Vehicle Combat: Difference between revisions

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# Ship Maneuverability Class
# Ship Maneuverability Class
# The number of expenditure costs required to move into the current range between the two ships (e.g. If the PC vehicle as "2/2/1/2/2" and the enemy vehicle has a maneuverability of "2/1/2/2/2", and the tie occurred at long range (the second number in the listing), the enemy vehicle would win, since it has a 1, whereas the PC's vehicle has a 2)
# The number of expenditure costs required to move into the current range between the two ships (e.g. If the PC vehicle as "2/2/1/2/2" and the enemy vehicle has a maneuverability of "2/1/2/2/2", and the tie occurred at long range (the second number in the listing), the enemy vehicle would win, since it has a 1, whereas the PC's vehicle has a 2)
# The total number of pips in the Spotter station's current action pool (including any banked dice)
# Compare the number of pips being expended on the two actions which are vying to go first
# The total number of pips in the Captain station's current action pool (including any banked dice)
# If all of these things are tied (which is highly unlikely), ties go to the GM.
# The total number of pips in the Channeler station's current action pool (including any banked dice)
 
# If all of these things are tied (which is highly unlikely), ties go to the enemy ship.
===Maneuvering===
As stated in the section for Ship's Pilot, maneuvering is an opposed contest between the pilots of any ships involved in a combat.  This means that the GM sets aside pips for his maneuvers for the turn, and compares that to the number of pip's the PC pilot has expended this turn.  Whoever has the higher total gets to decide what maneuver action occurs.  These options are:
 
:* Advance
: If a successful piloting action occurs, the pilot applies the success against the number of successes needed to move into the next closer range band in relation to the enemy ship. For example, for a ship with a maneuverability profile of 3/3/2/3/2 to move into close range (from short range) requires 2 maneuver successes.  If this is the first time the pilot has succeeded on an Advance action to move into close range, he applies the success against the 2 needed, and now needs only one.  The second time he succeeds, he moves into close range with the enemy ship.
 
: Note that these successes need not be achieved in concurrent turns, but they need to occur before the enemy ship is able to change the current range between the vehicles.  That is, if the enemy ship achieves enough successes to pull out to medium range (retreat) before the PC pilot can "seal the deal" and close to Close range, all successes the PC pilot has earned towards moving into Close Range are lost.  Similarly, if the PC can close to Close Range before the enemy ship can pull away to Medium range, any successes the enemy ship has accrued are likewise lost.
 
:* Retreat
: A retreat action attempts to move your ship further away from the enemy ship.  Once you achieve the appropriate number of successful expenditures to meet the number listed for the desired range (assuming the enemy ship doesn't successfully close the range first), you move one range band further away from the enemy ship.
 
: Note that, in those rare cases where multiple enemy ships are present, the GM can make things messier by declaring that your ship is surrounded or bottled in. (This scenario is far more likely in a confined maneuver space, such as a river.)  In such a case, you must advance on one ship in order to retreat from the other.  Of course, these rules aren't meant to handle large scale battles with multiple ships, so these scenarios should be rare.
 
:* Hold Steady
: Sometimes you want to hold your position in relation to another vehicle.  The Hold steady action attempts to prevent the enemy ship from either advancing or retreating.  In this case, any successes you achieve can only be applied against the enemy ship's current attempts to either retreat or advance.  That is, you never gain successes, nor can you cause the enemy ship to lose any successes it has already applied against its desired maneuver (either advance or retreat).  Even if the vehicle wishing to hold stead exceeds the enemy ship's maneuver pips by 5 or more, the only effect it has is to prevent the enemy ship from accruing a success that turn.  As a result, holding steady is exceptionally difficult to sustain for very long. Eventually, the enemy ship will accrue successes and be able to either advance or retreat as it wishes.
 
:* Ramming
: Ramming can be declared at the moment that a vehicle's pilot achieves enough successes to move from Short Range to Close Range.  If he so chooses, the ensuing movement is used to ram into the vehicle it is closing with, instead of merely pulling adjacent (presumably to board).  Ramming is resolved as described below (see [[#Ramming|Ramming]).
 
: A boarding action may not be declared on any turn in which ramming has occurred, or the turn immediately after ramming.
 
: Once you have rammed an enemy vehicle, you cannot ram it again unless you first move back out to Short Range, and then back in to Close Range.  It takes a bit of a running start to ram another ship, which just can't be achieved within the confines of Close Range.
 
:* Boarding (only in close range, and not on a turn when ramming is occurring)
: If you are at close range with an enemy ship, you may declare a boarding action, as long as it is not on a turn in which ramming occurred, or immediately after ramming occurred.  Once a boarding action has been declared, both vehicles must participate in boarding.  There are no rolls or expenditures to avoid boarding actions (other than avoiding being at close range).
 
: It is possible for an enemy ship to counter-board, sending their own soldiers to attempt to wrest control of your ship, even if you instigated the boarding action.  As such, it is usually a good idea to leave some crew or soldiers behind to defend the critical stations of your vehicle prior to boarding an enemy vehicle.  Unattended stations are assumed to be under the control of any boarders who happens upon them.  Boarding is resolved as described below (see [[#Boarding|Boarding]]).


===Dealing Damage===
===Dealing Damage===

Revision as of 22:44, 11 June 2016