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New Rules, Clarification and Errors
This page is for those new rules or errors found in the current rules Stellar Conflicts and uprisings,Conflict 2000, Gunslingers & Desperados and Stellar Fire. If you find any rules errors in the game let us know and we will post the changes on this page. CONFLICT 2000: Clarifications and Errors 1. Anti-Vehicle Weapons Modifiers (Conflict 2000) When an anti-vehicle weapon systems penetrates a vehicles armor, there are modifiers added to the penetration tables. Find the save modifier for that weapon system and divide that number by three and that value is the modifier value added to the Turret, Hull and Wheel/Track Penetration Table die roll. I.e. A TOW-II missile hits a Russian T-72 tank; the player rolls a 6 on a d20 and fails to save, the missile has a full penetration on the frontal armor of the turret. The player then divides the –12 save modifier by three for a result of four, the four is added to the Turret Penetration Table die roll. The player rolls a fourteen and added four to the die roll for a total of eighteen and consults the results. The result is that the TOW-II missile caused a catastrophic blast destroying the tank and crew if they fail their individual saving throws. 2. The M-2 /M-3 Bradley IFV have thermal sights. 3. STELLAR FIRE: Clarifications and Errors 1) Q: Game Sequence, pg. 5 - Are the options: a)fire or move b)fire and move. A: The sequence is that you can move and fire a starship in your phase of the turn, naturally you don't have to fire a ship if you don't want to or you can fire then move or move then fire it is up to you the fleet commander. 2) Q: Fighter Armament, pg 10 a) Fighter Weapon System entry in the Starship Weapons Table - Is it correct to assume that the Neg # to Hit modifiers replace those for each indidivdual Light weapons and take up only 1 Hard Point? b) Is the damage reduced to 1 for all weapons? A:That is correct they all take up one hard point of space and have zero save modifier but still have the characteristics of the larger versions to give some diffences in fighter types of the different races. FWS weapons stats are found in the weapons charts section, with all the range modifiers posted. You have the option of using the following weapon options on the fighter groups in the game. Option One: If you wish to add a optional rule in your group to make the fighters have the light class weapons you can if you wish but beware of the extra damage they incur, a fleet carrier is a really nasty ship to take on in a battle. :-) Option Two: Is increase Graser and Blaster weapons damage by a +1 with a -1 save and Plasma weapons have a +2 damage increase with a -2 save. This would reflect the more punishing damage that these weapons dish out. 3) Q: Firing Arcs, pg 19 a) Does the Forward arc extend 90 degrees from the FP line to the FS line? A: Ok, lets say a ship has 2 lt. Auto-PC Turret-180 (F) TOP, the (F) means that the weapons system is facing into the forward arc with 90 degrees on either side, the weapon can fire upto the starboard and port firing arcs. 4) Q: Armor Rating (To-Save), pg 19 a) I am unclear as to the procedure for finding the target number? I do not see how one arrives at the 14 mentioned in the example, nor the Heavy, Medium, and Light examples? A: Now lets look on the starship sheet or data information for the starship class and it will tell you the armor rating, look on page 43 at the battle cruiser Imperial Pride it has a armor rating of 3. If the ship was hit by a heavy laser which has a -5 to save modifier, the ship would need to roll a +8 on a d20 to save from the damage. 5) Q: Battery Fire, pg 21 a) Does one only roll once for all the weapons in a battery to hit? A: This is were the player can gamble and make one die roll for all weapons in that battery or you have the option of rolling each weapon separately. 6) Q: Light Missile Rocket System, pg 32 a) A reload is 15 or should it be 30? b) Do reloads take any time or is the system ready next turn if reloads are available? A: The system can fire up to 30 missiles in a salvo and all 30 missiles are reloaded each turn, it cost .5 hp to reload 15 missiles into the common central magazine, there is no time delay for the reload of the system auto reload each turn for all empty holes or missiles in the launcher. 7) Q: Torpedoes, p33 a) From the tables it appears that torpedoes are mounted in Bays, are the Hard Points listed per Bay? b) They have the same 50cm acceleration as missiles, however, how many turns can they make and how many degrees per turn? A: Torpedoes are installed into a launcher rack or system that can be in a turret or fixed just like all other weapons systems. treat torpedoes just like missiles which can make 6 30-degree turns, except that they are very big missiles with large warheads that have a blast radius. The # of Visitors since the site began on 11/01/99
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