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Not Entirely Anon /tg/95835010#95946728
6/25/2025, 2:41:05 AM
>>95946688

Now we move on to a Breaking the Keel check. This is how to kill ships.

First, since we've hit a destroyed Slot, we retain our attack roll of an 18, and reroll the Slot die. Whatever we reroll gets hit by that 18 (so if we roll 1, Slot 1 is hit by an 18 and is destroyed). The shot is inside the vessel, looking to create a significant emotional event. In this case, we reroll the white d6 and get...a 2. Imagine.

So we've hit a destroyed slot, and rerolled *into* a destroyed slot. Now the ship might go up in smoke. You roll 2dRed (ie, 2d10), and must meet or exceed the Structural Integrity of the ship. This specific roll is the Breaking the Keel roll. You might note that the SI value of a Geneve is 22, which is...hard...to beat on "2d10". However, every destroyed slot on the ship is +1, and every destroyed slot in that Location is ALSO a +1. There's only 1 destroyed slot so far (Slot 2), so that counts as a +2. We roll 2dRed+2, and need to meet or beat a 22.

Unsurprisingly, we don't get a 20, and so the target ship survives. However, we ALSO reduce the SI by -1; the ship is now more vulnerable to future critical damage. If we'd rolled a 20 (total result 22), then the target ship would be knocked out of action. Again, whether it outright explodes, sinks gently to the earth, breaks in half, or whatever, is lost in the abstraction (campaign rules will go into more depth). It's out of the game.

There's a bunch of other stuff, like aerial torpedoes, fighters and bombers (don't expect much out of these; the focus is 100% remaining on the ships), ground-to-air fire, clouds, mountains, floating fortresses and so forth. But this example shows the core mechanic of the game. ID colors from the ship card, pull matching colored dice, roll and sum up, meet or beat a TN. The only numerical modifiers are during a Break the Keel check, so it's minimal combat math.