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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