Tactic |
Explanation |
Ramming |
Usually done when a vessel is critically damaged.
Its objective is to take the enemy ship with it or cause as much damage
to the enemy ship as possible. |
Controlled Ramming |
This process unlike ordinary ramming involves
the ramming of an enemy vessel without destroying your own. |
Tractor Beams - Capturing Craft |
Once a smaller craft is captured in a larger
vessel's tractor beams, it can be held in place to allow easier targeting
and disabling of its vital systems. Or this tactic can be used to prevent
craft from escaping. |
Tractor Beams - Latching |
This tactic involves a smaller craft using its
tractor beams to latch onto a larger craft, like a leach attaching itself
to a larger host. |
Tractor Beams - Propelling Craft |
To propel craft into other vessels, a larger
vessel needs to focus its tractor beams on the smaller vessel to force
it to be propelled into another enemy vessel. |
Hyperdrive - Blocking Craft |
Safely blocking a ship from making the jump into
hyperspace involves a capital ship blocking the path of a support craft
or fighter. Or a capital ship with enough size to block the path of another.
Eg. MC80 is large enough to block a SSD from making the jump into hyperspace.
Note if this tactic is done incorrectly, as in a ship far too small is
used to block the path of a larger craft, the larger craft may simply ram
and destroy the blocking ship when it makes the jump into hyperspace. |
Hyperdrive - Gravity Wells |
If a pursuing ship does not have the benefit
of an Interdictor Cruiser, then it must try to keep the target vessel in
the natural gravity well of a planet, planetoid, asteroid and any other
phenomena that produces gravity to prevent the target vessel from escaping
into hyperspace. |
Hyperdrive - Micro Jump |
Is an extremely difficult process, however it
can allow a ship to travel from one end of the battle field to another
without the need to fight its way to that part of the battle, or wasting
precious time getting there. |
Deception - Damage |
The deception involves a heavily damaged ship
shutting down power to a number of its systems to make it appear more heavily
damaged than it actually is. The purpose of this tactic is to lure the
enemy ship or ships into a false sense of security so a trap can be sprung
on them. This tactic is also known as Playing Dead-in-Space. |
Deception - Spacetroopers |
This deception requires that a Spacetrooper or
a group of Spacetroopers stow away onboard a ship for example. When the
enemy comes close enough the Spacetroopers can attack the enemy craft to
take it over. |
Power Control |
Is the process where power is distributed from
one system to another. Power can be diverted from an inactive system to
an active one, or from non-firing weapons to firing weapons. Power can
be re-routed from a single system to another single system, multiple systems
to a single system or multiple systems to multiple systems. However, power
re-routing does take time. Essentially up to +2D of power can be added
to any system. Eg. Two tractor beams (4D damage each) are taken off line,
thus providing 8D of extra power. If the ship has four turbolasers (3D
damage each), that extra power could be put to them and thus the turbolasers'
damage would become 5D each. |