Vantaa:Moduulit

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Cargo Bay Auxiliary Equipment

Peruspelin Cargo Bay Auxiliary Equipment:ien hinnat ja muut tiedot:

  • Battery: 250 cr, Req 11, Upgrade: +1 to Engineering check
  • EAME: 125 cr, Req 9, Upgrade: +1 to use check.
    • EAME, Clone Bay: 250 cr, Req 10, no upgrade
  • Hull Stabilizer: 250 cr, Req 8, no upgrade
  • Local Life Support: 250 cr, Req 8, no upgrade
  • Tractor Bay: 350 cr, Req 10, Upgrade: as module in book.
    • Extra upgrade: Reverse polarity: You may push a ship or missile one hex away instead of pulling it.

Moduulit

Moduulien parantelu

Moduuleita voi parantaa useamman kerran, +2 vaikeuteen jokaiseen kertaan ekan jälkeen. Kaikkiin moduuleihin voi yhden kerran optimoida lisätilaa, osassa pohjavaikeus on isompi kuin 11 (löytyy Extra Space-sarakkeesta). Lisätilaa voi käyttää sellaiseen Cargo Bay Auxiliary Equipment:iin, jonka toiminta liittyy kyseiseen moduuliin. EAME:jen ja tiettyjen muiden lisäksi sinne voi myös sijoittaa liikkumiskyvyttömän botin joka pystyy käsittelemään vain kyseistä moduulia ja botin ylläpidon (eli ei vie Life Support:ia). Teleportterin lisätilaan saa tunkea esineitä joita haluaa sieltä teleportata, Missile Bay:hin saa laittaa ohjuksia ja Drone Control:iin ylimääräisiä droneja.

Module Extra Space Std. Effect Special Upgrades
Cannon 11 +1 to use Stored settings: Reconfiguring to other modes is now Difficulty 8.
Cargo Bay +1 Aux. Module Contents tagging: Fit +10 mass of equipment or +5 scrap per square.
Engine 13 +1 to use Enlarged tank: +6 units of fuel can be stored in this engine.

Tweaked engine: You gain a new Action at this module. Choose one of the below:
Extra burn: Choose a number up to half your Engineering (rounded down, min 1). If you succeed at a Engineering check vs. difficulty 11, add that much Speed; add that much to OOC in any case.
Improvised Plasma Flare: Roll 2d6 for each missile or spacewalker in this hex. On a 7 or less, it takes 1d6 damage.

Helm 13 +1 to use Multi-module UI: Remote actions on other battlestations get +1 (so they are -2 instead of -3) if done from the stations of this module.
Hyperdrive 11 Fine-tuned calculations: -1 min distance from celestial bodies, -2 to warp-in -difficulty, +3 to max warp distance.
Life Support 15 +1 crew None currently.
Missile Bay 13 +1 to use Extra Racks: +8 missiles can be stored in this Missile Bay.
Science Bay 13 +1 to use Reactive shields: If shield power is at least half of ship size, remove 1 extra dice from the rolled damage.

Improved ECM: When using ECM, choose one: either the ECM effect lasts one additional phase, or for the rest of this phase, the speed of the missile is halved.

Teleporter 13 +1 to use Double transfer: By adding +3 to the difficulty, you may teleport a second character with the same check. The normal rules still apply, so you must teleport yourself, and the other character must be at the other battlestation.
Clone Bay 15 Extra capacity: Can clone +1 crew member.
Drone Control 13 Improved controls: +1 to use checks in the drone control.

Assistive relays: Remote actions from other battlestations to this module get +1 (so they are at -2 instead of -3).

Uudet moduulit

Clone Bay:

  • Laatta-proxy: Hull Stabilizer
  • Kloonaa maksimissaan 4 kuollutta hahmoa takaisin aina hyperavaruushypyn päätteeksi.
    • Heitetään Athletics Diff 8; jos onnistuu, on toennut riittävästi että on kerinnyt omalle taisteluasemalleen, jos ei onnistu niin on vielä kloonausmoduulissa.
  • Toimii yleensä ottaen kuten normipelin kloonaus (eli ei expaa mutta +100 prestigeä).

Drone Control

  • Laatta-proxy: Mine Layer
  • Toiminnot: Launch drone, Pilot drone, Program Drone, Evasive action, Fire drone weapon, Prepare drone for launch
  • Ehdotuksia: Voiko heittäytyä / uhrautua ohjuksen tai tykinlaukauksen eteen?


Drone Control

(must have an exterior facing)
A Drone Control is used for launching and controlling drones. It is normally able to store two drones; unbroken drones are automatically retrieved at the end of a victorious battle. Drones may be represented with markers of your choice, though they should have a clear direction, such as missiles or fighters. For movement or shooting purposes, treat drones as boarding missiles: on the hex map, they move at speed 12 (immediately after missiles) and have a similar chance of surviving hits. However, they do not attempt to hit ships in the way missiles do, instead beginning to follow or orbit the target when entering the same hex. Drones are usually in one of three modes, either traveling, following or orbiting. Traveling drones are moving towards a target, and following drones are following a target similarly to missiles (but not attempting to hit). Otherwise, they act (shoot or recharge) after missile hits have been resolved.

Orbiting
An orbiting drone is circling a target, either clockwise (aft, port, bow, starboard) or counterclockwise (aft, starboard, bow, port), changing the side it is at the end of each phase, so that in a full round, it will circle a target one and a half times. It is in the same hex as it's target, but unlike other objects, it can only be shot at with weapons that face the side it is on. For shooting purposes, it's speed is now 9 or the speed of the target, whichever is greater. Orbiting starts from the side it was launched, the side it would hit after travelling, or the rear of the target if orbiting is engaged from following mode. Place the marker used on that side of the target layout, pointing in the direction the drone is orbiting, and move it at the end of each phase.

As weaponry, drones have a miniatuarized Cannon that deals 1d6 damage, no damage if it misses the silhoutte, and only destroys a module on 6. After shooting, the cannon must recharge for one phase. Drones have the skills Combat 1, as well as Piloting 1 and Engineering 1 for avoiding shots and destruction when traveling. The drone can only shoot at the target it is orbiting, or something attempting to hit that target; in both cases, the difficulty is target Speed + OOC.

Using the Drone Bay requires a number of different skills, given in the actions below.

LAUNCH DRONE
(Piloting skill vs. Difficulty 8)
Launches a drone from the module. It automatically begins to follow or orbit the launching ship, but takes no other actions. This action expends one power from the Guns.

PILOT DRONE
(Piloting skill vs. Difficulty 11 or 8)
Activates a drone, giving it the instructions necessary to move. This action requires that there be at least one power in the Helm, but does not use power. Possible commands are:

  • Move towards target and begin following or orbiting. The drone enters traveling mode, continuing until it is destroyed or reaches the target.
  • Begin orbiting target: Difficulty 8. Choose a direction to begin orbiting. Speed is now 9 (usually).
  • De-orbit from target: Difficulty 8. Switch to following mode, speed is now 12.
  • Return to drone bay. May only be attempted with a friendly ship that has a drone bay with empty space. The drone must be following the ship or orbiting on the same facing as the drone bay.

PROGRAM DRONE
(Science skill vs. Difficulty 11)
Must be following or orbiting.
Sets a drone on automatic mode; giving it simple instruction loop that it will continue to follow until given other orders. There are two different modes, Offensive and Defensive:

  • Offensive mode: The drone starts shooting at the target it is orbiting. The cycle takes three phases, and goes as follows: Prepare shooting for next phase, shoot with the +1 from preparing, recharge drone cannon.
  • Defensive mode: Defend the target we are orbiting, as follows: First, recharge drone cannon on this phase if necessary. Then, if the drone is not at the forward side, and there are one or more following missiles, shoot at one (chosen randomly). Otherwise, the drone goes into overwatch and will shoot the next enemy target to enter the hex from non-opposite side(s).

EVASIVE ACTION
(Piloting skill vs. Difficulty Speed+degree of success)
Attempt to dodge anything that would otherwise hit the drone. Difficulty is Speed of Drone plus any successes by which the drone would be hit. This action requires that there be at least one power in the Helm, but does not use power. (This action usually requires overwatch.)

FIRE DRONE WEAPON
(Combat skill vs. Difficulty Speed+OOC)
Must be orbiting.
Shoot at a target with the drone. Using this action allows a character to use their special abilities and higher skills. As usual, this action may not be taken if the drone cannon is recharging.

PREPARE DRONE FOR LAUNCH
(Engineering skill vs. Difficulty 11)
Places a new drone in to the launcher. If there is a drone stored in the module, this requires no other actions, but otherwise the drone must be next to or carried by the character, having first been retrieved from a Cargo Bay or other storage. This action may not be taken remotely.



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