Re: DITL Battles: Rules (Second Edition)
Posted: Sun Jun 28, 2009 12:13 am
Sorry, I took the "evac the compartment" rule just blowing the fire AND crew into space. I'm in an evil mood today it seems.
Daystrom Institute Technical Library
https://mail.ditl.org/forum/
Um, by having the distance between them decrease. Not sure what you mean here.sunnyside wrote:How are you guys handling ships closing with each other?
It depends on which facing the attacking ship is facing.sunnyside wrote:How do you decide which shield facing gets hit?
You mean like targetting a torpedo launcher? Yeah, that would put it out of action.sunnyside wrote:If you chose to target a specific something and hit, is it an automatic crit on that thing?
You can try and blast through to the core, yes.sunnyside wrote:Can you directly target the warp core without having to destory/damage any part of the ship first?
As in how it's handled. Do they move with "momentum" as they do in the series where they go foraward every turn unless they choose to do otherwise, or do they move like chess pieces, going any distance in any direction independent of what's been going on? Is movement of any sort "free" or is closing etc a conn phase action with variable distances etc.Rochey wrote: Um, by having the distance between them decrease. Not sure what you mean here.
Alright. Is it randomized, or do you just decide what arc the ships in if both were locked into position and assign all damage to that facing? (I.e. when I did it I figured ships were doing vraying ammounts of jinking and rolling by default and that even if you fired from the front if you hit the "side" of the ship it'd go on a different sheild. So I'd roll a d6. 1-2 you hit the facing you were in, 3,4,5,6 corresponded to the other shield facings going clockwise from 12 o"clock. )It depends on which facing the attacking ship is facing.
[/quote]
You can try and blast through to the core, yes.
idk how Rochey's been doing it but I've been moving them in and then "stopping" them a certain distance...mainly because I don't think of it as a move, stop, one turn is a few seconds long and I see the tac phase going on during or right at the tail end of the conn phase then the ship moves again....more of a continuous thing.sunnyside wrote:As in how it's handled. Do they move with "momentum" as they do in the series where they go foraward every turn unless they choose to do otherwise, or do they move like chess pieces, going any distance in any direction independent of what's been going on? Is movement of any sort "free" or is closing etc a conn phase action with variable distances etc.
I've tried to list the locations of each ship, and so when calculating battle damage I only let them hit areas they have "line of sight" for....for example, at the beginning of a battle, when the ships are facing eachother on the same z-axis plane, they both can only hit eachother's forward shields.sunnyside wrote:Alright. Is it randomized, or do you just decide what arc the ships in if both were locked into position and assign all damage to that facing? (I.e. when I did it I figured ships were doing vraying ammounts of jinking and rolling by default and that even if you fired from the front if you hit the "side" of the ship it'd go on a different sheild. So I'd roll a d6. 1-2 you hit the facing you were in, 3,4,5,6 corresponded to the other shield facings going clockwise from 12 o"clock. )
Well, it fits with canon, all the times they just target the warp core, though targeting the Warp Core/Bridge is a lot harder than targeting a phaser array/torpedo tubesunnyside wrote:Wow. Ok.
kind of, with the small stuff we do things a little differently, but it all works out very similar in the end.sunnyside wrote:So there are different people doing things different ways?