R E N E G A D E L E G I O N - Catsden.net
R E N E G A D E L E G I O N - Catsden.net
R E N E G A D E L E G I O N - Catsden.net
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Some examples of task overloading: A large<br />
Renegade Legion corvette with a Bridge is about<br />
to be attacked by a mass of TOG fighters. The pilot<br />
is assigned control of five fixed forward-firing<br />
weapons, while there are three gunners aboard<br />
with the following weapons assigned to them:<br />
#1 = five weapons in a turret;<br />
#2 = four fixed aft-firing autoloading missile<br />
launchers;<br />
#3 = twenty fixed weapons mounted ten to a side,<br />
with TOT gear for each group of ten.<br />
Gunner 1 would take no modifier to his shots since<br />
he has only five weapons to deal with. Gunner 2<br />
has no overloading problem per se, although it<br />
is likely that he will be taking negative modifiers<br />
for firing at multiple targets in a turn. Gunner 3<br />
is considered to be controlling 2 weapons since<br />
TOT is in use -- but, since his weapons are on two<br />
different sides of the ship, he takes a +2 modifier.<br />
The pilot has no overloading problem.<br />
After some turns of battle, the Renegade corvette<br />
has taken a considerable hammering. Gunner 1<br />
is dead, but three of his turret’s weapons are still<br />
working; Gunner 2 is wounded and unconscious,<br />
and all of his autoloaders are empty; Gunner 3 is<br />
unwounded and all of his weapons are working, but<br />
the TOT gear on the right side has been disabled;<br />
the pilot is unwounded and all of his weapons are<br />
working. Gunner 3 would have a +8 modifier if he<br />
tried to keep all of his weapons working: +2 for two<br />
arcs of fire being covered, plus +6 for the number<br />
of weapons above five under his control since the<br />
right side TOT is gone. Instead of doing this, he<br />
VII<br />
I N T E R C E P T O R<br />
abandons all but 4 of the right side weapons,<br />
leaving him with a total of five weapons under his<br />
control and reducing his modifier to +2. The pilot<br />
takes control of Gunner 1’s turret in addition to his<br />
own weapons, giving him a modifier of +7: +4 for<br />
pilot controlling both fixed and turreted weapons<br />
and +3 for number of weapons above 5 under his<br />
control, since only three of the turret’s weapons<br />
are still working. The pilot does not abandon any<br />
of these weapons, although the overloading makes<br />
it unlikely that he’ll hit anything with any of them.<br />
Some time later, Gunner 2 regains consciousness.<br />
Since his autoloaders are empty, he automatically<br />
abandons them and takes control of Gunner 1’s<br />
turret from the pilot. This leaves both the pilot and<br />
Gunner 2 with no overloading modifier.<br />
2.5 FLIGHT CONTROL<br />
A ship with a single crewman (typically, a singleseat<br />
fighter) can only be flown by that crewman<br />
(obviously!)<br />
A ship with more than 1 crewman and without a<br />
Bridge (typically, a 2-seat fighter with a turret) can<br />
be flown by any surviving crewman with Piloting<br />
skill, but with an additional +3 modifier to any<br />
Piloting skill rolls.<br />
A ship with more than 1 crewman and with a Bridge<br />
(typically, a corvette) may be flown by any surviving<br />
crewman with Piloting skill, with no modifiers to<br />
Piloting skill rolls.<br />
Any crewman aboard a ship without a Bridge and<br />
who does not have Piloting skill cannot take control<br />
unless a scenario’s special rules allow it (this should<br />
be quite rare, adventure stories to the contrary!)<br />
A ship with more than 1 crewman and with a Bridge<br />
can be flown by crewmen without Piloting skill; as<br />
noted above, however, they will have luck’s chance<br />
in any attempt to do anything with the ship.