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SERAPH<br />
BPV: 121 I.D.<br />
TPV<br />
Mk.50<br />
Torp<br />
Mk.10<br />
Torps<br />
➞<br />
w<br />
(RQL)<br />
Decoys:❍ ❍ ❍ ❍<br />
P–D: 1–6 (2)<br />
Dmg Con: 1–6<br />
(FQL)<br />
Defensive Value<br />
12<br />
Pilot<br />
1 Turbo Laser (F)<br />
To Hit: 2D8+ADB<br />
Damage: High<br />
Pilot<br />
1 Pulse Laser (F)<br />
To Hit: 2D8+ADB<br />
Damage: Low<br />
(F)<br />
DAMAGE TRACK<br />
(FQR)<br />
Damage Reduction<br />
4<br />
Crew<br />
PILOT<br />
Plt:<br />
Gnr:<br />
Luck:<br />
GUNNER<br />
Gnr:<br />
4 10 3 9 T w 8<br />
2 7 t<br />
1 6<br />
1<br />
15<br />
5<br />
w 3<br />
t<br />
© 1990, 1995 by Iron Crown Enterprises, Inc. Permission granted to photocopy for personal use.<br />
w<br />
(RQR)<br />
Drive: 15<br />
(R) Tight Turn Cost:<br />
+3<br />
Gunner<br />
Gunner<br />
1 Pulse Laser (R) Missile<br />
To Hit: 2D8+ADB Launcher<br />
Damage: Low<br />
Gunner<br />
4 Pulse Lasers<br />
(RQL)(R)(RQR)<br />
To Hit: 2D8+ADB+3<br />
Damage: Low+3<br />
(360°)<br />
Lock-on < __<br />
W<br />
13 t 12 11<br />
14<br />
4<br />
t<br />
2<br />
SERAPH<br />
BPV: 121 I.D.<br />
TPV<br />
Mk.50<br />
Torp<br />
Mk.10<br />
Torps<br />
➞<br />
(RQL)<br />
Decoys:❍ ❍ ❍ ❍<br />
P–D: 1–6 (2)<br />
Dmg Con: 1–6<br />
w<br />
(FQL)<br />
Defensive Value<br />
12<br />
Pilot<br />
1 Turbo Laser (F)<br />
To Hit: 2D8+ADB<br />
Damage: High<br />
Pilot<br />
1 Pulse Laser (F)<br />
To Hit: 2D8+ADB<br />
Damage: Low<br />
(F)<br />
DAMAGE TRACK<br />
(FQR)<br />
Damage Reduction<br />
4<br />
4 10 3 9 T w 8<br />
2 7 t<br />
1 6<br />
1<br />
15<br />
5<br />
w 3<br />
t<br />
w<br />
Crew<br />
PILOT<br />
Plt:<br />
Gnr:<br />
Luck:<br />
GUNNER<br />
Gnr:<br />
(RQR)<br />
Drive: 15<br />
(R) Tight Turn Cost:<br />
+3<br />
Gunner<br />
Gunner<br />
1 Pulse Laser (R) Missile<br />
To Hit: 2D8+ADB Launcher<br />
Damage: Low<br />
Gunner<br />
4 Pulse Lasers<br />
(RQL)(R)(RQR)<br />
To Hit: 2D8+ADB+3<br />
Damage: Low+3<br />
(360°)<br />
Lock-on < __<br />
W<br />
13 t 12 11<br />
14<br />
4<br />
t<br />
2<br />
CRITICAL HITS<br />
2 — Pilot dazed. Seraph may not<br />
move or fire the pilot’s weapons<br />
until after the next game turn.<br />
The gunner may still fire while<br />
the pilot is dazed.<br />
3 — Missile Launcher jam.<br />
Seraph’s Missile Launcher may<br />
not be fired until after the next<br />
game turn.<br />
4 — Electronic Warfare knocked<br />
out. Seraph may no longer jam<br />
torps. Reduce Defensive Value<br />
by 3.<br />
5 — Maneuver Thrusters damaged.<br />
All turns cost 1 extra<br />
movement point to perform.<br />
6 — Shields damaged. Reduce<br />
Defensive Value by 1.<br />
7 — Decoys blown away. Seraph<br />
loses all its decoys.<br />
8 — Torp Targeting Scanner<br />
damaged. No torpedoes may<br />
be fired until after the next<br />
game turn.<br />
9 — Torp Discharger malfunction.<br />
Lose 1D4 remaining torps of<br />
the pilot’s choice. Reduce<br />
Defensive Value by 2.<br />
10 — Gunner dazed. Gunner may<br />
not fire weapons until after the<br />
next game turn.<br />
11 — Turbo Laser performance<br />
impeded. Reduce Damage<br />
rating to Medium.<br />
12 — Reactor hit. Sadly, the Seraph<br />
is no more.<br />
TURBO LASER SPECS<br />
Short Range: 1–9 hexes (+1 To Hit).<br />
Medium Range: 10–25 hexes.<br />
Long Range: 26–30 hexes<br />
(–1 To Hit).<br />
Target Speed Restriction: Target’s<br />
Drive value must be ≤8.<br />
PULSE LASER SPECS<br />
Short Range: 1–3 hexes (+1 To Hit).<br />
Medium Range: 4–9 hexes.<br />
Long Range: 10 hexes (–1 To Hit).