Each warship has several decks and a hull determined by the vessel’s size and function, each with its own Armor Points and Evasion Rate. If particular decks are destroyed, the functionality of the warship is diminished. Enemies and players may choose to target any deck or the hull when targeting a warship or vehicle for attack. The effects for damaging each deck is listed below.
Hull – The hull is the frame of the ship. If this deck reaches 0 Armor Points, the vessel is destroyed. Additionally, most Hulls cannot be damaged by minor weaponry, and have a damage threshold indicated. If the total damage from a unit in one round does not exceed this threshold, the Hull takes no damage. If the threshold is met, then the Hull suffers the total damage of the attack.
Control – Every ship has at least one cockpit or bridge. If every Control deck is reduced to 0 Armor Points, the vessel loses the ability to turn, disperse Minovsky particles, and dock.
Movement – Ships may have varying types of movement decks such as thrusters or propellers. If any of these is reduced to 0 Armor Points, the vessel’s speed is reduced by half. If a vessel has no more Movement decks available, its speed is reduced to 0.
Weapons – If a weapon is reduced to 0 Armor Points, the ship may no longer fire that weapon. Larger ships are often equipped with several weapons of varying types
Hangar – If a ship’s Hangar is reduced to 0 Armor Points, it can no longer launch or harbor mobile suits and mobile armors. Larger ships often have up to four hangars.
If every deck on a warship except the Hull is reduced to 0 Armor Points, then it is considered Disabled and can be boarded and captured by enemies or players.
The Captain and crew of the vessel however, depending on their disposition may or may not surrender, and the capturing party may have a fight on their hands. Albeit a very one-sided fight at best.
It is up to the Game Master’s discretion how to handle boarding actions specifically, but for the purposes of mission completion and goals, a Disabled ship is considered captured by the attacking party regardless of what the crew of a captured vessel do.
Mobile Fortress Zock | |||||
Speed Land 50m, Water 50 | |||||
Immunities: | Psychic Damage, Stun/Sleep/Charm/Fear/Blind | ||||
Resistances: | none | ||||
FEATURES/ACTIONS | |||||
Multiattack – This vessel takes two actions per turn. Mobile Suit Carrier – This vessel carries 4 MS (one MS in each of the large feet) and can repair/resupply MS held inside the feet. Destroyed feet lose their ability to store MS. Disperse Minovsky – As one of its actions, this vessel can disperse Minovsky particles in a 60 dam radius. For 5 rounds, ranged attacks made against units within the effect range are Disadvantaged. [1/day] | |||||
Ship Decks | |||||
Hull Armor Points: 10 (Threshold: 10) Control (Bridge) Armor Points: 50 Movement (Hover Feet) Armor Points: 100 (25 Armor Per Foot) | Weapon (Shoulder Twin Beam Cannons) Armor Points: 80 (40 Per Arm) Ranged Attack +5 to hit, 2d10 Energy Dmg [15] (300/900) Weapon (Claw Arms) Armor Points: 80 (40 Per Arm) Melee Attack +5 to hit, 2d10 Piercing Dmg
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