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Ship repair rules assume all vessels are equal but that is far from the truth, however. Ships with higher SI can often take longer to repair as theres simply more structural components to get through, which often means more time. This is reflected in game by modifiers that make it easier, or harder, to repair a ship. While this creates more diversity and helps balance the lower SI ships, it can make the highest SI ships extremely difficult to repair. This rule can be used either with the standard Commanders Rules ship repairs, or the Ship Repairs (Expanded), from this rulebook, but all players should agree to their use before game play begins. Whenever a player is attempting to repair a ship, compare its Ship Type and starting SI (never its modified SI) to determine the modifier to the Ship Repair Target Number. This may result in a situation where the Target Number is higher than the maximum possible die roll, in which case the repair roll cannot be made that turn. Ship Balance: It is extremely important to note that this rule has the potential to significantly impact the power of Type 4 ships, making them weaker while increasing the power of lighter craft, especially Type 1 and 2s. Players who feel that Type 4 ships are already barely powerful enough for
The Commanders Rules attempt to keep rules lookup to an absolute minimum by ensuring as many details as possible are contained on each Ship Card, or the Reference Cards. However, this creates a level of abstraction that removes a whole depth of play that provides a wonderful sense of immersion that players are apart of these ships as they struggle to achieve victory while taking a host of unique damage. These rules attempt to simulate a variety of critical hits that add additional depth of play, but as always, at the expense of speed and more complexity. As such, players must agree to their use before play begins. While assigning damage to a ship, any time one of the Event Triggers occurs as shown on the Event Triggers Table, immediately roll the corresponding die and compare it to the appropriate column of the Die Roll Result Table to find the correct Critial Hit Result value. Then find that result on the Critical Hit Result Table to determine what additional critical damage occurred. As with all damage, all such critical hits do not take effect until the End Phase of the turn. Ship Repairs & SI: If players are using the Ship Repairs & SI rules (see p. XX), those modifiers apply to any Fix Rolls, noted below. As described under the Ship Repairs & SI rules, by combing both rules sets, players may find situations where a Target Number cannot be matched by the maximum results of a Repair Roll, in which case a Fix cannot occur that turn. Breaking The Keel: A critical hit result can force a Breaking The Keel Roll; for example if the auto destruction of a Slot destroys a Location, a standard Breaking The Keel Roll must be made. Multiple Trigger Events: If a ship trips more than one Event Trigger during a turn, the controlling player must roll for all triggered events, regardless of how many. For example, in a turn a player may find that both three Slots in a Location end up destroying that Location, so both the DGreen and DYellow triggers occur, resulting in both of those die rolls on the Critical Hit Result Table. Multiple Critical Hits: While a ship can have multiple critical hits at the same time, it cannot have the same critical hit more than once if that critical hit has an on going duration. For example, a ship could suffer multiple Gun Battery Ammunition Explosions! because there is no on going effect after the Slot is destroyed. However, it could not have two Steering Jammed Port! critical hits as that has an on going effect (if the first critical hit has already been fixed, then the second could then be applied; they cannot be applied at the same time). If the ship in question already has the indicated critical hit that has an on going effect (or the critical hit does not apply to that ship; for example a Shrapnel! when the ship doesnt have any un-destroyed Crew Slots), then re-roll the die until an applicable critical hit is rolled. Duration: Each critical hit has a Duration that explains whether the critical hit is a one-time effect, or whether rules apply turn to turn. Fix: If a critical hit has an on going effect (i.e. Duration), then there will be a Fix rule that explains how the player can remove the penalties.
critical hits
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The rules will call for a Repair Roll to be made against a specific Location (Crews, as appropriate, are rolled with this roll, based upon the Repair rules in use). Unlike normal Repair Rolls, these Fix Rolls can be made even if there are no available Crew Slots. Use the follow rules to determine the Target Number: Un-destroyed Crew Slot in appropriate Location: 15 Un-destroyed Crew Slot in another Location (i.e. no un-destroyed Crew Slot in appropriate Location): 18 No un-destroyed Crew Slots anywhere on ship: 20 Hint: Players may wish to write the number corresponding to the result on the Critical Hit Result Table in the middle of the appropriate Ship Card so its easy to remember which criticals apply to which ship.
DBlue
Die Roll Result 1 2 3 4 5 6 Critical Hit Result 1 2 4 6 7 10
DYellow
Die Roll Result 1 2 3 4 5 6 7 8 Critical Hit Result 3 4 5 6 7 8 10 11
DRed
Die Roll Result 1 2 3 4 5 6 7 8 9 10 Critical Hit Result 1 2 3 5 6 7 8 8 10 11
DBlack
Die Roll Result 1 2 3 4 5 6 7 8 9 10 11 12 Critical Hit Result 1 2 3 4 5 6 7 8 9 10 11 12
6 7
9 10
11
12