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.).

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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.