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jeffro
Jeffro's Gaming Blog: Car Wars, Star Fleet Battles, Ogre, Battletech, and more!
 
Counter Strike Lite (Book 2 Version)

Weapon       To-Hit Penetration Sweep Bonus
------       ------ ----------- -----------
Laser        + 1      0         - 1
Pulse Laser    0    + 1           0
Missile        0    + 6         + 2
Proximity A  + 1    + 3         + 1
Proximity B  + 2    + 0         + 0


Roll Damage/Critical
---- --------------------------------------
1    NONE
2    1 Hull
3    1 Hull
4    2 Hull
5    1 Turret
6    M-Drive (Weapon Penetration Value + 1 hits)
7    Cargo/Stateroom/Fuel
8    J-Drive (Weapon Penetration Value)
9    3 Hull
10   Power Plant (Weapon Penetration Value + 1 hits)
11   5 Hull
12   Computer (Weapon Penetration Value - 1)
13   10 Hull
14+  Auto Kill


Ship     Scout   Sweep
-------- ------- -----
Hull     4       3
C/S/F    3/4/40  3
Power    A       2
M-Drive  2       3
J-Drive  2       3
Computer 1/bis   3      
Weapon   3L      Never
Armor    0       Never


Ship     Patrol Cruiser   Sweep
-------- --------------   -----
Hull     4        4       4
C/S/F    25/6/60  25/6/60 4
Power    HCFE     DCB     3
M-Drive  4332     211     4
J-Drive   3 2     211     4
Computer    3     21      4
Weapon   3L 3M    3L 3M   Never
Armor    1        0       Never 


Ship     Merc Cruiser                    Sweep
-------- --------------------------      -----
Hull     4       4       4       4       3
C/S/F    10/6/91 10/6/92 10/6/91 10/7/92 3
Power    MLK     JH      GF      ED      2
M-Drive  322     22      11      11      3
J-Drive  322     22      11      11      3
Computer 5 4     3       2       1       3
Weapon   3L 3M   3L 3S   3L 3M   3L 3S   Never
Armor    3       2       1       0       Never

Armor:  Armor is subtracted from all damage rolls against the ship.


Penetration:  Penetration value is added to the damage roll for each weapon hit.


Sweep Rules:  If Critical hits eliminate all the items in a location, then roll for sweep.  If 1d6 plus the weapon's sweep bonus is greater than or equal to the sweep number for that row of the ship's record sheet then the item on the next row down is also destroyed.  Repeat the process for each row destroyed in this manner.

Example: A Proximity-A missile hits the jump drive of a Patrol Cruiser for 3 hits of damage reducing the jump rating to 1.  (The '3', the '2', and the first '1' are crossed off.)  One complete block on the first column has been destroyed, so the ship is subject to the sweep 'chain-reaction' effect.  The sweep target number is 4.  The attacker rolls 2 on 1d6 and adds his weapon's sweep value of 1 to the result.  3 is not enough, to get the sweep, but if he had rolled more than 2, the computer would have dropped from 3 to 2 and there would have been a chance that the ship would lose weapons after that!


Ship design notes:  The number of columns on a ship's record sheet is dependent on the number of tons displacement.  Ships that are compartmentailized will have higher sweep values.  Ships with heavy frames will have more hull hits protecting their columns.

Small Craft:  Small craft will not have record sheets, but will use a counter to track their status.  A small craft will either be at 100%, disabled, or killed (similar to Ogre armor units.)

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