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
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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.