DviD.
Armory. 0/5 DviD.
Cargo:
10 USDF REAPER Rifles. In the armory.
20 USDF DEFENDER Pistols. Half in the armory, half in the bridge.
1 USDF VOYAGER Jeep. In the loading bay, room for six people.
4 Medpacks. In the loading bay.
Advantages: Fast, very heavily armed.
Disadvantages: Exposed engines. Missile only load out. No PD Defenses.
Xecobian fighters are faster and better armored than our fighters and have several dangerous weapons. The huge downside to this is that they are much less maneuverable than our fighters. And thus are very easy to hit.
InDmg 0/.5.
Speed: 5.
Size: 2.
[bottom of the ship]
2 "Firespitter" plasma weapons. 0/2 Dvid points. 0/2 Dvid points.
2 point of armor.
[top of the ship]
2 point of armor.
[left of the ship]
2 point of armor.
[right of the ship]
2 point of armor.
[front of the ship]
4 points of armor.
Cockpit (VITAL INTERNAL). 0/.25 DviD.
[back of the ship]
1 Unknown engine. 0/.5 DviD.
1 points of armor.
Advantages: Heavily armored.
Disadvantages: Not very maneuverable (+1 to-hit).
The Advanced Armor Piercing Magnetic Accelerated Cannon is a true beauty. Cheap, powerful, and long ranged. It's the perfect weapon to fight ships with. While it's rounds are slow, each round packs a punch. Each round is packed with a micro-nuclear warhead. It can take up to 1.5 DviD points.
Range: 3 squares.
Specials:
None.
The Mini Missile Launcher is an impressively dangerous weapon despite the name. It fires sixteen missiles per reload. It is quite worthless against shields due to doing damage over long increments (shields are quite resistant to small amounts of damage). While the warhead is small, each missile is equipped with a small guidance device, always looking for a better target. Thus giving the MMCL the highest critical hit rate of all the USDF's current weapons. It can take up to 1 DviD point.
Range: 4 squares.
Specials:
+1 to damage against devices.
Nearly useless against shields. -2 to shield break roll.
The Longbow Missile Launcher is a powerful weapon. It fires Longbows, which are armed with a small nuclear warhead. It can wreak havoc if it hits any internals. Despite being "External", the LML is basically just a hole with a rocket launcher. Thus it can take 3 DviD points.
Range: 8 squares.
Specials:
+1 to damage.
x2 internal damage.
Ineffective against shields. -1 to shield break roll.
The Armor Piercing Incendiary Mini Gun Turret Is a multirole weapon. It was made when conventional Miniguns proved ineffective against Xecobian armor. While it was designed for fighters, it does pretty darn well against larger ships. It can also be used against missiles. It's utterly worthless against shields. However, it wreaks havoc on armor. What it doesn't pierce, it burns with small Thermite payloads. It can take up to 1 DviD point.
Range: 2 squares.
Specials:
+1 on armor damage rolls.
Useless against shields.
Read the APIMGT spoiler. This is just a stationary version of it. Though this can take up to 1.25 DviD points instead of just 1 DviD point.
The Alkabar SG-A-4, AKA "GUARDIAN" is the fourth generation of shield generators from Alkabar. It is the most effective shield the USDF has to date. Unfortunately, it's only half as effective as the Xecobian shields. Fortunately, it recharges faster. While it may not protect you from hardcore anti-ship weapons, it's quick recharge rate makes it perfect for charge and retreat strategies. It can take up to 1 DviD point.
Has one shield roll. Recharges 1 shield roll per turn.
The Electro Magnetic Shield Disabler is a missile with the sole design to disable shields. One hit knocks one shield roll off a shield instantly. Though it is completely ineffective against armor of any kind.
Range: 6 squares.
Removes 1 shield roll per hit.
Useless against anything else.
The "Firespitter", as dubbed by our fighter pilots, is a slow firing, semi-tracking plasma weapon. How a ball of plasma can track no one knows. Unlike our APIMGs, the Firespitter can damage shields. And the small amount of tracking allows the Firespitter to be used in dogfights.
Range: 2 squares.
In-effective against shields (-1 to shield damage rolls).
Rebuilding ships and devices. Posting this now to make sure I don't lose it accidentally. And so you can take a peek at it while I'm working.
USDF ships and weapons are done. Yay! I'll also be working on Xecobia ships and weapons soon.