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Terajoule
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==Detailed Phase Walkthrough== '''O.Pre-Game''' Before the game begins, decide on the rules for the scenario. This will probably include starting vectors for any ships, too. '''I.Movement''' The game takes place on a hexgrid, with a number to denote altitude. A hex represents a fairly large area of space, so there is no limit to the number of objects that may occupy it at the same time. Every object on the field has a vector (marked on a separate sheet, probably) indicating their velocity and direction. Each turn, they move that many hexes in the direction indicated. Altitude is also noted on the velocity. Any turn in which an object accelerates, they may first add or subtract up to their max acceleration from their vector before moving that turn. Use the hexgrid thingy to figure out the new vector. Altitude vector always just adds or subtracts directly; we'll keep it easy and ignore Pythagoras for now. Any turn in which an object accelerates, it marks off 1 Fuel. Terajoule uses phased simultaneous movement. In general, vessels are moved in order of mass, with the largest moved first and the lightest last. In some cases, there may be ties. When this happens, you secretly mark your change in vector, then reveal it (simultaneously with your opponent) and move that object. In the first phase, all ships move. Second phase, all torpedoes. Third phase, all missiles and munitions. '''II.Firing''' During this step, objects fire their weapons and activate their various systems. Actions within each phase are considered simultaneous. Any damage inflicted is calculated immediately, meaning, for example, that a shot from a laser might destroy a missile before it can detonate its payload. 1)Launches - Missiles, nukes, and torpedoes may be launched in this phase, either using a railgun or simply being released from the firing ship. They are immediately placed on the same hex as the firing ship, and begin moving next turn. 2)ECM - ECM may be used against missiles in this phase. Any missiles effected are immediately eliminated. Roll 1d6 for each point of ECM targeted at a given missile; any 6s remove the missile. Remember, dice are allocated before being rolled, with 'wasted' dice lost. 3)Lasers - Lasers are fired in this phase. Each laser may fire once, provided the firing ship has enough energy available in its capacitors. Lasers deal hits based on their range and strength, as described below. 4)Detonation - Any nukes, whether attached to torpedoes, missiles, or simply 'dumb-fired', may be detonated. Nukes may even be detonated while still aboard a ship (this, obviously, destroys the ship, but also anything around it). Note that objects within the range of nukes are destroyed instantly, and those one hex outside its range take d6 hits. 5)Point Defense - Point Defense may be used against missiles in this phase. Any missiles effected are immediately eliminated. Roll 1d6 for each point of PD targeted at a given missile; any 6s remove the missile. Remember, dice are allocated before being rolled, with 'wasted' dice lost. 6)Terminal Guidance - Any objects in the same hex as an enemy (of any type) of lower mass, or that could have logically passed through that hex in the last movement phase (use some string) may use this phase to crash into their opponent. This maneuver immediately deals hits equal to the mass of the ramming object times their differences in vectors to both the ramming and the rammed object. '''IIb. Damage''' Whenever a hit is dealt to a target, break from the current spot in the order and resolve damage as follows: 1)Resolve Damage - Any object which has taken a hit (the arbitrary unit of damage, here) during the firing step then rolls to see the effects of this damage. For each hit, mark off 1d6 squares of mass at random. Any system which loses a square is disabled. If the ship mounts armor, it /must/ use this armor to save first. '''III. Energy''' Last, we take care of our energy-management for the turn. 1)Radiate Heat - In this phase, every ship may radiate as much heat from its heat sinks as it is allowed. If for whatever reason the ship still has more heat than its heat sinks can hold, it suffers one additional hit per point over the limit. These hits are resolved immediately, as per the rules above. Excess heat is NOT removed - it carries over from turn to turn. 2)Generate Energy - As the last step in the phase, each ship's power supply generates its rating in power. This energy is transferred into its capacitors, up to its full capacity. Excess energy is lost.
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