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Torpedoes

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“I think it was from a<br />

story that my mother<br />

read to me when I was<br />

young, from an ancient<br />

book. Its stories still<br />

ring true so many<br />

thousands of years later.<br />

“I saw the Draconian<br />

Goliath, and I asked<br />

myself, what else could<br />

defeat such a creatures<br />

but a rock thrown by a<br />

young man in his first<br />

battle?”<br />

Hamad laughed at<br />

that all the way home.<br />

76<br />

Deflection<br />

Deflection simulates the effect of a<br />

target’s aspect in relation to the firer. Due<br />

to the ships’ relative movement, it is more<br />

difficult to hit a target with cannons if it’s<br />

crossing your field of fire than if it’s moving<br />

toward or away from you. Additionally,<br />

sitting ducks (i.e., ships with a Drive of 0)<br />

are incredibly easy to hit, especially if you’re<br />

heading directly toward or away from the<br />

mostly stationary ship.<br />

To use the Deflection To Hit Modifiers<br />

Table, read across its top to find which of<br />

the defender’s firing arcs the attacker is in.<br />

Then read down the table’s side to determine<br />

which of the attacker’s firing arcs the<br />

defender occupies. Cross-index the row and<br />

column to determine the Attack Dice To<br />

Hit modifier for this attack.<br />

Add the modifiers presented in the chart<br />

at the top of the page to your cannon’s Attack<br />

Dice total to figure if there is a hit.<br />

Deflection modifiers do not affect damage.<br />

If a vessel occupies two eligible firing arcs<br />

(is in a hex on the border between adjacent<br />

firing arcs), the defender chooses which of<br />

the available columns and rows of the Deflection<br />

Table to use for that attack.<br />

Example: Mark’s Salamander fires at<br />

Dan’s Epping with his 360° Pulse Laser.<br />

Mark determines that he is in the<br />

Epping’s Rear Quarter Right firing arc,<br />

so he goes to the Rear Quarter Right<br />

column of the Deflection Chart. Next,<br />

he sees that Dan is in his Front Quarter<br />

Left firing arc, so he cross indexes<br />

on the Front Quarter Left row of the<br />

Deflection Chart. The result is a +1,<br />

so when Mark rolls the Attack Dice,<br />

he adds +1 for To Hit purposes.<br />

Deflection To Hit Modifiers Table<br />

Defender is in this<br />

Attacker is in this Arc of the Defender<br />

Firing Arc of the Attacker F FQL FQR R RQL RQR Target<br />

Has Drive 0<br />

Front 0 –2 –2 +1 0 0 +2<br />

Front Quarter Left –2 –1 +1 +1 –1 +1 +1<br />

Front Quarter Right –2 +1 –1 +1 +1 –1 +1<br />

Rear +1 0 0 0 –1 –1 +2<br />

Rear Quarter Left 0 –1 +1 0 –1 –1 +1<br />

Rear Quarter Right 0 +1 –1 0 –1 –1 +2<br />

Automatic Hits<br />

and Misses<br />

Some situations may arise where a target<br />

becomes hit-proof against certain weapons,<br />

while others ships become so susceptible<br />

to attacks that its rare that they’re ever<br />

missed. To remedy this, you may institute<br />

the automatic hits and misses options.<br />

When using auto hits and misses, it’s<br />

important to differentiate the Base Attack<br />

Dice from the Attack Die Bonus. There’s<br />

little problem when the Attack Die Bonus<br />

is of a different size than the Base Attack<br />

Dice, but when they are the same (e.g.,<br />

3D6), you’ll have to use different colored<br />

dice, noting one as the Attack Die Bonus<br />

and the others as the Base Attack Dice.<br />

Automatic Hits<br />

A target is automatically hit if the Base<br />

Attack Dice come up as doubles of their<br />

highest possible value (e.g., two sixes on<br />

2D6, or two eights on 2D8). The Defensive<br />

Value of the target is ignored in the case of<br />

an automatic hit. It is hit regardless.<br />

Automatic Misses<br />

A target is automatically missed if the<br />

Base Attack Dice come up as double 1s. The<br />

Defensive Value of the target is ignored. The<br />

target is not hit, regardless of the resulting<br />

Attack Dice total.<br />

Range Increments<br />

You may find that the range increments<br />

on the Master Weapons Table do not sufficiently<br />

reflect the effects of range on cannon<br />

fire. In this case, use the range increments<br />

and To Hit modifiers on the Alternate<br />

Range Effects Table (page 165).

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