Honor Harrington Rules, Summary Card


Turn Order

  1. Resolve Sensor Rolls Concerning Ships
  2. Plot Movement
  3. Do Movement
  4. Plot Firing
  5. Do Firing (Simultaneous)
  6. Clean-Up

Movement

Turning Availble: Double thrust minus thrust plotted

Rolling Wedge: d6 roll: 1-5 No Damage, 6 Wedge acts as another layer of screens

Full Military Power: 3 on 3d6 means you're Jam. Add one to thrust values, plus two for escort class vessels.


Weapons

Basic To-Hit Roll: d6 (d6 div 2, round down)
MAGAZINES FOR MISSILES: 
Type: A-Large   Salvoes: 16  
Type: A-Small   Salvoes: 8  
Type: B-Large   Salvoes: 16 
Type: B-Small   Salvoes: 8  
Type: C-Large   Salvoes: 16
Type: C-Small   Salvoes: 8
MISSILE BATTERIES: 
Type: A Large   Range: 44"  Dam. Bonus: +2 
Type: A Small   Range: 44"  Dam. Bonus: +2
Type: B Large   Range: 40"  Dam. Bonus: +1
Type: B Small   Range: 40"  Dam. Bonus: +1
Type: C         Range: 36"  Dam. Bonus: 0 
Each hit does 1d6 damage 
Large battery uses one salvo every time fired. Small battery uses half salvo every time fired. When in rapid fire, double usage rates.
GRASER BATTERIES
Type: A Range: 12"  Bonus: +7
Type: B Range: 10"  Bonus: +5
Type: C Range: 8"   Bonus: +3
Each hit does 1d6+1 minus range 
LASER BATTERIES
Type: A Range: 8"   Bonus: +3
Type: B Range: 6"   Bonus: +2
Type: C Range: 4"   Bonus: +1
Each hit does 1d6/2+1 minus (range / 2 )
Missiles and Laser/Graser Batteries use the 'Penetrating Armor' rule: on a damage roll of six, another die roll is made, and the appropriate damage bonus added. This second hit, halved (round down) applies to interal systems. Disregard if no armour left.

Energy Torpedo: Range 8", 2d6 per hit.

Grav Lance: Range 4", Destroy sidewalls

Modifiers To-Hit Roll:


Defences

PDAF/ADAF: 1d6/2 hits removed per unit, round up. ADAF Range: 12"
ECM: -1 to rolls, up to -2.
Screens: Level of Screen + 1 is absorbed from each hit.


Sensors

Modifiers: ECM roll - Sensors Roll
>1 ECM wins
<-1 Sensors win
Other, partial effect.

Type of Sensor Information Given Effects of Jamming Effects of Partial Jamming
Gravitic Sensors
( -1 to rolls )
Range: Unlimited

Ships to be detected must have active movement wedges.

Allows Global Fire Control Lock

Mass Range for detected ships given. (70-80, 80-90, 20-30, etc.)

Jamming Mode: No Mass Readings other than by hull type (escort, cruiser, capital, supership).

Deception Mode (-1): Mass reading shifted by 20% Fire conducted normally.

Banzai Mode (+2): All fire attracted.

Jamming Mode: Mass Range given, by 20s.

Deception Mode: Mass reading shifted by 10%

Banzai Mode: Half of all fire attracted, determined randomly.

Passive Sensors
( -1 to rolls )
Range: 36"

Ships to be detected must be 'active' i.e. active wedge, fire control, sensors, jamming, etc.

Allows Global/Local Fire Control Lock

Identify class, if encountered before, or exact Mass if no.

Determine Fire Control Status, Hull Status (Intact, Armor Breach, Trailing Atmosphere, Dead)

Jamming Mode: No class info other than hull type. (BC, DD, etc.) No other info.

Deception Mode (-1): Simulate a different class

Banzai Mode (+2): All fire attracted.

Jamming Mode: Exact Mass/ID determined.

Deception Mode: As per jamming mode.

Banzai Mode: Half of all fire attracted, determined randomly.

Active Sensors Range: 12"

Allows Global Fire Control Lock

+1 to to-hit numbers

ID New classes (through hull map); determine hull integrity as perecentage, determine external weapons (gunports, point defence, etc.) Mass given.

Jamming Mode: No information made available.

Deception Mode: Not possible against active sensors

Banzai Mode (+2): All fire attracted.

Jamming Mode: Mass given, hull integrity given within 10%.

Deception Mode: N/A

Banzai Mode: Half of all fire attracted, determined randomly.


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Changed: Sat Jan 17 14:16:37 EST 1998
jhan@warpfish.com