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to maneuver out of the<br />
way, but he knew that it<br />
was far too late for such<br />
a desperate move to<br />
succeed.<br />
At the last moment,<br />
Basaam triggered his<br />
emergency ejection<br />
system, just as the<br />
Blizzard crashed into<br />
the top left portion of<br />
the gunboat’s rear<br />
section. The life pod<br />
jetted away from the<br />
ramming fighter, the<br />
impact from the crash<br />
sending it spinning off<br />
crazily.<br />
It was nearly a full<br />
minute before Basaam<br />
could use the life pod’s<br />
tiny maneuvering<br />
thrusters to stabilize<br />
itself. By the time he<br />
did, the battle was<br />
nearly over.<br />
Hulks of wrecked<br />
ships twisted eerily<br />
72<br />
<strong>Torpedoes</strong><br />
<strong>Torpedoes</strong> are an important part of the<br />
game, but there are many different opinions<br />
as to how they should be represented<br />
in play. Here are a number of different options<br />
that will add some variety to your<br />
games.<br />
Maneuverable Torps<br />
This rule assumes that torpedoes are extremely<br />
maneuverable. Instead of the normal<br />
3 points, they now pay 0 points for all<br />
turns. This means that a torp simply moves<br />
straight toward its target, entirely ignoring<br />
its own facing. Now players can quickly<br />
gauge the threat zone of any torp currently<br />
tracking a target.<br />
Variable Speed Torps<br />
This option differentiates between the<br />
speeds of different torps. Smaller torps<br />
carry lighter payloads and, accordingly, can<br />
move faster. Consult the following table for<br />
the speed of each type of torp.<br />
Variable Speed Torpedo Table<br />
Torpedo Drive<br />
Mk. 10 18<br />
Mk. 20 16<br />
Mk. 30 14<br />
Mk. 40 12<br />
Mk. 50 10<br />
Sequential Torpedo<br />
Attack Resolution<br />
If a vessel is struck by several torps at<br />
one time, the damage is normally resolved<br />
as one combined attack. With this option,<br />
the damage from each torp is applied separately.<br />
Damage Reduction has a greater effect,<br />
as the armor can reduce the effect of<br />
each blast instead of being totally overwhelmed.<br />
Start with the least powerful torpedo<br />
and working your way up.<br />
Example: During the Torp Results<br />
Phase, Wendy’s poor Night Hawk is<br />
pounded by the detonations of a Mk.<br />
40, a Mk. 20 and two Mk. 10 torps. The<br />
first Mk. 10 does 4 points of damage,<br />
which is negated by the Night Hawk’s<br />
armor. The second Mk. 10 rolls an 8.<br />
After Damage Reduction, Wendy’s<br />
ship takes 4 hits, and its armor is reduced<br />
to 3. The Mk. 20 does 14 points,<br />
and the Night Hawk takes (14–3=) 11.<br />
The Night Hawk is down to 1 point of<br />
armor. The Mk. 40 does 21 hits! Subtracting<br />
1 for the last of the armor, 20<br />
hits reduce the Night Hawk to a harmless,<br />
clunking hulk with just three<br />
movement points. Wendy is not having<br />
a good day.<br />
More Torpedo Types<br />
The Integrated Torpedo Table on page<br />
164 shows a consolidated listing of a number<br />
of new torps available. The “Standard”<br />
entry for each torp size gives the stats for<br />
the regular torps. Torp loads within a Mk.<br />
category can be exchanged freely without<br />
altering a vessel’s Base Point Value.<br />
Players should specify before a scenario<br />
begins exactly which torp loads are being<br />
carried by their vessels. Record these torpedoes<br />
on a separate piece of paper, and be<br />
sure to keep the Integrated Torpedo Table<br />
handy during play for reference.<br />
Tracking Cones<br />
For torps which require an assigned target<br />
at the moment of discharge (like standard<br />
torps do), that target must be within<br />
the torp’s tracking cone. A torp’s target<br />
must be within its tracking cone at the beginning<br />
of every Movement Phase after it<br />
is activated, otherwise the torp is (usually)