Rules v1.2.2
Attacking is the most common way to cripple, damage or destroy enemy models.
There are four possible Attack Windows during which a Model may declare attacks:
During an Attack Window,
Repeat the above procedure as many times as you wish during an Attack Window. At the end of an Attack Window, replenish a unit's Fire Control rating, accounting for any States or Actions which reduce the Fire Control rating.
Note that some weapon types, particularly Missile may modify the above sequence.
Some Capital Ships have Armor among their Defense Ratings! This means these ships are harder to damage in when attacked from the appropriate arc.
Armor in the Fore arc protects against attacks from the front, P/S protects against attacks from the Port or Starboard (left or right) sides of the ship, and Aft from the rear.
If a ship has a non-Zero Armor rating, apply that rating as a negative Macro Rating, reducing the Macro Pool of all attacks affecting that arc. This does not apply to Assault or Bombing actions.
Note that the Macro Pool may go negative as a result of Armor!
Example: A Jovian Alexander is being attacked by a CEGA Wyvern from the front at Long Range, i.e. not in an Assault or Bombing action. The Wyvern's controller chooses to use the Mass Driver, which has a Macro Rating of 1, and the Missiles: AC, which has a Macro Rating of 0.
The Alexander's Fore Armor of 1 reduces the Mass Driver's Macro Pool to 0, meaning the attack has no Macro dice, so the CEGA player only rolls 2d6 for the Base Pool.
In contrast, the Missiles: AC attack is reduced to a negative Macro Pool of -1, meaning that the CEGA player must roll a Macro die and apply the Negative Macro Rating rules in the Macro Pool rules.
There are a number of scenarios in which an attack might get bonus Flex Dice based on its position relative to the target. When noted, these bonuses may stack.
Scenario | Bonus | Attack Window |
---|---|---|
Target in Short Range | 1 Flex Die | Activation |
In Target's P/S Arc | 1 Flex Die | Activation |
In Target's Aft Arc | 2 Flex Die | Activation |
Target is Station Keeping | 1 Flex Die | All |
Ace | 1 Flex Die | All |
Sniper | 1 Flex Die | Activation |
Dogfight | 1 Flex Die | Dogfight |
Assault | 2 Flex Die | Assault |
Bombing | 1 Flex Die | Bombing |
Each model has a Fire Control rating. Some Action affect the Fire Control rating, which is why you must declare your intent to use an Action at the beginning of a Model's activation.
Each usage of an individual weapon system requires the expenditure of a single Fire Control rating. When a Model is out of Fire Control rating, it may not fire weapons even though some weapons remain unused during this Attack Window.
Fire Control refreshes at the end of an Attack Window.
There are no weapon-specific ranges in Jovian Wars. It is assumed that weapons systems are designed to operate in the vast expanse of space. Instead, we model the effective range of weapons based upon a Model's Sensors rating.
Anti-Capital Ship (AC) attacks have a default range of 6". Anti-Squadron (AS) attacks have a default range of 3". These default ranges are termed "Short Range."
Any distance beyond Short Range is "Long Range." Models with Sensor ratings of 1 or more add 3" to long range for each point of Sensor rating. Some special actions allow ships to temporarily increase their Sensor ratings.
Range | AC Attack | AS Attack |
---|---|---|
Short | 6" | 3" |
Long | 6" + 3" x Sensor | 3" + 3" x Sensor |
It is therefore possible for a Model to attack a Capital Ship but not a Squadron that are equidistant from the firing Model.
Here is an example of an Alexander-class Destroyer, which has a Sensors rating of 3.
The maximum Sensors Range of the Alexander is 15" for Capital Ship targets and 12" for Squadron targets.
All models have four arcs that define the directions their weapons can attack in and any attack bonuses that attackers targeting them receive.
Weapons mounted on squadron models can fire in any direction. Squadrons do not have a defined facing for movement or attacks.
Weapons mounted on Capital Ships have restricted weapon arcs.
A weapon can have multiple arcs. If it does it may only select a target in one of those arcs.
Every model has access to some form of Point Defense, be it laser arrays or low caliber kinetic cannons, to defend itself from either Missile or Squadrons in a Assault, Bombing, or Dogfight.
To model this type of attack:
Unless otherwise noted resolving a Point Defense attack does not require expending Fire Control.