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RVLS<br />

Evasion Rule Ground Row Movement Self Destruct<br />

There are times in combat when one would rather<br />

not take another hit. This is doubly true for units<br />

undergoing attack by a more powerful foe; often<br />

they are more interested in avoiding damage than<br />

they are in what little damage they could inflict. In<br />

such situations, a unit can use erratic maneuvering to<br />

reduce the chances of being struck. Also known as<br />

“jinking”, a pilot who is using evasion is throwing<br />

her fighter around in minor but sharp and random<br />

changes in course around a base course. This<br />

gives enemy gunners the fits trying to figure out<br />

just exactly where to shoot. Of course, it gives the<br />

evading craft’s gunner the fits as well.<br />

To begin evasion, a pilot simply announces their<br />

intension to do so, immediately following the<br />

adjustment of their craft’s velocity at the beginning<br />

of their movement phase. Erratic maneuvering costs<br />

one-half the unit’s current velocity in thrust points.<br />

Units firing on the jinking craft suffer a -2 penalty to<br />

hit the fighter. Similarly, any fire from the craft also<br />

suffer a -2 penalty to hit. Running the ship around<br />

in random directions tends takes the pilot’s mind off<br />

other things, reducing the amount of weaponry they<br />

may fire per turn to 3, a -3 (total) penalty to their<br />

gunnery, and giving them a -2 penalty to any other<br />

piloting rolls they may have to do during the turn.<br />

This makes jinking fun in asteroid fields...<br />

(1st Edition Rule)<br />

According to the Interceptor rules, any craft<br />

ending its turn on a mapsheet with a ground row or<br />

atmosphere is moved one hex closer to the pla<strong>net</strong>.<br />

Realistically, however, when a fighter gets within<br />

fifteen kilometres of the ground, it’s pla<strong>net</strong>aryhandling<br />

capabilities are greatly improved, either<br />

through the higher-density atmosphere (for<br />

streamlined fighters) or a more intense gravity field<br />

(for ships using anti-grav). Therefore, craft should<br />

be permitted to fly along the atmosphere hex-row<br />

immediately above the ground hex-row without the<br />

gravity-pull penalty.<br />

“Don’t let that fighter fall into enemy hands!”<br />

Pilots wishing to self-destruct their craft must only<br />

roll a Piloting Check, with appropriate damage<br />

modifiers added in. If failed, there is no effect. If<br />

successful, the craft will explode in 1-3 minutes,<br />

destroying it and killing any crew inside unless they<br />

eject, or have climbed out during the intervening<br />

time.<br />

IX

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