COMBAT RESOLUTION
(CONT.)
Missiles and Torpedo Attacks: Unlike beam weapons,
missiles may be fired at long range, but missiles must track and
follow their target before hitting. If the missile has not hit within
its duration turns, the missile will run out of fuel and be automatically
eliminated.
The hit probability of missiles is the same as beam weapons except
that the attacker adds the targeting value of the missile to the
attack level, the defender adds his ECM rating to the defense level,
and the effect of range is ignored. If the missile or torpedo hits,
full damage is scored, regardless of the attack roll.
When you are moving, missiles that are targeted on you will begin
to flare. Then as your ships move, the missiles will track and follow.
Deflector Shields: After the damage has been
calculated, the defender applies his force field to the damage.
The shield rating is subtracted from the weapon damage of each attack.
For example, the fusion attack that scored 15 points of damage would
only do 5 points to a ship equipped with a Class X Shield.
Destroying Ships: Each weapon shot is resolved
individually. When the accumulated damage exceeds the hit points
of the target ship, one ship is destroyed. The process continues
until all weapons fire has been resolved. Therefore, a large ship
firing one huge weapon can only destroy one enemy at a time, even
small fighters. Continuous fire weapons, however, can apply damage
leftover after a target is destroyed to new targets in a group.
Attacking Planets: Missile bases take 50 hits
to destroy, possess an unlimited supply of missiles, and have an
inherent defense of 1. Missile bases also add the planet’s
planetary defense shield to their force fields for absorbing damage.
Furthermore, planetary atmospheres are quite difficult to penetrate,
halving the damage from all beam weapons and torpedoes. Bombs and
missiles are sometimes the only way to effectively eliminate surface
missile bases.
Colonists and industry are also susceptible to bombardment from
space. Attacks against missile bases kill one million colonists
for each 400 points of damage scored against missile bases, and
one factory is destroyed for each 100 points. Once all missile bases
have been destroyed, and fire can be concentrated on the population
centers, the kill rate is doubled for both colonists and factories.
Planetary defense shields protect the colonies whether or not missile
bases are still present.
Biological weapons are the most effective means of attacking planets.
Not only are populations slain outright, but the habitability rating
of the planet is reduced. However, all races frown on their use
and your diplomatic relations will be severely damaged every time
one is employed.
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