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Torpedoes

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nians, and better yet, he<br />

was still alive! What<br />

could top this?<br />

A clanking noise<br />

resounded throughout<br />

the cramped life pod,<br />

and Basaam nearly<br />

jumped out of his flight<br />

suit. Were the slimy<br />

Draconians back for<br />

revenge? If so, trapped<br />

in this life pod, he was<br />

74<br />

Defense Systems<br />

Normally, jamming and dodging are the<br />

only ways to avoid being hit by tracking<br />

warheads (besides just running away—<br />

from torpedoes at least). These options provide<br />

other defenses that can be used against<br />

both missiles and torps.<br />

Decoys<br />

Decoys are small pods which, when successfully<br />

deployed, can fool tracking torps<br />

into homing in on them instead of the target<br />

vessel.<br />

A ship can deploy a single decoy during<br />

the Torp Results Phase instead of trying to<br />

jam a torp. Immediately after a decoy is<br />

deployed, roll 1D4 for each torp currently<br />

tracking the deploying vessel.<br />

On a roll of 1 or 2, the torp is removed<br />

from the map (e.g., it has decided to track<br />

the decoy and detonates harmlessly). On a<br />

roll of a 3 or 4, the torp was not fooled by<br />

the decoy and continues to track the target,<br />

though it is still susceptible to decoy<br />

deployments in later turns.<br />

A decoy is only effective on the turn that<br />

it is deployed. Also, decoys from one ship<br />

do not affect torps tracking other vessels.<br />

Starcraft that have decoys carry a limited<br />

number of them. Keep track of their<br />

use, marking them off on the Starcraft Display<br />

as you deploy them. Once they’re all<br />

used up, they’re gone. Additionally, every<br />

time a ship takes a critical hit, it loses a<br />

decoy (i.e., in addition to any other damage,<br />

the crit knocks out one of the vessel’s<br />

remaining decoys).<br />

Point-Defense<br />

Weapon Systems<br />

Most ships are equipped with point-defense<br />

weapons: low-power, rapid-fire lasers<br />

and miniguns. These small-scale cannons<br />

can be used in last-ditch efforts to blow<br />

away incoming missiles and torps. With<br />

these systems, slower fighters and gunboats—which<br />

can’t dodge torps—actually<br />

have a chance to avoid incoming warheads.<br />

Point Defenses vs. Torps<br />

A properly equipped ship can use its<br />

point-defense weapon systems to attack<br />

torpedoes entering its hex instead of trying<br />

to dodge them. During the Torp Results<br />

Phase, roll 1D10 for each torp attacking the<br />

ship. If the roll is within the point-defense<br />

system’s kill spread (as indicated on the<br />

ship’s Starcraft Display), the torp is destroyed<br />

before it detonates, causing the ship<br />

no damage.<br />

Point Defenses vs. Missiles<br />

A ship can use its point-defense system<br />

against incoming missiles, too, provided<br />

that the point-defense system was not already<br />

used that turn (i.e., against torps<br />

during the Torp Results Phase). During the<br />

Missile Results Phase, roll 1D10 for each<br />

separate salvo of (either 5 or 10) missiles<br />

attacking the ship. If the point-defense roll<br />

is within the kill spread, that die roll is the<br />

number of missiles destroyed from that

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