What follows is a set of playtest rules for two of the Scorpead main weapons, the Phaser Magnifier and the Hyperspace Detonator. All of this is copyright 1995 Companion Games.
The system is specifically attached to a bank of phasers, and can require significant amounts of energy to use. The phaser magnifier is also used with the hyperspace detonator (DW-12.0).
(ER-12.1) DESIGNATION
(ER-12.11) SSD: Each box labeled "MAG" represents one phaser
magnifier. Each phaser magnifier is armed, used, and recorded
separately.
(ER-12.12) DESTRUCTION: A phaser magnifier is destroyed on "DRONE"
hits from the DAC (D4.21).
(ER-12.13) EXCLUSIVE USAGE: A phaser magnifier may only be used by the
phaser bank to which it is attached. This is determined by a "power
conduit line". This connection line has no effect in combat or in
boarding combat (D16.0). This "conduit line" is used to show that the
magnifier in question may be used only with the phasers to which it is
connected by this line [EXCEPTION: Hyperspace Detonators; (DW-12.0)].
Example: The "A" phaser magnifier on the Scorpead CA may only be used with the #1-#3 phasers (PH-MR-FH firing arc). The "B" phaser magnifier may only be used with the #4-#6 phasers (PH-MR-LF/L). The "C" phaser magnifier may only be used with the #7-#9 phasers (PH-MR-RF/R).(ER-12.14) COST TO REPAIR: A phaser magnifier requires 1 repair point for each phaser to which it is attached, regardless of the number of those phasers which might be destroyed or otherwise inoperable. This may be applied by CDR (D9.7) or repair systems (G17.0). EDR may be used normally.
(ER-12.15) OPTION MOUNT USAGE: A phaser magnifier can be placed in an option mount. However, only phasers which are placed in connected option mounts are considered attached (ER-12.13) to that specific phaser magnifier. Under no circumstances may an option mount phaser magnifier be used with any phasers on the ship except those connected to the same option mount "bank".
Example: The Vektrean CA has five option mounts, three "head" and two "body" mounts. Assuming that a phaser magnifier is placed in a "head" option mount, only phasers which are placed in the two other connected option boxes will be able to use the phaser magnifier. No other phasers, including those placed in the "body" mounts, may use the phaser magnifier.(ER-12.151) MULTIPLE OPTIONS: Under no circumstances may a connected "bank" of option mounts contain more than one phaser magnifier.
(Note that a phaser magnifier could be placed in a body mount, however, as there are no other option mounts connected to it, the phaser magnifier would be useless unless the ship also happened to be equipped with a Hyperspace Detonator.)
(ER-12.2) ARMING PROCEDURE
(ER-12.21) PROCEDURE: A phaser magnifier may receive a maximum amount
of energy equal to the current number of undestroyed phasers which are
connected to it by a power conduit line (ER-12.13). This energy may
come from any source. [See (ER-12.212) in the case of reserve power.]
Example: The Scorpead CA has three phasers in each phaser bank. Each of these three banks is connected to one specific phaser magnifier. This means that each phaser magnifier can receive a maximum of three points of energy.(ER-12.211) LIMIT: Energy may not be added to a phaser magnifier in excess of the number of undestroyed phasers in the connected bank. Thus if a connected phaser is destroyed, that destruction reduces the maximum amount of energy which may be applied to the phaser magnifier.
(ER-12.22) DISCHARGE: A phaser magnifier can only hold energy for use
on the turn of arming. If the energy is not used on the turn of
phaser magnifier arming, the energy is discharged at the end of the
turn. This discharge follows all the rules given in (E1.24).
Note that discharge is not considered a firing action of the
phaser magnifier or its connected phasers.
(ER-12.23) PHASER CAPACITORS: The capacity of the phaser capacitor
(H6.0) is unaffected by the presence or use of the phaser magnifiers.
They are two totally separate systems and cannot share energy for any
purpose. The destruction of phasers DOES have an effect on both the
capacitor (H6.3) and the phaser magnifiers (ER-12.211).
NOTE: Despite the fact that the phasers of a connected bank
are considered separate from other connected banks for purposes of
using a specific phaser magnifier, ALL phasers on one unit are
connected to one phaser capacitor.
(ER-12.3) FIRING PROCEDURE
The basic procedure of firing a phaser with the phaser
magnifier is unchanged from the normal procedure for firing a phaser.
However, there are some additions to this as noted below.
(ER-12.31) PROCEDURE: The player first determines which phasers he will fire and then determines if any of these phasers will use their phaser magnifier and in which mode the phaser magnifier will operate. If operating in mode one, the amount of energy being discharged from the phaser magnifier for each phaser tied in to it is recorded. This is written down in the Fire Determination Step and is then simultaneously announced in the Fire Declaration Step with all other direct-fire weapons.
(ER-12.32) RATE OF USAGE
(ER-12.321) A specific phaser magnifier cannot be used to modify
phaser fire (mode one) or link phaser fire (mode two) within 1/4 turn
(8 impulses) or on the same turn of its last use with a hyperspace
detonator.
(ER-12.322) A specific phaser magnifier cannot be used with a
hyperspace detonator within 1/4 turn (8 impulses) or on the same turn
of its last use to modify phaser fire (mode one) or link phaser fire
(mode two).
(ER-12.323) A specific phaser magnifier cannot be used in mode one
within 1/4 turn (8 impulses) or on the same turn of its last use in
mode two.
(ER-12.324) A specific phaser magnifier cannot be used in mode two
within 1/4 turn (8 impulses) or on the same turn of its last
use in mode one.
(ER-12.325) This rate of use restriction is completely separate and
exclusive to the nominal rules for the rate of fire of the phasers
(DW-4.23) or the hyperspace detonator (DW-12.0).
Example: A Scorpead CA used all of its phaser magnifiers in mode two on impulse 28 of turn 3. It cannot use any of these phaser magnifiers in mode one or with a hyperspace detonator until impulse 4 of turn 4.(ER-12.4) USING THE PHASER MAGNIFIER
(ER-12.41) ENERGY: The player is not required to use ANY energy from
the phaser magnifier, assuming that such energy exists or can be added
with reserve power.
The player is allowed to draw the maximum amount of energy in
the phaser magnifier to fire one or any number of connected phasers.
(ER-12.411) USAGE: Any energy from the phaser magnifier will be used
upon the announcement of application of this energy. This will clear
the amount of energy announced from the phaser magnifier.
(ER-12.412) RESERVE POWER: Reserve power cannot be used to
replace the energy consumed by the phaser magnifier during a turn.
However, reserve power can be used to arm a phaser magnifier, or to
increase the amount of energy in a phaser magnifier, as long as the
total energy applied to it during one complete turn is not more than
the maximum it can hold at one time.
(ER-12.413) Note that mode two does not require and cannot use any
energy that might be stored in the phaser magnifier.
(ER-12.42) MODE ONE - MAGNIFICATION
(ER-12.421) Mode one requires the use of one unit of energy from the
phaser magnifier for each phaser to be magnified. No more than one
unit of energy may be applied to each firing phaser.
(ER-12.422) A phaser fired under mode one has one extra damage die
rolled for each unit of energy applied to that phaser from the phaser
magnifier. Only the die roll which results in the greatest amount of
damage is used; the other die rolls for that one phaser are
discarded and ignored. This results in higher average damage although
the minimum and maximum amount of damage that can be applied to a
target is unchanged.
Example: A Scorpead CA fires one bank of three phasers using the connected phaser magnifier under mode one. The phaser magnifier has two points of energy stored in it. One point is applied to phaser number one and one point is applied to phaser number two; phaser number three is fired unmagnified since there is no energy in the magnifier to apply to it. The target is at range 5. Two dice are rolled for phaser number one; 2 and 5 result. The 5 is discarded and ignored since it generates less damage that the die roll of 2. Two dice are rolled for phaser number two; a 3 and 6 result. The 6 is discarded since it generates less damage that the die roll of 3. One die is rolled for phaser number three since it was fired without benefit of the phaser magnifier; a 4 results. The total damage done by the three phasers is 13. Without the phaser magnifier, the total damage would have been 11.
(ER-12.43) MODE TWO - LINKING
(ER-12.431) Mode two does not require the use of any energy from the
phaser magnifier, nor does the phaser magnifier have to be armed with
any energy to use mode two. However, all the phasers of a single bank
are used at the same time to generate a single shot.
(ER-12.432) Each phaser armed and fired under mode two but not used to
score damage (i.e. for which one point of phaser capacitor energy is
expended but for which no die is rolled) shifts the effective range
bracket used to determine damage scored by the one effective phaser by
either -1 or +1, whichever results in more damage. A shift generated
by mode two cannot result in an effective range of 4, 5, 6, 7, or 8.
(ER-12.433) A target at effective range 13-24 can be shifted into
effective range 12, 11, or 10 using mode two. A target at effective
range 25-36 can be shifted into effective range 12 or 11 using mode
two. A target at effective range 37-48 can be shifted into effective
range 12 using mode two.
(ER-12.434) Apply all other effective range modifiers before applying
the phaser magnifier's mode two range bracket shift.
(ER-12.435) Example A: A Scorpead CA fires one complete bank of ph-MRs under mode two. All three phasers are armed and contribute to the shot. Because two extra phasers are being fired for the one shot, the range will be shifted by two columns in the Scorpead's favor. The target is at range 11; the shift results in effective range 9. The die roll is 3, scoring 3 points of damage on the target. Example B: A Scorpead CA fires one complete bank of ph-MRs under mode two. All three phasers are armed and contribute to the shot. Because two extra phasers are being fired for the one shot, the range will be shifted by two columns in the Scorpead's favor. The target is at range 29; the shift results in effective range 12 (the target is in the 25-36 range bracket; the first shift brings this to the 13-24 range bracket and the second shift brings this to the 12 range bracket). The die roll is 2, resulting in 1 point of damage.
IMPORTANT NOTE: See (DW-4.26) and (ER-12.452).
(ER-12.44) EFFECT WITH HYPERSPACE DETONATORS: The effect of the phaser
magnifier when used to power a hyperspace detonator is noted in
(DW-12.0). Note that those rules use the phaser magnifiers
differently than phasers, thus (ER-12.3)-(ER-12.4) would not apply to
the hyperspace detonator.
However, the remaining rules still apply to the phaser
magnifiers, specifically (ER-12.1) - (ER-12.2), even if they are to be
used with the hyperspace detonators.
EXCEPTION: (ER-12.32) is exclusive to the phaser magnifier
itself, regardless of how it is used and will affect ANY use of a
specific phaser magnifier.
(ER-12.5) INTERACTION WITH OTHER SYSTEMS
The phaser magnifier is a system which does not operate on its
own, but requires another system to use it. Because of this, there
are little, if any, interactions with the phaser magnifier.
Note that since the phaser magnifier is a system, it can be affected by most things that will affect any system on a given unit (e.g. hit and run raids).
NOTE: The rules regarding the hyperspace detonator make reference to the phaser magnifier rules (ER-10.0). Players should to refer to those rules as needed.
(DW-12.1) DESIGNATION
(DW-12.11) SSD: The hyperspace detonator is represented on the SSD by a box or several boxes labeled "HSD". Each box is armed and recorded separately.
(DW-12.12) MULTI-BOX SYSTEM: A given unit armed with a hyperspace
detonator has only one hyperspace detonator regardless of the number
of SSD boxes present. If there is more than one box present, it
represents a larger collection of firing mechanisms. This allows the
hyperspace detonator to fire more often during the turn, and also
represents the resilience of the weapon to damage. Each box is known
as a firing chamber.
(DW-12.121) BASE EXCEPTION: A base can be armed with more than one
hyperspace detonator. In such a case, each hyperspace detonator is
located in a separate section of the base and each one has a different
firing arc.
(DW-12.13) DESTRUCTION: A hyperspace detonator box is destroyed on
"TORPEDO" hits from the DAC (D4.21).
(DW-12.131) DAMAGE: A hyperspace detonator often has a number of
firing chamber boxes rather than a single box. Each one is damaged
separately.
(DW-12.132) PARTIAL DAMAGE: A hyperspace detonator remains functional
until all firing chamber boxes are destroyed. When this point is
reached, the hyperspace detonator is considered destroyed. Until that
point, the weapon is merely damaged as boxes are destroyed.
(DW-12.133) HIT AND RUN RAIDS: Hit-and-run raids (D7.8) may be used to
attack a hyperspace detonator's firing chambers. One H&R; attempt
may only be used against one firing chamber, however multiple BPs may
each attempt to destroy different firing chambers of the same
hyperspace detonator. Note (D7.81) on the number of times a specific
box may be attacked in any given number of impulses.
(DW-12.134) GUARDS: One guard is required for each firing chamber. A
single guard is NOT sufficient to guard all the firing chambers of a
multi-chamber hyperspace detonator.
(DW-12.135) ENERGY: If a given firing chamber box is destroyed, any
arming energy in it is lost. Note that since the player is allowed to
select which box is damaged [for normal damage allocation (D4.21)
purposes] it is wise to destroy boxes which have already fired
whenever possible.
(DW-12.14) COST TO REPAIR: A destroyed firing chamber box requires 7
repair points. Multiple firing chamber boxes of a single hyperspace
detonator are repaired independently. A firing chamber box may be
repaired on a hyperspace detonator even if other firing chambers are
armed or operating.
(DW-12.141) EMERGENCY DAMAGE REPAIR (D14.0) may be used to repair a
firing chamber. Each firing chamber repaired in this manner will
require one EDR attempt; an EDR attempt cannot repair the entire
weapon (assuming that more than one box is destroyed).
Note that EDR can be used to repair a hyperspace detonator
with only one box, thereby restoring the "entire" weapon.
(DW-12.142) CAMPAIGN DAMAGE REPAIR (D9.4): A hyperspace detonator may
be repaired using one weapon repair (D9.43) for each firing chamber.
(DW-12.2) ARMING PROCEDURE
A hyperspace detonator firing chamber is armed with 1 - 3
points of energy from any source. All energy must be applied on the
turn the weapon is to fire. There is no hold or overload function.
(DW-12.21) PROCEDURE: A firing chamber requires a minimum of one unit
of energy to be armed. The maximum amount of energy that can be
applied is 3.
Example: A Scorpead CA (with a three box hyperspace detonator) can apply as little as one energy point to arm one firing chamber of its hyperspace detonator. The CA can apply a maximum of 9 units of energy (3 units per firing chamber) to its hyperspace detonator.(DW-12.22) HOLDING: Energy cannot be held in a hyperspace detonator. If the arming energy is not used on the turn of arming, it will be discharged according to the nominal rules of (E1.24). Note that this discharge is NOT considered a firing action of the weapon and will not affect firing the weapon in the subsequent turn.
A Scorpead DD (with a two box hyperspace detonator) could apply a maximum of 6 units of energy (3 units per firing chamber).
A Scorpead FF (with a one box hyperspace detonator) could apply a maximum of 3 units of energy.
(DW-12.23) RESERVE POWER (H7.4) can be used to arm a hyperspace
detonator or to add energy up to the maximum of 3 per firing chamber.
(DW-12.231) Reserve power cannot be added to a hyperspace detonator
after it has fired on a given turn.
(DW-12.24) OVERLOADS: There is no overload function for a hyperspace detonator.
(DW-12.3) FIRING PROCEDURE
(DW-12.31) FIRING MODES: A hyperspace detonator can choose between two
modes of firing. Each of these modes is exclusive, and only one may
be chosen during any given turn of operation. The decision as to
which mode will be used on a given turn is made when the hyperspace
detonator is first fired on that given turn.
(DW-12.311) BURST MODE: When a hyperspace detonator is fired in this
mode the player may fire several bursts. The maximum number of busts
which can be fired is based on the total number of firing chamber
boxes present; each one fires independently. Thus, if a unit has
three firing chamber boxes, the player may fire up to three bursts on
that turn from that hyperspace detonator.
(DW-12.3111) Each box must be armed with energy to fire a burst. As
little as one point of energy in a given box will allow that box to
fire a burst. Note that reserve power could be added to an unarmed
box to allow it to fire a burst.
(DW-12.3112) Note that a three box hyperspace detonator is one weapon
which is capable of firing three times during a given turn.
(DW-12.3113) Each of these bursts is discharged from that one firing
chamber box only, thus while the delay of (DW-12.36) prevents that
given box from firing more often than once in any 8 impulse period, it
does not affect another box (of that same detonator) from
firing on that same turn.
(DW-12.3114) Only one burst may be fired in a given impulse from a
single hyperspace detonator. Thus, while the Scorpead CA (with three
hyperspace detonator firing chamber boxes) is capable of firing three
burst during a single turn, it cannot fire more than one burst in a
given impulse of that turn.
NOTE: This is to represent the fact that the hyperspace
detonator is a single weapon that can fire multiple charges. Even
though there are several firing chambers, there is only one
muzzle that these charges can be fired through. Note that the
salvo firing mode (below) overcomes this limitation, although that
mode of fire has certain limitations of its own.
(DW-12.3115) In burst mode, a hyperspace detonator uses the arc
designated on the SSD, usually the FA firing arc.
(DW-12.312) SALVO MODE: This mode is often used by the larger units to
fire a devastating blast to targets at long range.
(DW-12.3121) When salvo mode is declared, all the firing chambers of
the hyperspace detonator are discharged at once. Note that since only
one mode of fire may be used on a given turn, this mode effectively
will be the only fire from the hyperspace detonator on that turn. The
first firing chamber is called the primary firing chamber; all other
firing chambers participating in the salvo are called secondary firing
chambers.
(DW-12.3122) All boxes from the given hyperspace detonator (be they
armed or not) are considered to be fired as part of salvo mode. This
prevents all other fire from that hyperspace detonator during that
turn due to the delay of (DW-12.38); see (DW-12.381).
(DW-12.3123) Only armed firing chambers (i.e. boxes which have
received arming energy) can participate in salvo mode. Firing
chambers which were not armed are considered "fired" for the purposes
of (DW-12.38), but cannot be used in the damage determination
procedure (DW-12.42).
(DW-12.3124) Only one target may be chosen, regardless of the number
of boxes fired.
(DW-12.3125) In salvo mode, a hyperspace detonator uses the mauler
firing arc (E8.23) instead of the firing arc designated on the SSD.
(DW-12.32) HIT DETERMINATION, BURST MODE: The to-hit chance of a hyperspace detonator is determined by the following procedure:
The range to the target is determined and two dice are rolled.
If the dice roll is less than or equal to the hit number shown on the
HYPERSPACE DETONATOR COMBAT CHART for the range to the target, the
burst has hit. If the dice roll is greater than the number shown, the
burst has missed.
Regardless of a hit or a miss, all arming energy in the
hyperspace detonator box which was fired is expended.
(DW-12.33) HIT DETERMINATION, SALVO MODE: A salvo from a hyperspace
detonator is determined by using the same procedure as above [see
(DW-12.32)]. There are some special modifiers which will apply.
(DW-12.331) RANGE MODIFIER: Each firing chamber after the first one
(i.e. each secondary firing chamber) that participates in the salvo
will reduce the effective range bracket for damage purposes, but NOT
to-hit purposes, by one. This will increase the damage done but will
not change the chance of a hit.
(DW-12.3311) In order for a firing chamber to participate in a salvo
as a secondary, it must be armed with at least one point of energy.
It may be armed with more than one point of energy.
(DW-12.34) RANGE: A hyperspace detonator has a maximum true range of
50 hexes. Where the effective range is different than the true range,
use the effective range to determine a hit and the true range [as
modified by (DW-12.331)] for damage scored.
NOTE: Due to (DW-12.412) and (DW-12.422) only the most
powerful ships can damage targets at extreme ranges.
(DW-12.341) MINIMUM RANGE: A hyperspace detonator cannot be fired at a
true range of zero. If the true range is not zero but the effective
range is zero, use the to-hit and damage factors for range one.
(DW-12.35) ELECTRONIC WARFARE: The hyperspace detonator is affected by
EW as is any other hit-or-miss weapon is. That is, a shift is
determined and added to the to-hit die roll. This modified to-hit
roll will be used to determine if a hit has been scored. Thus, a +1
shift will add +1 to the hit roll, a +2 shift adds +2 to the hit roll,
etc.
Note that the following applies to either mode of fire of the
weapon. (DW-12.331) is specific to the salvo mode.
(DW-12.351) SMALL TARGET MODIFIERS will be used normally for any
possible shift. Note that this also includes the +4 ECM penalty for
shooting at drones (FD1.52). See (DW-12.37).
(DW-12.352) MODES OF FIRE: Shifts are determined based on the moment of fire.
(DW-12.36) NARROW SALVOS cannot be used with any firing mode of the hyperspace detonator. Note that this weapon already has a form of this rule as a function of the salvo mode.
(DW-12.37) TYPE: A hyperspace detonator is a Direct-Fire Heavy Weapon. It is fired in the Direct-Fire Weapons Step of the Direct-Fire Weapons Segment.
(DW-12.38) RATE OF FIRE: A hyperspace detonator can only fire once in
any given impulse. A given firing chamber box may not be fired more
often than once in any period of 8 consecutive impulses (1/4 turn) nor
more than once during a turn.
(DW-12.381) SALVO MODE: When used in salvo mode, each box is
considered to have fired, regardless of whether it was armed or not,
whether it participated in the salvo or not. This effectively places
the entire weapon under the (DW-12.38) restriction.
(DW-12.382) In addition, when salvo mode is used, the entire
hyperspace detonator cannot be armed or fired for a number of turns
equal to the number of secondaries which actively participated in the
salvo. Example: If a Scorpead CA were to discharge all three of its
hyperspace detonator firing chambers in a single salvo on turn 1,
using two of the chambers as secondaries, it could not arm or fire its
hyperspace detonator at all during turn 2 or turn 3.
(DW-12.39) USING THE PHASER MAGNIFIERS: The phaser magnifiers (ER-12.0) may be used in combination with the hyperspace detonators. The energy from the hyperspace detonator is first channeled through the phaser magnifiers and then routed through the firing chambers. The resulting force increases the damage caused by the hyperspace detonators, at the cost of using the phaser magnifiers.
(DW-12.391) USAGE: Note the specific phaser magnifier, and the amount
of energy in it, the specific hyperspace detonator box which will
fire, and the target of the weapon. (Written records of the above are
required.) A maximum of one phaser magnifier may be tied in to each
firing chamber.
This use of the phaser magnifiers is under the limitations of
(ER-12.32) in regards to rate of use of phaser magnifiers.
(DW-12.3911) BURST MODE: When fired in burst mode, only ONE phaser
magnifier on the ship may be fired in conjunction with a specific
firing chamber box. All energy in that phaser magnifier is considered
used.
(DW-12.3912) SALVO MODE: When fired in salvo mode, only ONE phaser
magnifier may be tied into each firing chamber.
(DW-12.392) Note that a phaser magnifier tied in to a firing chamber
in either mode need not have any energy allocated to it, although
tieing in a zero-energy phaser magnifier will have no effect except to
prevent the use of that phaser magnifier with the phasers.
(DW-12.393) EFFECT: The effect of the use of phaser magnifiers is seen in the damage determination procedure of the hyperspace detonator. See (DW-12.413) and (DW-12.423).
(DW-12.4) DAMAGE RESOLUTION
(DW-12.41) PROCEDURE, BURST MODE: The energy in the phaser magnifier tied in to the firing chamber, if any, is added to a range factor which is then multiplied by the amount of energy used to arm the firing chamber. The product is the amount of damage which is done by the burst.
The following is the formula and the explanation of terms:
(Energy of Magnifier + Range Factor) x (Energy of Chamber) = Damage Points
(DW-12.411) ENERGY OF MAGNIFIER: The amount of energy in the phaser magnifier used to supply power to the hyperspace detonator. This is added to the result of (DW-12.412). If the result yields zero, obviously, no damage can be scored by the weapon.
(DW-12.412) RANGE FACTOR: The modifier is shown under the Hit Number on the HYPERSPACE DETONATOR COMBAT CHART, listed as the DAMAGE FACTOR or the FACTOR. This is based on the range to the target.
Essentially, the farther away the target is, the more energy is required to do even moderate damage. This modifier is subtracted from the energy of the phaser magnifier. If the result of the sum of (DW-12.411) and (DW-12.412) is a zero or less, no damage can be done. If the result is a positive number, continue to (DW-12.413).
(DW-12.413) ENERGY OF CHAMBER: This is the amount of energy armed in the firing chamber. Note that since there is a minimum and a maximum amount, this will be a relatively simple calculation. Multiply this value by the sum of (DW-12.411) and (DW-12.412) to determine the damage scored by the firing chamber of the hyperspace detonator.
(DW-12.42) PROCEDURE, SALVO MODE: Damage is determined exactly as it is in burst mode, but the effective range bracket for damage purposes is reduced by the number of secondary firing chambers participating in the salvo. In addition, all the damage generated by all firing chambers is added together; ignore any negative damage generated by a firing chamber before adding the damage from all chambers together to determine the total damage scored by the salvo.
(DW-12.43) EXAMPLES OF SALVO MODE
Example: If a Scorpead CA were to fire its hyperspace detonator in salvo mode, chamber 1 (armed with 3 energy) tied in to magnifier A (armed with 3 energy) acting as the primary, and chamber 2 and chamber 3 acting as secondaries (each armed with 1 energy but neither tied in to a phaser magnifier), with a target at range 45, the 16-20 firing bracket will be used for damage purposes (instead of the 31-50 bracket) generating a to-hit number of 5 and a damage factor of -1 (instead of -3), resulting in 6 points if the salvo hits.
Example: If a Scorpead CA were to fire its hyperspace detonator in salvo mode, chamber 1 (armed with 3 energy) tied in to magnifier A (armed with 3 energy) acting as the primary, chamber 2 (armed with 3 energy) tied in to magnifier B (armed with 3 energy) acting as a secondary, and chamber 3 (armed with 1 energy) not tied in to a phaser magnifier acting as a secondary, with a target at range 45, the 16-20 firing bracket will be used for damage purposes (instead of the 31-50 bracket) generating a to-hit number of 5 and a damage factor of -1 (instead of -3), resulting in (6 + 6 + 0) 12 points if the salvo hits.(DW-12.44) FEEDBACK: There is no feedback generated by firing a hyperspace detonator at any range. Note the minimum range of (DW-12.341).
(DW-12.5) GAME INTERACTIONS
(DW-12.50) GENERAL: It is important when judging any interactions that
a hyperspace detonator is a pretty standard direct-fire heavy weapon
(DW-12.37). It is important to remember this fact when there is a
situation which may not be covered in these rules.
(DW-12.51) MOVEMENT RULES
(DW-12.511) ERRATIC MANEUVERS: A unit CANNOT fire a hyperspace
detonator under EM. The determination of a hit of a hyperspace
detonator will be modified by (C10.414) when fired at a target under
the effects of EM.
(DW-12.52) COMBAT SYSTEMS
(DW-12.521) NON VIOLENT COMBAT: A hyperspace detonator cannot use
non-violent combat (D6.4).
(DW-12.53) SEEKING WEAPONS: A hyperspace detonator can damage drones
(of any type), TRAMs, fuser mechanisms, hyperdrones, scuds, or
shuttles.
A hyperspace detonator cannot damage plasma torpedoes (of any
type or size) or Boomerangs. It can damage a boomerang's fuser
mechanism.
(DW-12.54) SHIP SYSTEMS
(DW-12.541) WEB: A hyperspace detonator can be fired into, or out of,
but not through a web with a strength greater than zero.
(DW-12.542) STASIS: A hyperspace detonator cannot damage a target
which is in stasis.
(DW-12.543) ESGs do not hinder a hyperspace detonator, nor does the
hyperspace detonator affect an ESG in any manner.
(DW-12.55) MINES: A hyperspace detonator cannot trigger, nor could it be used to sweep, mines.
(DW-12.56) TERRAIN EFFECTS
(DW-12.560) GENERAL: Terrain normally affects a hyperspace detonator
through the use of EW. There are certain special cases. In any case,
a hyperspace detonator is treated as a direct-fire heavy weapon.
(DW-12.561) ATMOSPHERE: A hyperspace detonator interacts with an
atmosphere in exactly the same manner as a disruptor (P2.543).
(DW-12.562) ASTEROIDS: A hyperspace detonator can be used to score
damage on individual asteroids. It may also be used to clear a path
through asteroids. The ECM penalty for firing through hexes
containing asteroids applies.
(DW-12.563) BLACK HOLES, PULSARS: A hyperspace detonator cannot fire
into or though a hex containing a black hole or pulsar, nor may it be
fired into or through a hex within two hexes of such a terrain
feature.
(DW-12.564) NEBULAE: A hyperspace detonator cannot be fired in a
nebula.
(DW-12.565) RADIATION ZONE: The maximum true range of a hyperspace
detonator is reduced to 25 hexes in such a zone.