Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
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