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Torpedoes

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Immobile Targets<br />

Any starcraft which<br />

has been reduced to a<br />

Drive of 0 may not have<br />

a Defensive Value<br />

greater than 5. If a<br />

starcraft’s Drive is<br />

brought to 0, immediately<br />

reduce its Defensive<br />

Value to 5. If the<br />

vessel’s Defensive Value<br />

is already less than 5,<br />

leave it alone.<br />

Ships with dead or<br />

dazed pilots automatically<br />

have a Drive of 0.<br />

Once the dazed pilot<br />

recovers, the ship’s<br />

Drive is figured normally.<br />

60<br />

Damaging the Target<br />

Each weapon type on the Master Weapon<br />

Table has an entry in the Damage column:<br />

either Low, Medium, High, All, All x 2 or<br />

10/8/6. This entry indicates how to read attack<br />

dice that have hit their target to determine<br />

the base amount of damage done.<br />

The entries are defined as follows:<br />

Low: Damage equals the lowest number<br />

rolled. In case of ties, add all the low<br />

numbers together. If all three dice are<br />

the same, total them.<br />

Medium: Damage equals the middle number<br />

rolled. In case of ties (in which case,<br />

there is no middle number), add the all<br />

the high numbers together. If all three<br />

dice are the same, total them.<br />

High: Damage equals the highest number<br />

rolled. In case of ties, add all the high<br />

numbers together. If all three dice are<br />

the same, total them.<br />

All: Damage equals the total of all the dice<br />

rolled.<br />

All x 2: Damage equals double the total of<br />

all the dice rolled.<br />

10/8/6: Damage equals 10 at Short Range,<br />

8 at Medium Range and 6 at Long<br />

Range.<br />

High+1/: This damage convention is used<br />

for missiles. The damage is equal to<br />

High damage, plus 1 point of damage<br />

for each missile that hits the target.<br />

Example: Continuing from the example<br />

above, Helen’s Salamander<br />

scored a hit against Mark’s wounded<br />

Night Hawk, so now it’s time to figure<br />

damage. The attack dice came up<br />

2, 5 and 7. The Impulsegun’s damage<br />

is High. The high die is 7, so 7 hits are<br />

inflicted. If the dice had come up 2, 6<br />

and 6, the damage would have been<br />

(6+6=) 12. If the dice had come up<br />

three 6s, the attack would have done<br />

(6+6+6=)18 points of damage.<br />

Once the base damage has been figured,<br />

subtract the target’s Damage Reduction<br />

from that number to get the amount of<br />

damage that’s gotten through. Then mark<br />

that number of boxes off the target’s damage<br />

track and apply any special damage indicated<br />

by the damage track.<br />

Cannon Weapons<br />

Not all cannon weapons fit smoothly into<br />

the rules given above. Some of them have<br />

special effects and limitations. These are<br />

based upon the sort of weapons they are<br />

and the kind of ammunitions they fire.<br />

Blast Cannons<br />

There are two sorts of blast cannons:<br />

Splatterguns and Blatguns. Both are rugged<br />

particle beam weapons which deliver<br />

good concussion damage, considering their<br />

relatively compact size. Blast cannon fire<br />

is not renowned for its penetration characteristics,<br />

as the particle beams tend to<br />

splatter upon hitting a target.<br />

Disruptor Cannons<br />

Disruptors project oscillating electromagnetic<br />

pulses which set up sympathetic<br />

molecular vibrations in their targets. A<br />

good hit actually disintegrates portions of<br />

the target vessel as its molecular bonds are<br />

broken down.<br />

The two types of disruptor cannons—<br />

Disruptorguns and Disintegrators—are not<br />

popular with fighter manufacturers, since<br />

they are larger than comparable weapons<br />

and have a restricted range. Also, disruptor<br />

pulses have difficulty penetrating the energy<br />

screens which protect all modern,<br />

high-performance fighters. To reflect this<br />

fact, a special rule applies to Disruptor cannon<br />

fire.<br />

If a target’s Defensive Value has not been<br />

reduced by a previous critical hit (reflecting,<br />

in part, a battering of the ship’s<br />

screens), a +1 modifier is added to that<br />

target’s Defensive Value against disruptor<br />

cannon fire.<br />

Example: A Blizzard’s Disruptorgun<br />

is fired at a Kosmos with a Defensive<br />

Value of 14. The Kosmos’ Defensive<br />

Value has not been reduced by the effects<br />

of a critical hit. Against the<br />

Disruptorgun attack, the Kosmos is<br />

treated as if it had a Defensive Value<br />

of 15, not 14. If the Kosmos had received<br />

a critical hit that had reduced<br />

its Defensive Value by, for instance, 2,<br />

the Disruptorgun attack would be resolved<br />

normally against a Defensive<br />

Value of 12.

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