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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

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S P E C I A L C A S E S<br />

5.1 ORBITAL INSTALLATIONS<br />

For game purposes, an OI is essentially a ship<br />

without engines. They are used by both sides to<br />

provide basing and servicing facilities for ships,<br />

defend points in space, or carry out a variety of noncombatant<br />

tasks that are best performed off-pla<strong>net</strong>.<br />

The rules covering installations are the same as those<br />

for ships, with the following exceptions:<br />

BASIC DESCRIPTION: The hexside at the<br />

top of an OI counter is numbered 1, with the rest<br />

numbered in clockwise sequence. All references<br />

to weapons facing, armour and shielding use these<br />

side numbers, rather than the usual facings of a<br />

ship.<br />

MOVEMENT: An OI does not move, change<br />

facing or change heading. The player controlling<br />

the OI must, however, follow the sequence of<br />

play just as if he were controlling a ship of the<br />

appropriate tonnage, and “moves” it for initiative<br />

purposes.<br />

XXXIII<br />

I N T E R C E P T O R<br />

COMBAT: Weapons on OIs follow the same<br />

rules and restrictions as weapons mounted on<br />

ships. Their fields of fire are more limited by dead<br />

zones created by the OI’s hull than comparable<br />

weapons on a ship, however, because of the OI’s<br />

inability to move or reorient itself.<br />

The weapons of an OI are emplaced on its curved<br />

surface; this is represented by noting which sides<br />

contain weapons and/or MDC-G systems (if any).<br />

Turreted weapons have a 180-degree field of fire<br />

into open space hexes on their side of the OI,<br />

and may also fire at range zero (i.e., into their<br />

own hex). Fixed weapons or MDC-Gs have a 60degree<br />

field of fire into open space hexes on their<br />

side of the OI, but may NOT fire at range zero. A<br />

centrally-mounted Safeguard system has a 360degree<br />

field of fire. Safeguard-1 pods may not be<br />

carried by OIs.<br />

For missile lock-on purposes, any hex within the<br />

field of fire of a particular hardpoint or autoloader<br />

is covered by its sensors and scanners; however,<br />

different hardpoints or autoloaders may not help<br />

each other to satisfy lock-on prerequisites.<br />

For example, all six sides of a TOG OI contain<br />

both turreted and fixed weapons. A Renegade<br />

fighter is 6 hexes away, and decides to close for<br />

an attack on the OI. In the next turn, the Renegade<br />

fighter moves adjacent to Side 1 and is fired on as<br />

it does so. As it is within the 60 degree arc of Side<br />

1’s fixed weapons, they may fire on it at a range of 1<br />

(assuming that they hadn’t fired on the fighter as it<br />

closed in). The turreted weapons on Sides 1, 2 and<br />

6 may fire on the fighter, as the fighter lies within<br />

their 180 degree arcs; again, the range for these<br />

shots would be 1. None of the OI’s other weapons<br />

can fire at this point. In the next turn, the Renegade<br />

fighter moves into the OI’s hex and is fired on as it<br />

does so. All six turrets can fire at the fighter with<br />

a range of zero; they are not “firing backwards”,<br />

for in reality the fighter is skimming closely over<br />

or under the OI. None of the fixed weapons may<br />

fire at the fighter until or unless it moves into their<br />

arc of fire; as they are fixed, they cannot rotate to<br />

cover its close skimming maneuver.<br />

5.2 ABANDONING SHIP<br />

In a campaign situation, the ability to save trained<br />

crewmen can be of great importance. Most fighters<br />

are equipped with ejectors for their crew, while larger<br />

ships and OIs often carry small craft to evacuate in<br />

an emergency.

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