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Brigade Models • View topic - Rules depate about torps

Rules depate about torps

Moderator: Brigadier Tony

Rules depate about torps

Postby POTUS » Mon Aug 17, 2009 2:34 pm

Looking for advice how others play torps.

We have played torps = gun dice, however a new player to our group has suggested that torps are straight to hull damage (ie: result from dice rolled is damage scratched off the hull)

Thoughts? (Would make torps more powerful in the universe in which we play)

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Torp rules from New York

Postby Chief » Mon Aug 17, 2009 9:31 pm

This is what we started using in New York. It makes a air torp a bit different than a spar, but more lethal than a "per the rules" torp. The idea is a torp that rolls a 6 has a chance of causing a critical hit.

Torpedoes:

Range: 10cm, 15 cm, or 30 cm based on time period.
Front arc only.
Ship can fire 1 torpedo per turn.
All other firing from ship is halved as with multi-targeting.
All damage is applied at THE END OF THE TURN.
Torpedoes are useless if a ship loses half or more of its hull points.
Roll 5D6.
Each 6= 1 hit and a reroll. Each additional 6= a roll on the torpedo critical hit table.

1 = Normal hit: Inflicts one point of damage, for a total of 2 hits.

2 = Frame hit: Inflicts two points of damage, for a total of 3 hits.

3 = Engines: Mark off a speed threshold.

4 = Steering: Mark off a turn threshold.

5 = Turret strike: Mark off a guns threshold.

6 = Ordinance hit: Mark off a bomb, rocket, or spar torp threshold if available, otherwise treat as a “1 = normal hit”.

We had an example of this including a shot of a ship record, but I can only get the text up on the forums:

Example of torpedo damage: Ship a. fires a torp at ship b. and rolls: 6, 5, 5, 3, 1. This results in one point of damage and a re-roll. On the re-roll the result is another 6 resulting in a roll on the torpedo critical hit table. On the critical chart a 4 is rolled, indicating a steering hit. The player marks this off on the ship record reducing the ships maximum turn from 4 to 3. One point of hull damage is also marked off from the first hit.


After additional damage from a later round is received by Ship b., taking the hull points down on to the second level as seen below. The ships maximum turn remains at 3 despite the previous critical hit. It does not drop from 3 to 2.
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Re: Rules depate about torps

Postby Captain Darling » Thu Aug 20, 2009 12:43 am

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Postby Chief » Thu Aug 20, 2009 1:58 am

You can't surrender to a Jelly Fish!

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Re: Rules depate about torps

Postby POTUS » Wed Sep 23, 2009 12:47 pm

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