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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).

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