Advanced Targeting Rules

1.6: Advanced Targeting Rules

While you cannot destroy your opponent without reducing his or her Hull Points to zero, there are other ways to damage a capital ship. Counter battery fire, sensors, main engines, maneuvering thrusters, and command centers are all valid targets. In addition, there is the possibility of hitting vital locations on the enemy vessels doing more damage.

This requires the sensor operators to locate the desired targets on the enemy vessel and relay them to the guns. The sensor difficulties are located in each section, and the command to search for the specific system must be issued by either the Captain, First Officer, Chief Sensor Officer, or Chief Gunnery Officer. This is an action for the appropriate officer. The Chief Sensor Officer may lock on to specific systems without orders from a superior and transfer the data in a later round. He or she may only do this if the target vessel has not changed its facing to the sensing vessel between when the system was acquired and when it is fired upon. In that case, a new sensors roll must be made. This also applies if a system is fired upon for more than one round in a row, but facing is changed. A new sensors roll must be made each time the target turns a new face towards the attacker.

For example: If the captain orders 'counter battery fire' for the turn, or '1/3rd portside guns to counter-battery fire', he is just commanding the Chief Gunnery Officer, who is then required to decide which guns to target and which batteries to assign to the job. That will require actions to command the sensor operator and the appropriate batteries. If the captain orders 'Batteries 4 and 5 to concentrate fire on the Heavy Turbolasers on that Strike Cruiser, others fire at will on the Strike Cruiser', he is commanding the Chief Gunnery Officer and the Chief Sensor Officer for 2 actions on his part.

Target Hit Modifier Damage Modifier
Hull 0 0
Main Engines -2D 0
Maneuver -3D +1D*
Sensors -4D +2D*
Weapon (beam) -3D 0
Weapon (missile) -2D -1D
Command -4D 0
Vital Location -4D -1D**

Table 1.X: Advanced Targeting Chart
* Only if no shields in appropriate arc.
** Reduce hull code of target vessel by 1D.

Targeting Chart Explanations

Hull

The basic attack. Damage against the hull is assessed against the Hull Points of the vessel. No sensors check needed.

Main Engines

The main engines and/or powerplant are damaged by the attack, reducing their ability to accelerate the ship. For every 2 Hull Points worth of damage done to the main engines, reduce Move by 1. Moderate sensors roll to lock on to.

Maneuver

If the shields are down in the appropriate arc, damage to the maneuvering thrusters recieves +1D to its damage. These attacks cause shock and pulse damage against the maneuvering thrusters. Damage reduces the Maneuverability code by 1 pip per point. Requires a Difficult sensors check to target.

Sensors

Targeting the sensors reduces the fire control capabilities of the vessel. If the shields are down, damage against the sensors receives an additional +2D on its damage roll. These attacks disrupt fire control computers and sensor computers, affecting the fire control of all weapons on the ship. Each Hull Point of damage reduces the passive and active sensor bonuses by -1D. Once the bonus reaches zero for the search function, guns must be fired visually. This limits effective range to 1 vs. Starfighter scale opponents, 6 vs. capital ships, and 12 vs. Star Destroyer sized opponents. Otherwise, fire control on all weapons is reduced by 1 pip per Hull Point of damage to sensors. To target an opponents sensors, a Difficult sensors roll is needed.

Weapons

Counter battery fire targets the weapons of opposing vessels. The commander ordering counter battery fire must declare the number of weapons that are being targeted and the number of weapons firing. Roll as normal if the shields are still up on the appropriate facing, but if damage gets through to the hull, or if shields are down or otherwise circumvented, multiply the damage that got through by the number of guns firing and distribute the damage evenly over the number of guns targeted. One point of damage 'wounds' a gun, making it fire with 1D less fire control. Two points 'incapacitates' a weapon, making it useless until repaired. Three points destroys a weapon completely. Missile tubes are simpler and easier to armor than beam weapons, attacks against them receive -1D when rolling damage (even if shields are still up). To target weapons batteries, a Moderate sensors roll, with a +1 to difficulty for every two batteries beyond the first, is required.

Command

Damage done to the command center of a capital ship disrupts internal communications and may injure important bridge personnel, causing the ship to react more slowly. For each point of damage done to the command center, roll 1D for each bridge officer. If it results in a 1, the bridge officer is killed or incapacitated and made unable to participate in the rest of the battle. This can have a devastating effect on the capabilities of a ship. If a captain is injured, the First Officer takes over all responsibilities of both posts, or vice versa. If a section chief is injured, a crewmember with normal skills steps up to fill his or her place, but they are unable to give assistance for rolls in their department. They often have only 2D-3D in command so actions will be very limited.

If both the Captain and First Officer are injured, the Pilot or Engineering Officer usually steps up to fill the void. A subordinate takes their place with the restrictions above, and their command actions are subject to the same requirements as the Captain's. Any bonuses given are limited to their previous department and are gained at the rate of only one pip per action. Needless to say, this is usually a very desperate situation, as they likely have very low or nonexistent tactics skills. If this is the case, they roll their Knowledge or, if full stats are unavailable, 2D for initiative.

As if the loss of command personnel was not bad enough, each point of damage to the command center of a ship makes each officer spend an additional action each turn to successfully command their subordinates. The captain (or acting captain) is always able to command at least one bridge officer no matter how much damage the command center has taken.

If the command center has taken more than 9 points of damage excess damage is ignored and it is considered destroyed. All bridge officers are killed. There is a period of 3D rounds where the ship is without command and all guns fire as if sensors have been destroyed and the ship cannot accelerate or evade. After 3D rounds, main engineering has taken over control of the ship and can command the ship subject to the damage penalties for the command center. (Unless it's an elite crew, they will likely only be able to command the pilot to evacuate)

Command damage is also considered to affect communications and coordination with the rest of the line/squadron. Targeting the command center of another vessel requires a Difficult sensorsroll.

Vital Location

A vital location hit reduces the hull code of the target vessel by 1D. Vital Location attacks are cumulative and can be combined with other advanced targeting options. A double vital location command center shot would have its to-hit roll reduced by 12D, but the hull roll of the target reduced by 2D. To discover a vital location requires a Very Difficult sensors roll, +5 for every additional vital location called (a triple vital location would be a Very Difficult +10). This is a separate action from targeting the specific system and can be performed on a later round, subject to the facing restrictions above. Captains often take particular care to assist these rolls as they are usually pivotal shots in a battle.

Vital locations are often vital only because of existing damage or hasty repairs rather than being a well-catalogued 'feature' of a specific ship class. It is rare that two ships of the same class have exactly the same layout and construction, so vital locations will differ subtly from ship to ship even within a class.

To Capital Ship Combat?.
To Discretionary Action.
To Ramming.