Subject: How weapons work.
Author:
Posted on: 2017-05-03 15:00:00 UTC

i) If the ship has a raised wedge, a coinflip determines whether the attack is stopped by its shielding.

ii) If the attack gets through, a d6 is rolled to determine where it hits. A hit to a fully disabled system counts as a miss.
1 - clean miss.
2 - hits decoys, disabling them. Subsequent rolls of 2 trigger a reroll.
3 - hits weapons. The first hit disables the laser. The third hit disables your missiles.
4 - hits propulsion. The first hit disables the shielding function of your wedge (removing the coinflip). Any subsequent hits roll a d3 to select whether they disable the wedge, the thrusters, or the hyperdrive. (If the hyperdrive is disabled, you won't be able to escape until you repair it.)
5 - disables sensors, leaving you blind.
6 - disables ship power, shutting down all systems, but only if you have already lost two critical systems (missiles, sensors, anything in propulsion). Otherwise, counts as a miss. A second roll of 6 when power is out will destroy the ship.

On any turn, instead of maneuvering, you can repair one disabled system. Missiles only take one turn to repair, though it is possible to repair the damage from a 'second hit' before they're actually disabled.

So you can take a hit, even a damaging one, and recover from it. With a bit of luck, you can take several.

As per usual, the same rules apply to the enemy.

(Also, when your wedge is up, there's no downside to launching a missile. It would have exactly the same potential targets as your ride-along Macross buddy, so letting you cover twice the potential targets.)

hS

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