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Torpedoes

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score, Nik would move next, but since<br />

he’s only got one ship, he holds moving<br />

it until Pat moves all his ships.<br />

Marlyn then moves one of her ships.<br />

Pat moves another ship. Nik holds off<br />

again, as does Marlyn, who is down to<br />

her last ship. Pat moves his last ship,<br />

Nik follows with his ship, and Marlyn<br />

finishes the Movement Phase with her<br />

last ship.<br />

Drift<br />

The standard movement system is a simplification<br />

of space flight which does not<br />

represent the effect of drift which would<br />

be caused by the application of thrust in a<br />

gravity-free vacuum. The following rule<br />

may be instituted to simulate the effects of<br />

drift during a battle.<br />

At the beginning of each Movement<br />

Phase—before any ships move and before<br />

initiative is even rolled for—each ship with<br />

a Drive of 6 or more must roll a Drift Die<br />

based on it’s current Drive. Consult the<br />

Drift Table to determine which die to roll.<br />

The result is the number of hexes the ship<br />

must move straight forward. Once all eligible<br />

ships have drifted, roll for initiative<br />

and continue on with the Movement Phase<br />

normally.<br />

A craft that does not move or change facing<br />

during a Movement Phase can declare<br />

a full stop. It will not drift on later Movement<br />

Phases until it begins moving or<br />

changes its facing. Ships at a full stop are<br />

considered to have a Drive of 0.<br />

If a ship is about to drift off the map, the<br />

starcraft merely stops on the map-edge hex<br />

and drifts no further. Similarly, if two ships<br />

are about to drift into each other, the vessel<br />

with the pilot with the lowest Piloting<br />

stops in the hex before the hex in which<br />

the two ships were to meet. In case of a tie,<br />

roll 1D10 and add that to each pilot’s Piloting.<br />

If it’s still tied, roll again.<br />

Drift Table<br />

Current Drive Drift Die<br />

0–5 —<br />

6–10 1D4<br />

11–15 1D6<br />

16–19 1D8<br />

20+ 1D10<br />

Turning<br />

Here are three options regarding turning<br />

starcraft.<br />

Turning Restriction<br />

Starcraft with 4 or more movement<br />

points (5 or more in the case of gunboats)<br />

at the start of a Movement Phase should be<br />

forced to enter a new hex before performing<br />

either a normal turn or a tight turn.<br />

This prevents a vessel from making a turn<br />

at the end of its previous Movement Phase,<br />

then beginning its next Movement Phase<br />

with another turn in the same hex.<br />

Set Cost Turns<br />

If players do not like rolling a die to randomize<br />

the number of movement points<br />

they spend when performing a tight turn,<br />

they can utilize the following option.<br />

The first hexside turned within a hex<br />

costs 3 movement points, while the second<br />

and third cost 2 each (e.g., it costs 7 movement<br />

points to turn three hexsides). However,<br />

a pilot must still roll a die to see if a<br />

tight turn maneuver is successful.<br />

Roll 1D10. If the result is less than the<br />

pilot’s Piloting value, the tight turn is successful,<br />

otherwise, the vessel may only turn<br />

one hexside (at the cost of 3 movement<br />

points) and must enter another hex before<br />

attempting another facing change during<br />

that Movement Phase.<br />

Drive 0 Turns<br />

Players may allow a vessel with a Drive<br />

number reduced to zero to change facing<br />

by one hexside per turn. This would represent<br />

the action of mini-thrusters used by<br />

all vessels during docking maneuvers. Allowing<br />

this option provides crippled ships<br />

with a minimal tactical option. Any Drive<br />

0 turns have to be performed at the beginning<br />

of the Movement Phase, after any ships<br />

have drifted (see Drift above) but before initiative<br />

is rolled for. Note that ships with a<br />

Drive of 0 still do not count as being able<br />

to take part in the movement order.<br />

Destroyed Ship Debris<br />

When a ship is destroyed, replace it with<br />

a marker or tip the ship on its side. Any<br />

ship or torp that enters the hex sustains a<br />

3D6 attack scoring Low damage.<br />

quickly spun his Blizzard<br />

into a series of<br />

evasive maneuvers that<br />

proved pointless when<br />

Abadan swooped in and<br />

took out the torp with a<br />

single shot from his<br />

disruptorgun.<br />

Still, the Talon was<br />

on Basaam’s tail. Pulse<br />

lasers skittered off of<br />

the Blizzard’s armor,<br />

removing the paint but<br />

leaving the precious<br />

plating behind. Basaam<br />

did everything he could<br />

to shake the Talon off<br />

his tail, but it was no<br />

use.<br />

Suddenly, the Talon’s<br />

own disruptorgun<br />

found the Blizzard’s<br />

hull. Basaam’s evade<br />

thrusters had been hit.<br />

Now he had little<br />

chance of avoiding the<br />

Talon’s attacks. It<br />

seemed that he was<br />

doomed.<br />

Still, there was some<br />

fight left in him yet. He<br />

zigged and zagged as<br />

hard as he could, and<br />

when he came out of a<br />

particularly brutal<br />

maneuver, he found<br />

himself staring up the<br />

tail of the Star Raven.<br />

Hamad’s Drakar was<br />

getting the worst of the<br />

exchange between the<br />

two gunboats. The<br />

69

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