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particular salvo. The rest of the missiles get<br />

through, but don’t resolve their attacks<br />

until after all point-defense attempts have<br />

been made.<br />

A fighter may dodge torps during the<br />

Torp Results Phase and then use its pointdefense<br />

system against missiles in the Missile<br />

Results Phase without penalty.<br />

Limited Defenses<br />

Ships can only make a limited number<br />

of attacks each round with their point-defense<br />

systems. The number in brackets next<br />

to the ship’s point-defense kill spread is the<br />

number of torps or missile salvos that the<br />

ship can use its point defenses against each<br />

turn. You always get to choose which torps<br />

or salvos your ship is firing at in any case,<br />

but you can only make a maximum of one<br />

attack against each particular torp or salvo.<br />

Decoys: ❍ ❍<br />

P–D: 1–7[2]<br />

Dmg Con: 1–6<br />

Example: This small box describes a<br />

Salamander’s decoys and point defenses<br />

(as well as its damage control<br />

systems [see page 77]). The Salamander<br />

has two decoys. Its point-defense<br />

systems’ can attack up to two<br />

torps or missile salvos each turn, and<br />

it successfully neutralizes incoming<br />

warheads on results 1–7 on a 1D10. If<br />

only one torp was entering it’s hex this<br />

turn, it could only use its point-defense<br />

systems against it once.<br />

Losing Point-Defense Systems<br />

Whenever your ship takes a critical hit,<br />

its point-defense systems lose one attack.<br />

For example, if the Salamander above took<br />

a critical hit, it would then only be able to<br />

attack one torp or one missile salvo each<br />

turn.<br />

Cannon Fire<br />

While the regular rules provide you with<br />

a number of different weapons, they are<br />

fairly simplistic. For those that want even<br />

more realism in their battles, we offer the<br />

following rules. They cover everything from<br />

new range increments to defending yourself<br />

by firing out of turn.<br />

Gunnery Duels<br />

Normally, gunners and then pilots fire<br />

their cannon weapons in accordance with<br />

their Gunnery values. The gunnery duel<br />

option allows for some variance within this<br />

strict sequence.<br />

If, during the normal sequence of firing,<br />

a gunner or pilot declares a cannon attack<br />

on a target that wishes to return fire with a<br />

cannon, one of that target’s eligible<br />

crewmembers may declare a gunnery duel<br />

to determine who actually fires first.<br />

To resolve the gunnery duel, both firing<br />

crewmembers roll 1D10 and add their Gunnery<br />

value. If dueling with a gunner, a pilot<br />

suffers a –2 penalty to this roll. The highest<br />

modified total fires first. In case of a tie,<br />

resolve both attacks simultaneously. The<br />

loser of the gunnery duel must attack immediately<br />

after the winner. Note that this<br />

will often entail a crewmember firing out<br />

of the normal sequence.<br />

Remember that each gunner or pilot may<br />

only discharge one cannon once per Cannon<br />

Fire Phase, so a crewmember may not<br />

fire once normally, then fire again in a subsequent<br />

gunnery duel or vice versa.<br />

Example: During the Movement<br />

Phase, Ken’s Salamander crosses in<br />

front of Nancy’s Thunder Bird. His<br />

gunner has Gunnery 4, while her pilot<br />

has Gunnery 7. During the Cannon<br />

Fire Phase, Ken declares that his<br />

Salamander’s gunner is firing his twin<br />

Splatterguns at the T-Bird. Since the<br />

Thunder Bird’s pilot has the Salamander<br />

in her sights, Nancy declares<br />

a gunnery duel with the Salamander’s<br />

gunner. Ken and Nancy roll 1D10 and<br />

add their Gunnery values, but Nancy<br />

subtracts –2 because her pilot is dueling<br />

with a gunner. Ken rolls a 5, giving<br />

him a (4+5=) 9. Nancy rolls a 6,<br />

giving her a (7+6–2=) 11. The Thunder<br />

Bird resolves its attack first. If<br />

Ken’s Salamander survives, his gunner<br />

must then retaliate. If the Thunder<br />

Bird knocks out the Salamander’s<br />

Splatterguns, the gunner can switch<br />

to his 360° Pulse Laser, but he must<br />

still attack the Thunder Bird. In any<br />

event, the Thunder Bird cannot fire<br />

again during this Cannon Fire Phase.<br />

dead for sure. He would<br />

rather die than end up<br />

a slave to the Draconians.<br />

But his fears<br />

faded to joy when he<br />

heard Hamad’s voice on<br />

the pod’s communicator.<br />

“Abushkara! Are you<br />

there? Our sensors<br />

show that you are alive.<br />

Are you awake?”<br />

Basaam responded<br />

instantly. “Here, sir.”<br />

Suddenly Basaam was<br />

overwhelmed with guilt<br />

for having lost his ship.<br />

“Let me apologize—”<br />

he started.<br />

“Apologize? Are you<br />

kidding?” Hamad’s<br />

voice was filled with<br />

disbelief. “Son, for what<br />

you’ve done, you’re<br />

sure to get a medal.<br />

“That was the most<br />

amazing bit of courage<br />

I’ve ever seen in all my<br />

years. That little maneuver<br />

isn’t part of<br />

your training, kid.<br />

Where’d you come up<br />

with that?”<br />

As the Drakar began<br />

towing the life pod back<br />

to the Q’raj base,<br />

Basaam took a moment<br />

to think before he<br />

answered.<br />

75

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