New Rules






Weapon Systems
 
 

NUKE TORPEDOES

MASS=6        POINTS=24
Nuke torpedoes are best described as a cross between Pulse Tops and Missiles (FB Variant). They are fired the same time as the missile phase, but have unlimmited ammo like the pulse torp. Place you torpedoes (one for every launcher) within 30" of the fore arc (weapon may only bear through foeward arc). After movement, resolve damage the same time as missiles. Any ship within 3 inches of the marker suffers 2D6 damage from the shockwave. Damage is face value (if a player rolls a 3 and 5 the total damage is 8). The markers when place must not be withing 3 inches of each other. The Nuclear reaction from the one would destroy the other, not set it off. Nuke Torpedoes are infinate like the their smaller brother the pulse.
 

MAD GENERATORS

MASS=10        POINTS=50
CHARGES=50 PTS
M.A.D. Generators weaponry consists of two different parts. The generator and the charges. In order to use the charges a ship must have a generator to set them off. Each charge fires off an emense shockwave at a huge range, however the damage decipates quickly. It order to use
a charge your vessel must be at a complete stop. The charge must also have enough power to it. When you want to use the charge, write so in your movement orders and announce to the other players. Any ship would be able to detect a power surge of that magnitude. Roll a D6
each turn, when you reach a charge of 12, the following turn it will set of the charge. If the vessel cannot come to a complete stop the charge overloads and the carrying ship is destroyed. If the ship was successfully stopped the damage procedure may continue. If the
ship is destroyed during the time of charging it may not be set off. If the generator should take a hit during the threshold roll or needle beam, ALL remaining charge blow up in the carriers face. They do half their original damage and only the carrier is effected.
0-6" - 4D6 DAMAGE    6-12"   -  3D6 DAMAGE    12-24"   -  2D6 DAMAGE    24-36"  -  1D6 DAMAGE

TORPEDO/M VARIANT

MASS=4 COST=12
These weapons are likely the most powerful so in the game, meant for anti-capship butchering. A handy use for those 88 hits + countless armor Der Theurodank class Attack Carriers of the NSL. And IF the torpedo hits, it will do a garaunteed 18 damage. But before you get all revved up, you must know there is no place to go. It has it's disadvantages too. First of all, they are 4 mass per torpedo and they only lock onto capships. Next, they require a firecon until contact with the target, thirdly they can get shot down before hitting. Don't think that's not all. Read on. The way it works is not so simple. Torpedoes are long range weapons, they can begin a lock at 36". The torpedo then takes 3 turns to lock onto the signature of vessel and it's individual IFF codes, during this time the target vessel must remain in your forward arc. When a lock is aquired, the missile is hot and can be let loose at anytime. Take note however, if the target so happends to wander out of your forward arc, the lock is lost and must be reaquired. Well, hey that's not so bad, you think? It gets worse. You got a lock, and you are a merry 18" away, so you figure, hey, let it fly. While the missile is on it's route to the target, it still uses your firecon, and it must still remain in your forward arc. While in-play and on the board (use whatever you wish to represent the torpedo) they may be shot at by the following weaponry: Class 1 Batteries PDS of ANY ship as long as it is within 6 inches of the vessel When attacking a torpedo you will need a minimum of two dice, so a single one battery or PDS will do nothing. Ships firing at torpedoes do so one at a time, they may not accumulate all their 1 batteries and PDS and fire in a single roll. On a score of: Double 5's - The torpedo takes a hit. On a score of: Double 6's - The torpedo is shot down. If the torpedo has first suffered damage from double 5's, either the double 5's or 6's will destroy it the next time. When the torpedo comes within 6 inches of it's target the target vessel has one last chance to shoot it down with it's PDS. If not succesful, the torpedo hits and 18 damage is inflicted even if the torpedo suffered a hit. How do you maneuver the torpedo to your target? Simple, the torpedoes have a thrust factor of 1, and are move at 3" per turn, the turn fired, place it 3" in front of your ship. It may maneuver like a normal vessel from then on using it's one point each turn to either turn (made at the midpoint of movement) or accelerate. Happy hunting.

 

Other
 

MARINE LANDING CRAFTS
 

In order to board a vessel they must write “Board” in their movement orders and end their move within two inches of the desired ship. Combat takes place before firing is resolved. The marine LC rolls 10 dice offence. The target ship can come up with resistance also. For every  4
hitpoints left on the ship they may roll 1 dice retaliation. So it is best to damage the target as much as possible. The marines roll 10 dice and the oppressors tally up the defence. Whoever rolls the highest wins the current firefight and the player who lost must take away a dice.
When one doubles the other they manage to destroy them completely. So if the marines roll 10 dice and score 26 and the opposing ship rolled 8 dice and scored 12 the marines manage to take over the vessel. Only one combat is played each turn before the firing phase. Marine
Landing crafts may not be fired upon when docked with another vessel or installation.
 

BLACK HOLE
 

Black Holes may be in the combat system, if one should come within three inches of it during anytime of it’s movement, it is immediately put on the template. Each turn (starting at the end of this one) the player rolls a D8. If he has scored lower than his thrust factor he is free
and continues next turn on his present course and speed. If scores equal to his thrust factor he remains at his position. If he scores higher, then he moves back one space along the six spaces in the black hole. Each space that the player moves back, the gravitational force
increases. Thus decrease the number needed to get out. Players may NOT fire through black holes, or one stuck in one. The same goes for the player stuck in the hole. (Example: A player with a thrust factor of 6 gets sucked into the black hole. If he rolls a 6 he holds his course,
greater he falls back, lower he breaks free. He rolls a D8 and comes up with a 7, thus he is moved back one space. Now, if he rolls a 6 or greater he gets sucked back, 5 he hold his course and 1-4 he moves AHEAD one space.)
 

ENERGY FIELD

Energy fields are also some spatial anomalies you may run into. If a player should cross over the template during the turn, he must play out a critical threshold roll. Systems are gone on a 4, 5 or a 6, and core systems on a 5 or a 6. For each level of shields the player owns, increases
the needed number by one. Thus a player with level one shields would only loose systems on a 5, or a 6 and core systems on a 6. If a player should end his move in one of these anomalies no systems on his ship may function. Next turn he may move out as normal. No vessel can fire
through the field.
 

EJECTING YOUR CORE

During the course of the battle a player may suffer a hit to his powercore. He has several options each turn hey may:
- stay on board and try to repair - if the repair fails he rolls a D6 as normal (5,6 core explodes)
- abandon ship - the ships continues on it’s current course and speed slowing down by one each turn. Each turn again the player must roll for the core. The needed to blow up is reduced each turn so eventually it will explode and the ship will be lost.
- eject the core - the core is shot out 6 inches behind him. He then rolls a  D6 each turn. Each turn the number needed for the core to explode decreases by one. When the core does explode any ship cought within six inches suffers 3 D6 damage from the shockwave.

FIGHTERS
A variation of fighter rules is the Torpedo/M fighters. Treat each bay as supporting 1 fighter, with 6 hitpoint and a single Torpedo/M. After the Torpedo is fired it must return to the hangar to reload. See Torpedo/M above for more detail. Torpedo/M fighters cost 30 pts.

 

MORE TO COME...


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