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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 />

51

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