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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).