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Example: Susie’s Pit Viper has a single<br />
Pulse Laser weapon system, and her<br />
pilot has a Gunnery of 4. The total attack<br />
dice roll is 2D8 (for the Pulse<br />
Laser weapon type) and 1D4 (for the<br />
pilot’s Attack Die Bonus). This is noted<br />
as 2D8+1D4.<br />
The ways the attack dice are read to determine<br />
whether a target is hit and how<br />
severely it is damaged are explained below<br />
in Hitting the Target and Damaging the<br />
Target.<br />
Multiple Gun Weapon Systems<br />
Some cannon weapon systems contain<br />
more than one gun (e.g., the Night Hawk<br />
has a weapon system with 6 Splatterguns<br />
in a single mount). Such weapon systems<br />
only roll attack dice once when they fire.<br />
Their multiple guns provide To Hit and<br />
Damage bonuses, but cannot be fired separately.<br />
Additionally, when eliminating a weapon<br />
system, you must remove the entire mount<br />
at once. It is impossible to simply eliminate<br />
a single cannon from a multiple<br />
weapon mount.<br />
Firing Order<br />
The order in which starcraft discharge<br />
their cannons depends on the Gunneries<br />
of the various pilots and gunners firing<br />
them. Gunners with Gunnery 10 fire first.<br />
Gunnery 9 gunners fire next, then Gunnery<br />
8 gunners and so on until finally the Gunnery<br />
1 gunners fire. If opposing gunners<br />
have the same Gunnery, they resolve their<br />
fire simultaneously.<br />
After all eligible gunners have fired, pilots<br />
then fire their weapons. Pilots resolve<br />
their fire in sequential order just as gunners<br />
do, based upon their Gunneries, moving<br />
from highest to lowest. In all cases, no<br />
pilots fire until all gunners have had a<br />
chance to fire.<br />
Note that attacks are resolved sequentially,<br />
with all damage from one attack taking<br />
effect before the next vessel’s weapon<br />
system is fired. The only exception to this<br />
is when gunners or pilots with the same<br />
Gunnery value have their attacks resolved<br />
at the same time. Damage is then resolved<br />
simultaneously.<br />
Hitting the Target<br />
When attacking a target with either cannons<br />
(in the Cannon Fire Phase) or missiles<br />
(in the Missile Results Phase), you roll<br />
the weapon’s attack dice. The number you<br />
are trying to meet or beat is the target ship’s<br />
Defensive Value. This number is located in<br />
the upper left side of the large hex on the<br />
ship’s display.<br />
A target’s Defensive Value tells you how<br />
hard it is to hit it. Ships with high Defensive<br />
Values are harder to hit than ships with<br />
lower Defensive Values. When you’ve finally<br />
got an eligible target, follow this procedure:<br />
1) Roll and add together the weapon<br />
system’s attack dice.<br />
2) If the target is in the weapon’s Short<br />
Range increment, add 1 to the total.<br />
3) If the target is in the weapon’s Long<br />
Range increment, subtract 1 from the<br />
total.<br />
If this final modified total is equal to or<br />
exceeds the target’s Defensive Value, the<br />
target is hit and may be damaged (see below).<br />
If the final modified total is less than<br />
the target’s Defensive Value, the attack<br />
misses.<br />
Example: Helen’s Salamander fires its<br />
Impulsegun at Mark’s Night Hawk.<br />
Mark’s ship is 9 hexes away, which falls<br />
into the Impulsegun’s Long Range.<br />
The Impulsegun has Base Attack Dice<br />
of 2D8. Helen’s pilot has a Gunnery of<br />
5 for an Attack Die Bonus of 1D6. She<br />
rolls the three dice (2D8+1D6) and<br />
gets 7, 5 and 2, which adds up to 14.<br />
The –1 modifier for Long Range fire<br />
brings the total to 13. Mark’s Night<br />
Hawk has a Defensive Value of 13, so<br />
it’s just been hit.<br />
Hitting With<br />
Multiple Gun<br />
Weapon Systems<br />
Some cannon weapon<br />
systems contain more<br />
than one gun (e.g., the<br />
Night Hawk has a 6<br />
Splattergun weapon<br />
mount). For every gun<br />
beyond 1 in a weapon<br />
system, a +1 is added to<br />
its total attack dice roll<br />
for determining a hit.<br />
Example: Wendy’s<br />
Thunder Bird has a<br />
gunner with<br />
Gunnery 7 staffing<br />
a 4 Pulse Laser<br />
weapon system.<br />
Her total attack<br />
dice roll is 2D6 (for<br />
the Pulse Laser<br />
weapon type), 1D8<br />
(for the gunner’s<br />
Attack Die Bonus)<br />
plus 3 (for the<br />
three extra guns<br />
beyond the first).<br />
This is noted as<br />
2D6+1D8+3.<br />
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