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renegadelegionneveren dingoffensive - Catsden.net

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RVLS<br />

I N T E RC E P TO R RV L E S<br />

Initiative Rules<br />

(These rules modify slightly what is in the 2nd Ed Interceptor rules.)<br />

Roll 1d10 per unit (fighter, corvette, installation, etc)<br />

for initiative. Subtract one-half the unit’s piloting<br />

familiarity bonus, the Pilot’s Piloting Skill and add<br />

any Damage or Equipment modifiers.<br />

1d10+(Skill+Fam Bonus)/2+Modifiers-Damage<br />

Unis move in sequence from highest initiative<br />

number to the lowest. Ties are re-rolled once; if the<br />

units tie once again (including all modifiers) then<br />

they move simultaneously. Each player secretly<br />

records where their units will end up, then each<br />

moves their fighter at the same time. At any time<br />

during movement, a unit of a lower initiative ranking<br />

(ie lower initiative number) may declare it wishes<br />

“seize the initiative.” That unit then immediately<br />

moves, after which the regular sequence continues.<br />

Note that during a “seized” movement, the initiative<br />

can be seized again by another lower ranked unit.<br />

A unit can only move once per turn; ie, seizing the<br />

initiative does not grant the ability to move twice.<br />

Ships may no longer fire at any point in the turn,<br />

they must fire during their movement. This is where<br />

‘seizing the initiative’ comes into play most often. A<br />

ship can no longer automatically declare itself to go<br />

after another if persuing, see below.All other rules<br />

remain the same.<br />

Pursuit Rule<br />

During a dogfight, pilots often get into the position<br />

of advantage of being in their target’s cone of<br />

vulnerability, giving them the edge not only of<br />

greater damage possibilities, but also of the potential<br />

to “tail” them, reacting to their maneuvers and<br />

staying right on their six. In game terms, this means<br />

that under certain circumstances, a Pilot may attempt<br />

to pursue and move after a target with a lower<br />

Initiative Number.<br />

In order to declare a pursual, the target fighter must<br />

be in the attacker’s front deflection arc, while the<br />

attacking fighter must be in the defender’s aft or<br />

line astern deflection arcs. (See below for deflection<br />

arcs)<br />

The Pursuit roll is a piloting roll, modified by<br />

three things: the pilot qualities of both aviators, the<br />

difference between initiative ranks and any damage<br />

modifiers. The roll looks like this: (where A =<br />

Attacker, T = Target)<br />

1d10 vs<br />

A Pilot Skill-(T Pilot Skill-A Pilot<br />

Skill)-(A Init-T Init)<br />

So, for example, if an init rank 8 Spiculum (Pilot<br />

6) was attempting to trail an init rank 5 Pe<strong>net</strong>rator<br />

(Pilot 4), the roll would be: 1d10 vs (6 - (4-6) - (8-5)<br />

) = (6 - -2 - 3) or 1d10 vs 5. Good luck!<br />

Thrust Reversers<br />

All fighter craft are equipped with thrust reversers.<br />

These permit the fighter to decelerate without having<br />

to turn completely around. Thrust reversers are not<br />

as effective or as efficient a method for deceleration<br />

as using the main thrusters, but they are often far<br />

more convenient to use. (If turning around was the<br />

only way to decelerate, carrier landings would be<br />

near- well impossible!)<br />

The amount of velocity gained or lost by a thrusting<br />

depends on the ships heading versus its facing, as<br />

determined on the table below.<br />

FACING ACCEL DECC<br />

1<br />

2<br />

3<br />

4<br />

5<br />

6<br />

7<br />

1<br />

1<br />

2<br />

NONE<br />

2<br />

2<br />

2<br />

2<br />

2<br />

2<br />

NONE<br />

2<br />

1<br />

1<br />

The <strong>net</strong> effect (or difference) is to make more<br />

skilled/experienced pilots (or those with better stats,<br />

if using the RPG) even more effective in combat in<br />

their ability to react quicker.<br />

With this rule, once behind an enemy interceptor,<br />

a pilot may be able to stick there and prevent a<br />

counterattack... Pilots advise to check six for a<br />

reason!<br />

VIII

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