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Brigade Models • View topic - Rules for rocket armed ships?

Rules for rocket armed ships?

Moderator: Brigadier Tony

Rules for rocket armed ships?

Postby Bob Hume » Wed Nov 16, 2005 8:20 pm

On the 2nd edition thread, rocket armed ships were mentioned. What rules are you using for these now? :?
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Postby Brigadier Tony » Mon Nov 21, 2005 12:19 pm

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Postby Bob Hume » Mon Nov 21, 2005 3:13 pm

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Postby Chief » Thu Jun 11, 2009 12:44 pm

One of our members tossed together some basic rocket rules for play test. The idea is based on banks of rockets showering the target. Opinions welcome.

Rockets (for play test review):

Each Rocket Pack costs 2 cp.

A ship is limited to a number of rocket packs equal to its limit of torpedoes.

Each Rocket Pack has 3 rounds of ammunition.

A ship may fire 1-3 rounds of ammunition from a single rocket pack per turn.

A round of ammunition from a Rocket pack fires 2 dice.

Roll D6= Gun dice. 5 = no hit with reroll, 6 =hit with reroll. Rerolls as above.

Rocket packs have a range of 15cm.

Rockets are useless if a ship loses half or more of its hull points.
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Postby Brigadier Tony » Thu Jun 11, 2009 12:52 pm

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Postby Chief » Thu Jun 11, 2009 1:00 pm

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Postby Brigadier Tony » Thu Jun 11, 2009 1:53 pm

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Postby Chief » Thu Jun 11, 2009 10:49 pm

I made some modifications after some thought to bring the rockets more in line with torps.

Rockets (OLD SET SEE UPDATE BELOW):

Each Rocket Pack has 3 rounds of ammunition.

A ship may fire 1-3 rounds of ammunition from a single rocket pack per turn.

Front arc only.

Can only fire at one target, cannot split fire.

All other firing from ship is halved as with multi-targeting.

A round of ammunition from a rocket pack fires 2 dice.

Roll 2D6 per round fired. 5 = no hit with reroll, 6 =hit with reroll. Rerolls as above.

Rocket packs have a range of 15cm.

Rockets are useless if a ship loses half or more of its hull points.

Each Rocket Pack costs 2 cp.

A ship is limited to a number of rocket packs equal to its limit of torpedoes.
Last edited by Chief on Wed Jul 22, 2009 9:34 am, edited 1 time in total.
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UPDATE

Postby Chief » Wed Jul 22, 2009 9:33 am

Rockets (for play test review):

The New York Crew tried the last set of play test rules for rockets a couple times and did not like them. We tossed around some ideas and came up with a new set. This idea was based on rockets acting like bombs. The idea is the nef showers a target with rockets. The more they fire the greater the chance of damage. Feed back is always welcome.

Rocket Dice= total number of Rockets per game.

Rockets may fire into any arc.

Can only fire at one target, cannot split fire.

All other firing from ship is halved as with multi-targeting.

Rockets have a range of 15cm.

Each turn a ship may roll1D6 per rocket dice used up to a maximum of 3 dice.

Each additional rocket dice used above 3 adds a +1 modifier to each of the three rocket dice rolled.

Damage = 1 point per 6 rolled. A roll of natural 1 is always a miss. All results of natural '6' gets a re-roll, regardless of mods.

A ship loses rockets in the same way as bombs.

Rocket costs 1 cp, purchased in the same was as bombs.
Last edited by Chief on Wed Jul 22, 2009 12:40 pm, edited 1 time in total.
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Postby Brigadier Tony » Wed Jul 22, 2009 10:17 am

Do the rocket dice get a re-roll ?
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Postby Chief » Wed Jul 22, 2009 10:29 am

Not at this time, but we have not play tested it yet. It was tossed around that they would get a roll, without the modifier from the first roll, but have to get on the table and try it out.
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Postby Brigadier Tony » Wed Jul 22, 2009 10:32 am

That would make sense - a natural '6' gets a re-roll, regardless of mods.
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Postby Chief » Wed Jul 22, 2009 10:41 am

I'll add it and we will give it a go.
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