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R E N E G A D E L E G I O N - Catsden.net

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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.

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