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[WoT] Critical hits

 Post subject: [WoT] Critical hits
PostPosted: Sun Dec 18, 2005 6:01 pm 
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Joined: Sun Nov 14, 2004 11:41 pm
Posts: 276
Location: Southampton
This won't be much good to anyone without a full set of the core rules. But to anyone who wants to have a taste of the rules here is the critical chart (note: soon this maybe be modified to take the dircetion of the attack into consideration).

Cheers,

RayB

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 Post subject: Critical hits
PostPosted: Sun Dec 18, 2005 6:02 pm 
Brood Brother
Brood Brother

Joined: Sun Nov 14, 2004 11:41 pm
Posts: 276
Location: Southampton
Critical hits D66

Causing Critical Hits

After every attack roll a D6, if the result is below or equal to the damage caused from the attack a critical hit is caused, a 6 always fails! (Critical hits can?t be caused if no damage has been caused). Six of the results which are labelled ?No damage!? and have no affect on the ship (all these results have ?One? as the second number). Some weapons or races replace ?No damage? with another affect or allow a re-roll.

Repairing Critical Hits

To repair a critical hit you must pass a ?leadership test? in the End Phase using the combined score of the Damage crew rating and the relevant crew rating for the specific critical, either the Weapons, Engine or Fire crew. It will be noted by the result on the D66 Critical Hit table (by the sub-table titles), with exception of Fire critical hits which are repaired using the Fire crew rating (obviously!).

When a test has been passed the following takes affect to the specific location.
Weapon
You may either take away the affect of ?one? Minor result from a single weapon (this may restore a weapon from quarter range to half range) or ?restore? 1 Lance, D3 Weapons Batteries, 1 Attack craft, 2 Torpedoes up to the original firepower. It is up to the player which weapons to repair.
Engine
You may either reduce the turning distance by D3cm down to the original distance, or restore D3cm speed, or allow Come to New Heading and Burn Retros, or allow All Ahead Full, or return the random distance on All Ahead Full to D6?s instead of D3?s.
Fire
You may reduce the number of fires by One!

You may attempt to repair a critical hit once per Five hit points remaining (this ratio may be different for certain races, defences or ships). When Blast Markers are in contact roll 3D6 when attempting to repair!

D66 Table:

Minor Weapons Damage (Weapons Crew) (Half range of the weapon location, ordnance weapons are at half range on the turn of launch. If there is more than one weapon at the location randomly determine the weapon affected.) (Note: Some weapons have special rules about determining a weapon affected from multiple choices) (A weapon may only be reduced to a quarter of its? original range (i.e. twice), if rolled for again take the next highest result on the table).
11- No damage!
12- Dorsal
13- Port
14- Starboard
15- Prow
16- Fire! (Fire Crew)

Major Weapons Damage (Weapons Crew) (Reduce the weapon location as appropriate: -1 Lance, -D3 Weapons Batteries, -1 Attack craft, -2 Torpedoes. If there is more than one weapon at the location randomly determine the weapon affected.) (Note: Some weapons have special rules about determining a weapon affected from multiple choices) (A weapon may be reduced to zero firepower, if rolled for again take the next highest result on the table).
21- No damage!
22- Dorsal
23- Port
24- Starboard
25- Prow
26- Fire! (Fire Crew)

Engine Room Damage (Engine Crew) (1 point of damage)
31- No damage!
32- No Come To New Heading or Burn Retros
33- +1cm to turning distance
34- +2cm to turning distance
35- +3cm to turning distance
36- Fire! (Fire Crew)

Thrusters Damage (Engine Crew) (1 point of damage)
41- No damage!
42- No All Ahead Full
43- D3 instead of D6 on AAF
44- -2cm speed
45- -3cm speed
46- Fire! (Fire Crew)

Bridge/Ship-wide communication and function (unrepairable)
51- No damage!
52- -1Ld (Command Checks)
53- -1Ld (weapons)
54- -1Ld (Engine room)
55- -1Ld (For every leadership check!)
56- Fire! (Fire Crew)

Severe Damage (unrepairable)
61- No damage!
62- Shield Generator damaged! -D3 to Shield Strength
63- Shield Generator damaged! -D3 to Shield Strength
64- Hull Breach! D3 points of damage!
65- Bulkhead Collapse! D6 points of damage!
66- Fire! (Fire Crew)

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