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Firing Arcs<br />
Each weapon system (except torpedoes)<br />
is given a firing arc on the Starcraft Displays.<br />
If you look at the large hex on a<br />
Starcraft Display, you’ll see a series of letters<br />
in parentheses encircling the outside<br />
of the hex. These indicate the hexside out<br />
of which each firing arc starts. The firing<br />
arcs and their abbreviations are as follows:<br />
• F: Forward<br />
• FQL: Front Quarter Left<br />
• FQR: Front Quarter Right<br />
• RQR: Rear Quarter Right<br />
• RQL: Rear Quarter Left<br />
• R: Rear<br />
• 360°: All Around<br />
Each firing arc is a 60° cone which extends<br />
out of side of the vessel’s hex in the<br />
direction indicated. The arc covers all hexes<br />
between the cone’s outer lines, as well as<br />
any hexes that the line crosses into.<br />
The one exception is the All Around firing<br />
arc which allows a weapon to fire in<br />
any direction. A weapon system which lists<br />
two or more firing arc codes may fire into<br />
any of the listed arcs.<br />
Pilot<br />
1 Impulsegun (F)<br />
To Hit: 2D8+ADB<br />
Damage: High<br />
Example: A Salamander’s pilot has 1<br />
Impulsegun with a Forward (F) firing<br />
arc. It can fire at anything in that arc<br />
(and the weapon’s range). Anything<br />
outside of that arc is out of the<br />
Impulsegun’s reach.<br />
These diagrams indicate the six 60° firing<br />
arcs. Hexes which fall in the overlapping<br />
area between adjacent firing arcs are<br />
in both firing arcs.<br />
Missiles<br />
At the beginning of the Warhead Launch<br />
Phase, any starcraft with both a missile<br />
launcher and a target in the launcher’s<br />
range (10 hexes) and firing arc may fire that<br />
launcher’s missiles after a successful lockon<br />
roll. Players declare lock-on attempts<br />
simultaneously.<br />
To make a lock-on roll, pick a target<br />
within 10 hexes of your starcraft (count the<br />
hex the target is in, but not the attacker’s)<br />
and inside the missile launcher’s firing<br />
arc—then roll 1D10. If the roll is less than<br />
the firer’s Gunnery, the lock-on is successful<br />
and missiles may be fired from that<br />
launcher at one specific target; otherwise<br />
that launcher may not fire any missiles this<br />
turn. No more than one target may be fired<br />
upon by each missile launcher each turn,<br />
but different missile launchers aboard the<br />
same vessel may fire at different targets.<br />
There are a number of missile figures<br />
supplied with the game, each depicting a<br />
volley of 5 missiles. Use these to indicate<br />
the number of missiles fired at a target.<br />
Rear<br />
Quarter<br />
Left<br />
Front<br />
Quarter<br />
Left<br />
Firing Arcs<br />
Forward<br />
Rear<br />
Rear<br />
Quarter<br />
Right<br />
Front<br />
Quarter<br />
Right<br />
Surely not me, Jake<br />
thought. And what is<br />
Ruben doing? He<br />
knows I’m alive, doesn’t<br />
he? Surely Rob could<br />
tell him so—unless the<br />
ship’s sensors are so<br />
badly damaged that<br />
Rob’s blind.<br />
Nah. Rob’s an integral<br />
part of the ship. If<br />
the Mistress was that<br />
badly hurt, the whole<br />
thing would be in<br />
pieces. Ruben’s got to<br />
know that. He must be<br />
up to something.<br />
Jake glared out at the<br />
two Talons, trying to<br />
size them up. The one<br />
on his left had taken a<br />
lot of damage in the<br />
battle. It looked like it<br />
was being held together<br />
by nothing more than<br />
memories.<br />
The right one, the<br />
one the captain was in,<br />
had taken a shot or two<br />
itself, but it was still<br />
mostly intact. Jake<br />
could actually see the<br />
pilot in his cockpit, and<br />
although he was too far<br />
away, he could imagine<br />
the snarl of delight on<br />
his face as he said,<br />
“Excellent. Prepare to<br />
be boarded.”<br />
Jake noticed that the<br />
Talons were careful not<br />
to come around to the<br />
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