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7/27/2019 Rule Book Corrections and Clarifications
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RULES CLARIFICATIONS AND ADDITIONS FOR INTERCEPTOR AND CENTURION
13 JULY 1988RULE BOOK CORRECTIONS AND CLARIFICATIONS
Ship costs were incorrectly calculated. Following costs are the
correct costs.
Lancea 1,890,100Verutum 2,013,600Spiculum 2,773,400Pilum 3,196,100Martiobarbulus 3,364,000Gladius 4,109,700Cingulum 16,448,300Cheetah 2,440,000Guardian 1,703,300SpaceGull 2,500,400Penetrator 3,018,950Avenger 3,614,400FlutteringPetal 4,705,000Pegasus 16,580,200
Page 4The Spiculums High Thrust Modification value is 10.
Page 6The Martiobarbuluss Mass is 191.
Page 7The Gladius carries one additional hardpoint in the
bow.
Page 8The Cingulums Thrust is 4. The Cingulums Left
Front and Left Rear Armor Values are 160 and 170,respectively.
Page 19The firing arc for the ships turret is the same as the
arcs shown on page 39. The turret can be positioned to faceany of the six hex sides. This positioning is done after the shiphas moved, as described in the Sequence of Play. The turretcan be mounted on the ships centerline, left wing or right wing,to give it an arc similar to the bow, right wing, or left wing arcs.
Page 21Roll separately for each fired weapon, using the
Modified To-Hit number.
Page 28Each pilot or gunner may only attempt to launch a
maximum of 5 missiles per turn.
If a missile enters the hex of its target at any timeduring its movement, it makes an attack, even if it has not usedall of its velocity.
Transponder Guided Missiles have a thrust of 12.
Page 29The To-Hit Modifiers for ECM cannot be added
together. Thus, the modifier for only one ECM pod or missilemay be used each turn.
Page 34A percentage roll can be obtained by rolling the die
twice. The first roll gives the tens digit and the result of thesecond roll gives the ones digit. In the case of a 0 result it isa 0 not a 10. A 0,0 result is treated as 100.
The Course Adjustment Table is mislabeled. The
column marked Original Travel Time should read Die Roll.
The result is the additional T-Space time it takes to arrive at
your destination. Please note that some results exceed the 30
day limit, and so multiple jumps, with appropriate resting times,
are necessary.
Page 43Players my not mount more than three engines in a
fighter or patrol craft.
Page 62Fighters are not classified by weight, but rather by
total power rating.
Outer Back PageThe Atmospheric Turning Table is incorrect. Use the
table given on page 36.
Construction Work Sheet
Weapons Notes:A player can mount as manyweapons as desired on a ship. Only five weapons per turnmay be fired by one crewman. Fighters may have only 1hardpoint per 20 tons of mass. Patrol craft may have only 1hardpoint per 100 tons of mass.
Missile Lock-ons
If a missile fails to obtain a lock-on, the pilot/gunner
may elect to try again. Each attempt is counted against the
maximum number of weapons to be fired each turn (5 per
crewman). Ex. A Spiculum pilot could take up to five attempts
to launch his three SSS missiles provided he is willing to
pass up the opportunity to fire his two 7.5/4 lasers.
Turret Fired Missiles
If fired off the side or rear of a fighters turret, the
missile has an initial speed of zero; with a facing and heading
the same as the facing of the turret, appearing in the hex that
the turret faces.
RULES ADDITION
Occupying The Same Hex
Fighters
Fighters that occupy the same hex as one another
may engage in combat only if both fighters have the same
facing and heading or totally opposite facings and headings
(one traveling and facing in direction 1 and the other traveling
and facing in direction 4, etc.).
7/27/2019 Rule Book Corrections and Clarifications
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RULES CLARIFICATIONS AND ADDITIONS FOR INTERCEPTOR AND CENTURION
13 JULY 1988The fighter with the lowest ending velocity may then
fire at the faster fighter. If the headings are the same, then all
front-facing weapons may be fired against the targets rear. If
the headings are opposite, then all rear-facing weapons may
be fired at the targets rear.
The faster fighter may fire any rear-facing turreted
weapons. If the headings are opposite, then the slower
fighters rear is attacked. If the headings are the same, then
the targets front is attacked.
The range is considered to be one for damage and
To-Hit calculations. All appropriate modifiers for angle of
attack and shields are applied.
Two-Hex Ships
A ship occupying one of the two hexes of a patrol
craft may fire at the patrol craft only if both ships have thesame facing and heading or totally opposite facings and
headings. (Exception: properly aligned turreted weapons may
always attack the unoccupied hex, regardless of heading or
facing.)
If the above condition applies, the ship may always
fire any weapons that can bear into the unoccupied hex of the
patrol craft. For example, if the ship occupies the rear hex and
is facing front, it may fire its front-mounted weapons into the
front hex. A ship that occupies the patrol crafts front hex and
is facing front, may only fire may only fire rear-facing weapons
into the rear hex. Shots into the front hex have the rear-side
attack modifier, but hit the patrol crafts bow. Shots into therear hex have a front-side angle of attack modifier, but hit the
patrol crafts rear. Range is 1. All othermodifiers are the
same.
A ship may attack the hex that it occupies only if its
ending velocity is less than the patrol crafts. If the ships
heading is 180 degrees of the patrol crafts then front-side
angle of attack modifiers are used. If the ships headings are
the same, use rear-side angle of attack modifiers. Attacks
against the rear hex are resolved against the stern shields and
armor, and attacks against the front hex are resolved against
the bow shields and armor.
The faster patrol craft may engage the ship also. If
the faster ship occupies the front hex, all forward-facing
weapons may fire at the appropriate front or rear side of the
slower ship. If the faster ship occupies the rear hex, then all
rear-facing weapons may fire at the appropriate front or rear
side of the slower ship.
If the patrol craft is traveling slower than the other
ship and both ships have the same facing and heading or
totally opposite facings and headings, then the patrol craft may
fire the appropriate front or rear firing weapons. Front-firing
weapons may only engage targets in the front hex, while rear-
facing weapons may only engage targets occupying the rear
hex. If the ships have the same facing and headings, then the
target ship is hit in the rear. If the facing and headings are
opposite, then the target is hit in the bow.
If both ships are two-hex ships and they occupy thesame two hexes, then the slower of the two may engage in
combat, with the same restrictions outlined in the fighter
section.
Weapons
A fighter may carry a maximum of 1 hardpoint per 20
tons of mass. A patrol craft may have only 1 hardpoint per 100
tons of mass. All fractions are dropped.
Turrets may be mounted on the centerline, left wing o
right wing. Unless otherwise noted, all turrets are assumed to
be mounted on the centerline of the ship.
Centurion Corrections (1st
Edition)
Page 35
The turret armor is protected from a HELL round blast
by the front shield rating, rather than the Appropriate Shields.
Page 51
An Engineer Attachment uses 30 power and masses
30. It costs 150,000.
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