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Torpedoes

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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 />

59

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