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Rules Hex Comd NOVA

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Missile Hit and Damage procedure

Rules are updated as follows:

5.c Missile Firing

Note: Planet atmosphere can affect effectiveness, range etc. of all missiles. Generic effect: -1/4 quantity.

5.c.1 Each modifier reduces hits by ¼.

5.c.2 Targets that are in neighboring hexes cannot be affected by LRMs.

5.c.3 All missiles (unguided) are either Medium (LRM) or Heavy (SRM) weight.

5.c.4 LRM: 4 hex per band with an extended CnC band; SRM: 3 hex per band.

5.c.5 LRM: At CnC range bands, ¼ of LRM pack quantity are lost due to dispursal e.g. LRM-20 becomes LRM-15.

5.c.6 LRM: Every 4 missiles comprise 1 damage hit die to roll.

5.c.7 SRM: as fired (SRM6 = 6 hits)

5.c.8 Damage Severity Process

5.c.8.1 Compare Missile weight class to target weight:

• if same weight, hits as described above.

• If target is greater weight, roll special per final hits to actually count:

• Code (red) from auto hit range to the first CnC band

• CnC at CnC bands.

• If target is lesser weight, add 1/4 of the total hits per salvo (missile pack).

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