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Contacting and Ordering from Companion Games
(DW-1.2) ARMING PROCEDURE:
(DW-1.21) PROCEDURE: Each SABOT requires a total of 4 energy over two
turns. Energy may be allocated in several ways: 1-3, 2-2 or 3-1, but
not 0-4 or 4-0. Extended arming (1-2-1...) cannot be used. If less
than 4 energy is applied the weapon is ejected into space just after
energy allocation on the second turn of arming (detectable).
(DW-1.22) HOLDING: If not fired on the second turn of arming the
SABOT may be held ready to fire at a cost of 1 energy (from any
source) per turn held.
(DW-1.23) ARMING RATE: A SABOT can only charge one torpedo at a time.
It cannot receive the first turn energy to arm a torpedo if it is
holding an as yet unfired torpedo.
(DW-1.24) RESERVE POWER: The SABOT cannot be armed with reserve power
during a turn on which it held or fired a torpedo. Reserve power
could be used to overload a standard SABOT, even a standard one being
held. It could also be used to add energy to a first turn standard
SABOT (armed with less than 3 points) bringing it up to 3 points.
(DW-1.3) FIRING PROCEDURE:
Any or all of the SABOTs on a given ship could fire on one
impulse. However SABOTs are usually more effective if fired
sequentially, one impulse after another in a 'series'.
(DW-1.31) FIRING: The SABOT is a direct-fire weapon and is announced
in the direct-fire weapons segment. The owning player designates a
target and resolves fire as follows: Determine the range, roll 1 die,
if the result is within the listed hit range on the SABOT Combat Table
then the SABOT has hit. A roll to-hit is required for each individual
SABOT fired in a series.
(DW-1.313) EW: The chance to hit is lessened by 1 for each EW
shift.
(DW-1.33) LOCK-ON: Standard rules (D6.11) are used.
(DW-1.333) The series itself would not be affected if a lock-on were
lost. NOTE: Subsequent SABOT firings after lock-on were lost are
affected by the lock-on rules (D6.12), but they would still strike the
activated target shield if hitting or continue the beacon (DW-1.411)
if missing.
(DW-1.4) SERIES:
A SABOT must hit its target before it can be considered a
volley.
(DW-1.41) FIRST VOLLEY: If the first SABOT fired hits, then a
sequential series has been initiated. This SABOT is called the first
volley. If the first SABOT misses, no series has been initiated and
any subsequent SABOT would also be fired as an attempt to score a hit
as a first volley. The first successful volley always strikes the
facing shield. This shield is called the 'activated target
shield'.
(DW-1.411) Definition of Beacon: The impact described in (DW-1.41)
ionizes the outer layer of the activated target shield to a given
frequency. This acts as a 'beacon' for subsequent volleys. This
beacon lasts for one impulse. This allows subsequent SABOTs to damage
the same shield as prior SABOTs did, even if the target changes shield
facing.
(DW-1.412) If the activated target shield is down, was dropped or was
destroyed the beacon forms in the ion cloud where the shield used to
be and will function normally. Exception: See (DW-1.61) for a target
ship which did not power its shields.
(DW-1.413) A Wild Weasel has no effect on the beacon. It remains
intact for the remainder of the series. SABOTs fired after the WW is
launched are affected by (J3.23).
(DW-1.42) SECOND VOLLEY: If a subsequent SABOT is fired on the
impulse immediately following the first volley and its to-hit roll is
successful then it is termed the second volley.
(DW-1.421) This second volley strikes the activated target shield,
even if the activated target shield is not facing the firing
ship.
(DW-1.422) If the SABOT should miss it still adds enough ionization to
the outer layer of the shield to maintain its designation as the
activated target shield, i.e. It extends the beacon another impulse so
another attempt at a second volley may be made.
(DW-1.43) THIRD VOLLEY: If a subsequent SABOT is fired on the impulse
immediately following the second volley and its to-hit roll is
successful then it is termed the third volley.
(DW-1.431) This third volley also strikes the activated target
shield.
(DW-1.432) If the SABOT should miss it still maintains the beacon.
(DW-1.44) FOURTH VOLLEY: If a subsequent SABOT is fired on the
impulse immediately following the third volley and its to-hit roll is
successful then it is termed the fourth volley.
(DW-1.441) This fourth volley strikes the activated target shield,
even if the activated target shield is no longer facing the firing
ship.
(DW-1.442) If the SABOT should miss it still maintains the
beacon.
(DW-1.443) There is no 'fifth volley'. Any subsequent sequential
firings would be treated as another fourth volley.
(DW-1.45) RESTRICTIONS: There are several restrictions which apply to
SABOTs fired in a series.
(DW-1.451) Each SABOT fired must have the target within its firing arc
at the time it is fired. A SABOT which is out of arc cannot be fired
at the target as part of the series unless it is brought into arc
before the end of the series.
(DW-1.452) If one of the SABOTs missed then the volley that followed
would not increase a level. EXAMPLE: If SABOT 1 hit as volley 1, but
SABOT 2 missed then SABOT 3 would be another attempt at volley 2.
(DW-1.453) Use of successive volleys is not required. Some or all of
a ship's SABOTs could be fired on the same impulse.
(DW-1.454) If one SABOT is fired as the first volley, all SABOTs fired
on the following impulse are considered second volleys in that series.
EXAMPLE: On impulse 1 one SABOT is fired. On impulse 2 two SABOTs are
fired. Both of these are treated as a second volley to the SABOT fired
on impulse 1. A SABOT fired on impulse 3 would be a third volley.
Obviously this example assumes that all of the SABOTs hit.
(DW-1.455) If a beacon has been established on impulse N, a subsequent
SABOT fired on impulse N+1 must (if it hits) strike the activated
target shield. There must be one impulse between firings for a
subsequent SABOT to function as a first volley of its own, i.e. If you
fired and hit on impulse #7, and did not fire on impulse #8, a shot
that hit on impulse #9 would be the first volley of a new series.
(DW-1.456) If the target ship turns there will be no effect on the
SABOT. The volley number will not be reset to the first volley. The
activated target shield will not change to a different shield unless
the Krebiz player ends the series by pausing one impulse between SABOT
firings.
(DW-1.457) SABOTs fired from different ships do not increase the
volley numbers of other SABOT firing ships. EXAMPLE: The CC Beastly
Blood fires 1 SABOT and hits (1st volley) on impulse 20. On impulse
21, it fires another and hits (2nd volley). If the CL Flaming Dragon
fires its first SABOT on impulse 22 and it hits, then it is treated as
a first volley, not the third volley to the CC Beastly Blood.
(DW-1.5) DAMAGE:
To score damage the SABOT Volley Number must first be
determined using the procedures in (DW-1.4). Once this has been
accomplished determine how the damage is applied as follows:
(DW-1.51) RANGE: Use the chart on the SSD to determine the amount of
damage for the current range. This is the total amount of damage to
be applied on any specific volley, then use the appropriate rule below
for the volley in question.
(DW-1.52) FIRST VOLLEY: Take 25% of the damage determined above and apply it to the facing shield. This shield is the activated target shield. The remaining 75% is divided among the other 5 shields of the target as equally as possible by applying 5 points (1 to each shield) at a time until there are less than 5 points left. These remaining points are applied 1 per shield at the target player's discretion.
(DW-1.53) SECOND VOLLEY: Take 50% of the damage determined in (DW-1.51) and apply it to the activated target shield (even if the target has turned and the activated target shield is no longer facing the firing ship). The remaining 50% is divided among the other 5 shields of the target as equally as possible using the procedure in (DW-1.52).
(DW-1.54) THIRD VOLLEY: Take 75% of the damage determined in (DW-1.51) and apply it to the activated target shield (even if the target has turned and the activated target shield is no longer facing the firing ship). The remaining 25% is divided among the other 5 shields of the target as equally as possible using the procedure in (DW-1.52).
(DW-1.55) FOURTH VOLLEY: Take 100% of the damage determined in (DW-1.51) and apply it to the activated target shield.
(DW-1.56) INTERNAL DAMAGE: Internal damage caused by a SABOT is allocated as a separate volley of internals on the DAC. This damage is added to any Hellbore damage suffered on that same impulse and is resolved in the same way as Hellbore damage.
(DW-1.58) INTEGRATED EXAMPLE: A Klingon D7 is approaching a Krebiz BC
and the Krebiz opens fire at range 5.
Impulse 12: At range 5 there is a 1-4 chance to hit with a SABOT and a hit would cause 12 damage. The Krebiz fires and hits with a 2. This is the first volley and a series has been initiated. Three points (25%) would be applied to the target's facing shield (the D7's Number 1 shield). The remaining 75%, 9 points, would be divided among the other 5 shields as equally as possible (2, 2, 2, 2, 1 in any order) at the Klingon's option.(DW-1.59) GENERAL REINFORCEMENT: The target player can use any points of general reinforcement to offset the SABOT damage at his option, but all general reinforcement points must be used against the first volley (unless there are more points than the entire volley) before any damage can be scored on the shields or specific reinforcement.Impulse 13: The Klingon moves forward and the range changes to 4, a 1-4 would hit. The Krebiz rolls a 4 and hits again. This is the second volley. It would also result in 12 damage, 6 damage to the activated target shield (the Klingon's #1 shield even if he should turn away or bring a new shield to face the Krebiz ship) and 6 damage would be applied to the other 5 shields (2,1,1,1,1 in any order) at the target player's option.
Impulse 14: The Klingon moves forward and the range changes to 3, allowing a 1-5 chance to hit. The Krebiz rolls a 6 and misses. This causes no damage, but the beacon is maintained so that the Krebiz player may attempt another third volley.
Impulse 15: Neither unit moves, range stays at 3. The Krebiz rolls a 5 and hits. This is the third volley. It produces 16 damage, 12 to the activated target shield and 4 points to the other 5 shields.
(DW-1.66) ANDROMEDANS: If an Andromedan is hit with a SABOT apply
damage that would be on shields 1, 2 and 6 to the forward PAs, the
rest to the rear PAs.
(DW-1.661) Displacement has no effect on the continuation of a series
except that it may cause the target to be 'moved' out of the firing
arcs of the remaining unfired SABOTs in the series.
(DW-1.7) OVERLOADS:
(DW-1.71) ENERGY: Allocate 7 rather than 4 energy to each SABOT to be
overloaded All overload energy must be applied on the turn that the
SABOT is to be fired. This may be either allocated or reserve energy.
A standard load that is being held could be overloaded with allocated
or reserve power by adding 3 energy. There are no partial
overloads.
(DW-1.72) HOLDING: Overloads cannot be held. They must be fired on
the turn that overload energy is applied or the charge is lost.
(DW-1.73) FEEDBACK: At range 0 or 1 the SABOT firing ship will take 4
points of feedback damage for each overloaded SABOT which is fired and
which hits. The damage is divided as follows: 2 points to the shield
facing the target and 1 point to each shield adjacent to that shield.
NOTE: This feedback damage is not deducted from the warhead.
(DW-1.8) COST OF REPAIR: The SABOT costs 12 continuous damage repair points to repair (Annex #9). It may not be hastily repaired.
(DW-1.9) INTERACTIONS:
(DW-1.91) ESG: No interaction.
(DW-1.92) WEB: A SABOT may be fired into or out of a web hex. It may
not fire through a web hex. NOTE: While not directly affecting a
SABOT a cast web which solidified between the target and firing ships
would block subsequent volleys of a current series if the web is
between the two ships after movement on the impulse following
solidification.
(DW-1.94) CLOAKING DEVICE: A cloaking device will affect the SABOT as
it affects all other weapons (G13.37). If the SABOT firing ship loses
lock-on during a series its SABOTs would still function normally, but
be subject to the penalties of no lock-on (D6.12). See (DW-1.57)
also.
(DW-1.97) OPTION MOUNTS: Requires 1 mount & costs no BPV points. SABOTs cannot be placed in wing mounts, but may be put in side mounts.
(ER-1.2) KREBIZ ARMOR RULES
All Krebiz ships have armor. This armor functions exactly the same
as described in (D4.12) with one exception. Each armor section on
a Krebiz ship is designated with a firing arc.
(ER-1.21) FORWARD ARMOR: The FH armor on a Krebiz ship will protect
against any internals coming through a down #1, 2 or 6 shield, but not
against internals coming through a rearward shield (3, 4 or 5).
(ER-1.22) AFT ARMOR: The RH armor on a Krebiz ship will protect
against any internals coming through a down rearward shield (3, 4 or
5), but not against internals coming through a forward shield (1, 2 or
6).
(ER-1.25) DAMAGE PROCEDURE: The damage taken by each shield is
resolved separately, one at a time in the order of the defending
player's choice. First allocate damage to the shield.then to the
appropriate bank of armor (not both!)then use the DAC. If this were
the first volley there should be 1 bank of armor intact and 1
destroyed. NOTE: All the FH armor on an SSD is considered one bank,
even if there are two groups. Same for RH.
(ER-1.26) RESERVE POWER: Reserve power used to mitigate
damage (H7.134) by specific reinforcement must be used on an impulse
when the shield is still partially up, i.e. it cannot be used to stop
damage against armor if the shield (through which fire came) was already
down. However, general reinforcement would work in this case.
(ER-8.721) CONTINUOUS REPAIR OF ARMOR: Each armor box costs 2 points
to repair by continuous damage repair. A ship may repair a number of
armor boxes equal to its highest damage control rating in addition to
its normal continuous repairs (only the usual number of continuous
repair points are generated during any one turn, however). Thus in a
tournament, a Krebiz TC can repair 4 armor boxes and 4 other boxes by
continuous repair.
(DW-2.2) ARMING PROCEDURE:
(DW-2.21) POWER REQUIREMENTS: Each energy flux weapon requires 10
energy allocated over 3 turns. Energy may be allocated in several
ways. All 3 modes of fire (DW-2.4) using the same procedure.
(DW-2.22) ESCALATED ARMING PROCEDURE: Each consecutive turn of arming
must be equal to or greater than the previous turn of arming. An
arming cycle of 1-1-8 follows this and represents the smallest
beginning allocation. Thus 3-3-4 represents the smallest ending
allocation. There are other possible arming cycle combinations.
(DW-2.23) WARP REQUIRED: Arming energy must be warp energy.
(DW-2.25) HOLDING COST: Two points per turn from any source.
(DW-2.3) FIRING PROCEDURE:
There are 3 ways in which the energy flux may be fired. These
are called modes (DW-2.4). The arming cycle (DW-2.2) is identical for
all 3 modes. The EF is fired in one of these modes, but the damage is
not determined until 8 impulses later.
(DW-2.31) DIRECT FIRE: The energy flux is a direct-fire weapon and is
announced in the direct-fire weapons segment. At this time the target
ship and firing mode must be announced. A to-hit die roll is then
made. If the weapon hits, the shield facing and range must be
determined and recorded.
(DW-2.312) The chance of hitting the target is given for each mode on
the energy flux table. The number of shields affected and the amount
of the effect are also given.
(DW-2.313) Electronic Warfare (D6.3) effects the chance of hitting by
1 for each EW shift.
(DW-2.32) DESTROYED TUBE: If the energy flux firing tube is destroyed before its damage is generated, but after it has been fired (assuming it had hit), then it will still hit and take full effect, i.e. The charge building up around the target ship is not lost if the EF tube is destroyed.
(DW-2.33) DAMAGE RESOLUTION: Eight impulses after the EF was fired
(assuming it hit), the damage die roll must be made. This roll is
never affected by electronic warfare. Roll on the damage portion of
the chart using the range recorded eight impulses earlier (DW-2.311).
(DW-2.331) The number generated on the damage portion of the chart is
the amount of damage taken by each shield. DO NOT divide this damage
by the number of shields affected, apply it directly to each
shield.
(DW-2.36) SHIELD REINFORCEMENT: General Shield Reinforcement must be divided equally among all shields that take damage from the energy flux. Extra points are applied at the owning players option.
(DW-2.37) INTERNALS: When rolling internal hits treat treat all energy flux damage applied in a single impulse as hellbore damage.
(DW-2.38) FIRING ARCS: The arcs apply only to fire, not detonation.
(DW-2.4) ENERGY FLUX MODES:
(DW-2.41) MODE 1: Mode 1 has a 5 in 6 chance of striking its target.
If mode 1 hits the base damage rolled is applied to 3 shields. The 3
shields facing the firing ship at the time the energy flux was fired.
The other 3 shields receive no damage.
(DW-2.42) MODE 2: Mode 2 has a 4 in 6 chance of successfully scoring
a hit. The base damage is allocated to the 3 nearest shields and one
half of the base damage to the 3 far shields. Round fractions of .5
up.
(DW-2.43) MODE 3: Mode 3 has a 3 in 6 chance of hitting. It causes
equal damage to all six shields.
(DW-2.5) FIRING OPTIONS:
(DW-2.51) FAST LOADS:
(DW-2.511) ARMING: The energy flux may be armed in two turns by
allocating 6 total points of power over two consecutive turns.
(DW-2.5112) Reserve warp power could be used on the second turn of
arming to change from a standard load to a fast load.
(DW-2.5113) Special attention must be paid to (DW-2.21). If the
Argonian player only allocated 1 point of power to the EF on turn 1,
he could not use the fast-load option, because the most energy he
could allocate on turn two would be 4 points.
(DW-2.5114) The fast-load may not be held. It must be fired on the
second turn of arming, or be armed as a standard load (if not fired)
on the third turn.
(DW-2.512) EFFECT: This fast loaded energy flux will function
exactly the same as a standard energy flux, except that it will score
1/2 the damage normally generated, dropping any fractions.
(DW-2.6) INTERACTIONS:
(DW-2.60) ESG: No interaction.
(DW-2.61) WEB: Webs have varying effects.
(DW-2.611) If a web hex comes between the firing and target ships at
any time during the 8 impulse firing period the EF will still hit its
target. This includes solidified cast web.
(DW-2.612) An energy flux may be fired into but not through a web
hex.
(DW-2.613) A ship with an EF building up around it that moves into a
web hex, or beyond, will still be affected by the EF.
(DW-2.63) DISPLACEMENT: If the target is displaced the energy flux
will be displaced with it. Displacement does not void the energy
flux.
(DW-2.64) CLOAKING DEVICE: An EF fired at a ship which is cloaked
suffers the same penalties as any other weapon. However, a cloaking
device activated after the firing of an energy flux will not affect
that EF (G13.633). Chart (G13.344) will not affect the EF even if
phase out is completed so long as the energy flux was fired before the
ship started to cloak. The EF will hit normally even if the firing
ship loses lock-on during the eight impulse firing period. An EF
fired at a ship during fade out (or in) will be affected normally by
the cloak.
(DW-2.7) COST OF REPAIR: On Annex #9 COST OF REPAIR CHART the energy flux costs 12 continuous damage repair points to repair. It may not be partially repaired.
(DW-3.0) PLASMA PHASERS
Phaser-Ps and Phaser P3s do full (rather than 1/2) damage to
plasma torpedoes. In all other ways (except repair) they are
identical to PH-1s and PH-3s.
(DW-3.X) COST OF REPAIR:
On Annex #9 COST OF REPAIR CHART plasma phaser tracking unit costs 2
extra continuous damage repair points in addition to the standard
phaser. May be partially repaired w/o plasma tracking.
(ER-2.0) STROBE
(ER-2.1) DESIGNATION: Strobes are designated "STR" on the SSD. The
strobe strength is given in the ship data table for each individual
ship.
(ER-2.2) ARMING: The strobe requires 3 turns to arm. It can only be
armed after a two turn cool down period in which no energy is applied.
This is presumed to have passed before the start of any scenario.
Strobes may be overloaded on the third turn of arming.
(ER-2.21) ARMING COST: The first 2 turns require 2 points. On the
third turn of arming, energy equal to the ships strobe strength must
be applied. The strobe is then ready to be fired. It may be held
indefinitely or fired.
(ER-2.22) HOLDING COST: The strobe may be held at a cost of 2
energy.
(ER-2.23) COOL DOWN: After the strobe has been fired it cannot be
rearmed or have energy allocated to it for two turns.
(ER-2.24) DOWNLOADING: A strobe may be armed at a lower strength by
allocating less energy on the final turn of arming. This energy
should equal the desired strength of the strobe. It will function at
the lower strength.
(ER-2.3) SCANNER EFFECT: One scanner box is temporarily crossed off (i.e. does not function) on all ships, within 20 hexes range, for each point of strobe strength that the firing ship has. Should that ship fire, the lowest unchecked scanner box is added to the firing range (D6.21). Example: A strobe strength of 5 would lower a Federation heavy cruiser's scanner to a 9. This scanner adjustment factor is added to the range if the Federation cruiser should fire.
(ER-2.32) STRENGTH: When a strobe is activated it will always cross out a number of scanner boxes equal to its strobe strength. However, a scanner box of 9 may never be crossed out. An overload gives an additional point of strobe strength thus crossing out an additional box.
(ER-2.33) DURATION: The effects of a strobe last for 32 impulses. The strobe may be fired at any time during the turn. After 32 impulses have passed, on the same impulse of the following turn, the strobe will deactivate. The scanners of all affected ships will then return to normal. Note: Any boxes crossed out due to actual damage will remain damaged.
(ER-2.34) UNAFFECTED UNITS: The ship activating the strobe, and only that ship, is unaffected by the strobe. Exception: See feedback (ER-2.39). A different Argonian ship is fully affected by the firing ship's strobe. It would not receive the free effect that the firing ship does.
(ER-2.35) STROBE INTERACTION: Two strobes fired in the same area will not cause an increased effect. There will be one singular effect, that of the stronger strobe strength. One ship's active strobe will knock out the free effect of the other strobe ship. If the two firing ships reached a range of 20 or less each would be affected by the strobe of the other.
(ER-2.36) PERIPHERAL EFFECTS: Ships outside the strobe area of effect fire normally, even on ships within the area of effect. Ships within will be affected no matter where their target is.
(ER-2.38) LOCK-ON: The strobe does not affect lock-on or the chance of it. The strobe may be fired without lock-on and w/o fire control scanners.
(ER-2.39) FEEDBACK: The firing ship is affected by the strobe when firing at close targets. The feedback effects are as follows:
RANGE EFFECT 0 full strobe strength 1 1/2 strobe strength (round up) 2 or more no effectThe ship firing the strobe is affected by the feedback reflecting off a close target (range 0 or 1) when firing at that target only.
(ER-2.4) ACTIVATION PROCEDURE
Strobes may be activated on any impulse, but the intention to activate
is announced 4 impulses in advance. Announcement, cancellation of
announcement, activation and deactivation all occur in the Seeking
Weapons Stage (6B6) at the same time as an ESG. The effects of the
strobe are instantly on when activated and instantly off when
deactivated.
(ER-2.41) DECLARATION OF STRENGTH: The strobe strength and overload
status are not declared until actual activation.
(ER-2.42) CANCELLATION: A player can cancel the announced strobe
before activation, but he would not be able to make another
announcement for 8 impulses after the cancellation. Cancellation can
occur on the impulse that the strobe would have been activated, being
announced just before activation.
(ER-2.43) DURATION: The effects of a strobe last for 32 impulses but
may be voluntarily dropped earlier; this happens in the Seeking
Weapons Stage (6B6) of the Impulse Activity Segment at the same time
as ESG activation. If the strobe is destroyed its effects stop
immediately. Once the Strobe is dropped it cannot be reactivated until
rearmed.
(ER-2.5) COST OF REPAIR: The strobe costs 4 continuous repair points to repair by that means.
(ER-2.6) OVERLOAD: On the final turn of arming 2 points of additional energy may be allocated to provide one additional point of strobe strength. This point will knock out an additional scanner box, if that box is not over the standard strobe strength of the ship. It costs 3 points to hold an overloaded strobe. This may not be prepared at the beginning of the tournament.
(ER-2.7) INTERACTIONS:
(ER-2.71) WEB: The strobe does not function beyond web hexes, it
does however work within them. The web casts a shadow which shields
all ships behind it from the effects of the strobe.
(ER-2.74) ESG: An ESG is not affected by the strobe in any way.
(ER-2.8) OPTION MOUNTS: The strobe requires one option mount on ships
so equipped. It costs 1.5 BPVs per point of strobe strength. The
maximum strength on non-Argonian ships is 5.
(SW-1.2) SEEKING WEAPON RULES:
Bi-Tritium Boomerangs follow all the seeking weapon rules in
(F2.0), (F3.0) and (F4.0). Exceptions noted in the following rules
take precedence over the standard rules! If there is no exception
given below then the standard rules apply.
(SW-1.32) ARMING ENERGY: Each boomerang requires 2 points of power on
the first turn of arming and 4 points on the second. If any less is
applied the energy is lost and the weapon must be rearmed. Rolling
Delay functions as in (FP1.221). Reserve power can be used to
complete a boomerang in rolling delay. Rules (FP1.91), (FP1.94) and
(FP1.95) apply.
(SW-1.33) HOLDING: Each boomerang requires two points per turn.
(SW-1.41) LAUNCHING PROCEDURE: An armed boomerang may be launched in
the plasma step of Impulse Activity on any impulse in the turn when
arming is completed or a turn in which the boomerang was held.
(SW-1.411) FIRING ARC: The target must be in the FH arc.
(SW-1.413) WRITTEN DECLARATION: Secretly record if the boomerang is
fused or not on a slip of paper.
(SW-1.42) LAUNCHING ARCS: The boomerang can be launched in 1 of 3
directions depending on which launch tube it is fired from. There is
a Boomerang Launching Arcs Chart on each SSD showing the launch
direction for each launch tube.
(SW-1.44) CONTROL LIMITS: A boomerang can assume its own control upon
launch or have control maintained by the firing ship or other friendly
unit. To gain the benefits described in (SW-1.6112) the firing ship
(or other friendly ship) must maintain control through impulse 20 of
the boomerangs duration with 1 control channel. All Indirigan ships
have six control channels unless stated otherwise on the SSD or in the
ship description.
(SW-1.5) DURATION:
(SW-1.51) DEFINITION: For purposes of this rule 'duration' is defined
as a period of existence.
(SW-1.511) 'RANGE' NOT USED: The term 'duration' is used instead of
'range' on the Bi-Tritium Boomerang Torpedo Combat Table. This is
because the boomerang will be changing speeds during its flight. Thus
it could be on the map for a maximum of 35 impulses, however, it will
not move 35 hexes.
(SW-1.52) PROCEDURE: Impulses are counted during the seeking weapon
movement portion of the Voluntary Movement Stage. Thus the impulse of
launch is effectively 0. The following impulse's movement step will
be impulse 1 of the boomerangÕs duration.
(SW-1.6) SEEKING WEAPONS:
Bi-Tritium Boomerangs are seeking weapons and move by (F2.0).
(SW-1.611) EXCEPTIONS:
(SW-1.6111) Boomerangs cannot perform HETs except for impulses 16
through 20 (inclusive) of their duration. Rule (F2.13) is used
normally during these impulses.
(SW-1.6112) If the firing ship (or other friendly ship) maintains
control of the boomerang through impulse 20 of its duration rules
(F2.21) and (F2.23) do not apply to the boomerangs movement. See
(SW-1.44). The rest of the time they do apply. This represents the
boomerang's ability to be `thrown' around the target to strike it on
any side. NOTE: An open control channel is required for this rule to
be in effect.
(SW-1.6113) Rule (F2.22) Tracking Arc, never applies to boomerangs.
Boomerangs have a 360 degree tracking arc.
(SW-1.63) IMPACT: Rule (F2.3) defines the rules for impact of
boomerang torpedoes.
(SW-1.631) PREVENTING IMPACT: The best way to prevent impact is to
outrun the boomerang. Other methods include damaging the boomerang
(SW-1.8) & distracting it by the rules listed in (F2.332).
(SW-1.632) EXCEPTIONS: There are several exceptions to (F2.43):
(SW-1.6321) A boomerang cannot be damaged by direct fire or seeking
weapons, HOWEVER the fuser mechanism can. See (SW-2.4).
(SW-1.6322) A tractor beam cannot grab a boomerang.
(SW-1.6323) All other (F2.43) rules apply as written.
(SW-1.64) SPEED: A boomerang changes speed through its flight. See
the Bi-Tritium Boomerang Torpedo Combat Table for the speed at
different times in the boomerang torpedo's duration. The formal
announcement of speed changes need not be made since the opponent
knows that the weapon will be changing speed and when it will be
changing.
(SW-1.65) TURN MODE: The turn mode of the boomerang also changes during its flight. See the row on the Bi-Tritium Boomerang Torpedo Combat Table. All normal turn mode rules apply to boomerangs.
(SW-1.8) DAMAGING BOOMERANGS:
(SW-1.81) DAMAGING: A Boomerang cannot be damaged by direct fire,
seeking weapons or any other source, the fuser mechanism can (see
(SW-2.4)). If the fuser mechanism is destroyed the boomerang is
reduced to the standard strength level immediately.
(SW-1.812) No other effect can damage boomerangs (ship explosions,
mine explosions, ESGs, etc.). These may, however, damage the fuser
mechanism; see (SW-2.4) for details.
(SW-1.813) Seeking weapons can be targeted on boomerangs in an effort
to destroy the fuser mechanism. If the boomerang is not fused the
seeking weapon will do no damage on impact. This lack of damage is
not detected.
(SW-1.9) SPECIAL COMBAT RULES:
(SW-1.91) FIRING AFTER DAMAGE: Unlike plasma torpedoes, boomerangs
cannot be fired after the launch tube has been destroyed.
(SW-1.92) DISTRACTION: See (F2.332) for ways to distract boomerangs.
A boomerang may accept a planet as its target (P2.33). Boomerangs
cannot be distracted by chaff.
(SW-1.94) MINES: A boomerang cannot be damaged by a mine explosion.
A boomerang will set off a mine set to SC-7 units.
(SW-1.942) INDIRECT DAMAGE: The fuser mechanism can be damaged by
mines activated by some other unit if the Bi-Tritium boomerang torpedo
is within the range of the mine explosion.
(SW-1.95) WEB: Boomerang torpedoes move through a web as other
seeking weapons do. See (G10.52).
(SW-1.951) DAMAGE: A fuser mechanism will be damaged by entering a
web hex in the same manner as a drone would, see (G10.593).
(SW-1.96) PLASMA RULES: The following plasma rules do not apply to
boomerang torpedoes in any way: Enveloping, pseudo torpedoes,
shotguns, bolting, feedback.
(SW-1.97) OTHER SYSTEMS:
(SW-1.98) REPAIR: It costs 8 continuous repair points to repair one
boomerang torpedo tube.
(SW-1.99) OPTION MOUNTS: A Bi-Tritium Boomerang takes one option
mount & costs no BPV points. The only way to service this mount with
a fuser is if the fuser is in an adjacent option mount (see
(SW-2.7)).
NOTE: Such a boomerang would still be fired out the rear of
the ship using one of the three launch directions (SW-1.42 & SW-1.43).
Each mount's launching direction must be declared at the start of the
tournament. They can be the same or different at the owning player's
option. The target must be within the FH firing arc regardless.
(SW-2.0) FUSER
The fuser is a device which was developed to strengthen the
Bi-Tritium Boomerang. The fuser itself is a mechanical piece of
equipment on the ship. Fuser mechanisms are small one-use mechanical
devices, `charges' if you will, which the fuser uses to enhance
the boomerang.
(SW-2.11) SSD: The fuser is designated on the SSD by the word
``fuser''. It is always located near the boomerangs.
(SW-2.12) DAMAGE: It takes two drone hits to destroy the fuser
(Exception: (SW-2.71)). Upon taking the second drone hit the fuser
stops functioning. There is no effect after the first hit, except
that there is only one box left. Boomerangs launched after the fuser
is destroyed cannot be fused.
(SW-2.21) ENERGY COST: In tournaments the fuser requires 1/2 energy
point to activate a fuser mechanism. This activated fuser mechanism
will remain active for 5 turns. If it is not launched with a boomerang
within 5 turns it becomes deactivated. An additional 1/2 point of
power must be applied to activate the fuser mechanism again.
(SW-2.22) LIMIT: At any given time the fuser can hold a maximum of 2
activated fuser mechanisms per undestroyed boomerang tube on the ship.
These are not assigned to specific tubes. If a boomerang tube is
destroyed some fuser mechanisms may have to be deactivated to remain
at the two per tube limit.
(SW-2.23) WEAPON STATUS: Fuser mechanisms are not charged in advance
at any weapon status except WS-3. At WS-3 (and in tournaments) a ship
can have up to one fuser mechanism activated for each boomerang
torpedo tube on the ship.
(SW-2.24) PROCEDURE: It is secretly declared in writing on the
impulse of launch whether a boomerang is equipped with a fuser
mechanism. If the boomerang is so equipped, it is said to be
`fused'.
(SW-2.241) The ship may only fire a number of fused boomerangs as it
has fuser mechanisms.
(SW-2.242) When the weapon strikes its target the record is exposed
showing the status of the boomerang.
(SW-2.243) The fuser mechanism track should be checked off each time
a fused boomerang is launched. This is secret information and need
not be exposed until the end of the game.
(SW-2.25) DEACTIVATION: Active fuser mechanisms are automatically
deactivated if the fuser is destroyed.
(SW-2.3) WARHEAD EFFECT:
(SW-2.31) EFFECT: A fused boomerang has a warhead that is twice as
powerful as a standard boomerang.
(SW-2.41) DAMAGE: The fuser mechanism can sustain 20 points of damage
before it ceases to function. This damage can come from any source
including seeking weapons. Fuser mechanisms take full damage from all
weapons, not half damage like plasma torpedoes.
(SW-2.411) A fuser mechanism can be damaged by ADD fire in the same
way that shuttles are damaged (E5.31).
(SW-2.412) Direct fire weapons fired at fuser mechanisms are affected
by small target modifiers (E1.7). Use the FTR/Drone ranges.
Additionally, direct-fire heavy weapons are penalized 4 ECM points
similar to (FD1.52).
(SW-2.413) Unfired fuser mechanisms can be damaged by a Hit & Run
raid. Determine randomly among the unfired fuser mechanisms currently
held in the fuser itself.
(SW-2.414) When the fuser is destroyed, the remaining unfired fuser
mechanisms (activated or not) are not destroyed and can be used if the
fuser is repaired.
(SW-2.42) EFFECT OF DAMAGE: After sustaining 20 points of
damage the fused boomerang ceases to be `fused' and functions at
standard levels.
(SW-2.5) OTHER RULES:
(SW-2.52) IDENTIFYING FUSED BOOMERANGS: A lab can be used to identify
if a boomerang is fused or not. For boomerangs that do not reach
their target (or a WW, planet, etc.) the written record is not exposed
until the end of the game. If the boomerang should impact on anything
then the written record is exposed.
(SW-2.61) CONTINUOUS REPAIR: It costs four continuous damage repair
points to repair one of the two drone hits which destroyed the fuser.
Note: The fuser will function even with only one drone hit
repaired.
(SW-2.62) HASTY REPAIRS: Repairing only one box is a hasty repair.
(SW-2.7) OPTION MOUNTS: The fuser requires at least one option
mount & costs no BPV, but it can only service boomerangs in adjacent
mounts. The fuser is destroyed by one drone hit unless it is placed in
two adjacent mounts; it then takes two drone hits. A number of fuser
mechanisms come with the fuser as defined on the tournament SSD.
(SW-2.8) DIRECT FIRE FUSER FUNCTION:
This rule defines the direct fire function for the Boomerang.
(SW-2.811) SSD: There are no special designations on the SSD for
Direct Fire Boomerangs. This is simply a function of the existing
equipment (fuser & boomerang torpedo tubes).
(SW-2.82) PROCEDURE:
(SW-2.822) REQUIREMENTS: To fire one direct fire boomerang the fuser
must be functioning (not destroyed) and there must be two unfired
charged boomerangs in undamaged boomerang torpedo tubes. To fire two
direct fire boomerangs four unfired charged boomerangs are required,
etc.
(SW-2.823) FIRING PROCEDURE: The owning player simply declares in
direct fire that he is firing 1 or more direct fire boomerangs.
(SW-2.8231) FIRING ARC: The target must be in the FA arc.
(SW-2.8232) CHARGES: The firing player must declare which boomerang
torpedo tube the boomerang torpedo charges are being taken from.
After firing, these tubes are empty and must begin rearming on the
next turn before being able to launch boomerangs.
(SW-2.8233) CHANCE TO HIT: The successful hit range with a direct
fire boomerang is always 1-2 at any range. Standard EW shifts
apply.
(SW-2.8234) RANGE/DAMAGE: To determine damage from a direct fire
boomerang use the Boomerang Torpedo Chart referencing range as if it
were duration. Note that a direct fire boomerang will do its greatest
damage at medium range (16 to 20 hexes). The direct fire boomerang
causes an amount of damage equal to the standard damage for a single
non-fused boomerang (for that duration/range) on the boomerang
chart.
(SW-2.8235) ENERGY: It costs no energy (other than the original
arming energy) to fire direct fire boomerangs.
(SW-2.8236) FUSER MECHANISMS: This function does not allow or
require the use of a fuser mechanism.
(SW-3.0) BOOMERANG RACKS
(SW-3.11) SSD: Boomerang racks are designated ``BM-RK'' on
the SSD.
(SW-3.12) DAMAGE: One torpedo hit destroys a boomerang rack.
(SW-3.31) ACTIVATION PROCEDURE: Each boomerang in a boomerang rack is
already charged and held in stasis. The only energy required is
activation energy. Three points of energy must be applied to each
boomerang to be activated. This energy can be allocated (to the
specific rack) or applied with reserve power . Each rack can accept a
maximum of three points of power per turn.
(SW-3.32) UNFIRED BOOMERANGS: Each activated boomerang that is not
fired will deactivate at the end of the turn unless an additional
three points of power is applied to the rack holding it. If a
boomerang deactivates it can be immediately reactivated by allocated
or reserve power.
(SW-3.41) LAUNCHING PROCEDURE: Boomerangs launched from a rack are
launched in the same manner that boomerangs from a launch tube are
fired. Each boomerang rack on the ship can fire one
boomerang/turn.
(SW-3.411) FIRING ARC: The target must be in the FH arc.
(SW-3.43) LAUNCH LIMITS: Each boomerang rack on the ship can launch
one boomerang per turn (not within 8 impulses of its last launch).
(SW-3.51) BOOMERANG DAMAGE: All the boomerangs (activated or not) in
a boomerang rack are destroyed if the boomerang rack is destroyed.
Reloads not loaded into the rack are not destroyed with the rack.
(SW-3.52) LAUNCHING AFTER DAMAGE: Boomerang torpedoes cannot be
launched after the boomerang rack has been destroyed.
(SW-3.71) CONTINUOUS REPAIR: It costs six continuous damage repair
points to repair one boomerang rack.
(SW-3.73) REPAIRED EMPTY: When a boomerang rack is repaired, it is
repaired empty.
(ER-4.1) DESIGNATION, DAMAGE, AND REPAIR
(ER-4.11) A Repulsion Beam (RB) is a single box on the SSD.
(ER-4.12) All RBs have a 360 arc of operation and so no arc is
defined on the SSD.
(ER-4.13) An RB is destroyed by TRACTOR hits on the DAC.
(ER-4.14) RBs are considered to be the best tractor hit on the ship,
and so at least every third tractor hit on a single ship in a single
battle must be scored against an RB.
(ER-4.15) An RB may be repaired with 6 points of CDR.
(ER-4.2) ARMING AND THE REPULSION BEAM CAPACITOR
(ER-4.21) Each RB on a ship contributes 5 points of RB capacitor
space to that ship.
(ER-4.22) An amount of energy equal to the weapon status multiplied
by the number of RBs on the ship is stored in the RB capacitor before a
scenario begins. Therefore, a ship with 2 RBs which begins a scenario
at WS-3 has 6 points of energy in its RB capacitor at the beginning of
the game.
(ER-4.23) 5 points of capacitor space are destroyed when an RB is
destroyed and 5 points of capacity (uncharged) are restored when an RB
is repaired.
(ER-4.24) The RB capacitor can be used to operate any RB on the
ship.
(ER-4.25) Energy allocated to tractor beam may be used to power a
ship's RBs instead of using energy from the RB capacitor.
(ER-4.26) Energy allocated to tractor beam which is unused at the end
of a turn will automatically fill space in the RB capacitor at the end
of a turn. If no space is available, the energy is lost as usual.
(ER-4.27) Energy in the RB capacitor may only be used for an RB, and
may not be used for anything else, including tractors.
(ER-4.3) OPERATION
(ER-4.31) Repulsion beams may be used to target any unit which can be
affected by a tractor beam. Therefore, ships, shuttles, and drones
are all valid targets. Similarly, bases with active positional
stabilizers, bi-tritium boomerang torpedoes, and plasma torpedoes are
not valid targets.
(ER-4.32) RB lockon is attempted at the exact same time as are
tractor beams.
(ER-4.331) An RB may attempt a lock on only once each turn. This
attempt is automatic unless an electronic warfare shift or other
similar die roll penalty applies; if so, use the same procedure as an
attempt to lock on a tractor beam (but see (ER-4.35)).
(ER-4.332) If continuing a lockon from a previous turn, that RB may
not be used to establish a new lockon during the current turn.
(ER-4.34) Lockon may be attempted on any unit between range 0 and
range 5 inclusive.
(ER-4.35) Attempting to establish an RB lockon does not require any
energy.
(ER-4.36) Once lockon is gained, it can only be broken in four ways:
The instant that any of these 4 conditions is met, the lockon is broken immediately.
- The operating ship voluntarily drops the lock. This may occur only during the operate tractors step of the impulse activity segment. The operating ship may not reestablish an RB lockon to that target unit for 8 impulses.
- The RB box on the SSD is destroyed.
- The operating unit chooses to not spend the required energy to prevent or force movement of the target unit. The operating ship may not reestablish an RB lockon to that target unit for 8 impulses.
- The distance between the operating ship and the target unit is 10 hexes or greater.
(ER-4.4) INTERACTION WITH WILD WEASELS
(ER-4.41) Note well that the RB is NOT a tractor beam, and so an RB
may be used against a unit with an active wild weasel.
(ER-4.42) However, a target unit with an active wild weasel will still
get the EW benefit of the weasel, which might prevent a successful RB
lockon.
(ER-4.43) A ship operating an RB must drop its RB lockons before it
may use a wild weasel. This may only be done at the proper time in
the sequence of play, either during the movement segment by failing to
pay the needed energy to prevent or force a movement, or during the
impulse activity segment when it may simply be declared to have been
dropped.
(ER-4.5) INTERACTION WITH IMMOBILE UNITS
(ER-4.51) A unit which locks a repulsion beam onto an immobile unit
will not be able to affect the movement of such a target unit.
(ER-4.52) The operating unit will negate its own movement if it
attempts to move closer to an immobile target unit.
(ER-4.6) EFFECT
(ER-4.61) The target unit may not move closer to the operating ship.
If it attempts to do so, it may turn and the attempted movement will
count for purposes of fulfilling turn and slip modes, but will not
result in any actual movement of the target unit. This operates just
as if the target unit were stuck in a web.
(ER-4.62) If the operating ship attempts to move closer to the target
unit, it moves normally and the target unit is involuntarily moved
just as if a tractor beam were locked between the two units. This
involuntary movement of the target unit is performed at the exact same
time as the operating ship moves.
(ER-4.631) Whenever the target unit's movement is negated and whenever
the target unit is moved involuntarily, the operating ship must expend
an amount of RB energy equal to the warp movement cost of the target
unit or 1/5, whichever is higher. If this energy cannot be or is not
expended immediately, the movement of the target unit is not affected
and the RB lockon is broken immediately.
(ER-4.632) If a unit does not have an assigned warp movement cost and
is size class 5, 6, or 7, assume a warp movement cost of 1/5. If a
unit of size class 4 does not have an assigned warp movement cost,
assume a warp movement cost of 1/2. If a unit of size class 3 does
not have an assigned warp movement cost, assume a warp movement cost
of 1. If a unit of size class 2 does not have an assigned warp
movement cost, assume a warp movement cost of 1 1/2. If a unit of
size class 1 does not have an assigned warp movement cost, assume a
warp movement cost of 3.
(ER-4.64) If the target unit attempts to move such that the range
between the target unit and the operating ship will remain the same or
increase, the target unit's movement is conducted normally and the
operating ship expends no RB energy.
(ER-4.65) If the operating ship attempts to move such that the range
between the target unit and the operating ship will remain the same or
increase, the target unit does not suffer involuntary movement and the
operating ship expends no RB energy.
(ER-4.66) The tournament barrier affects repulsion beam lockons in
exactly the same manner as it affects tractor beam lockons.
(ER-4.67) Note that a shuttle cannot be "death-dragged" by the
push of a repulsion beam.
(ER-6.0) DEFLECTION/TRANSFER DEVICE
The deflection/transfer device uses an electromagnetic field and
power deflectors to disburse a portion of incoming fire to the
non-facing shields.
(ER-6.1) DESIGNATION: The Deflection/Transfer Device is designated
``DTD''. The DTD strength is given on the ship data table for each
individual ship. The DTD does not have a box on the SSD. There is a
check off box for hit & run raid (or other) damage as well as a track
to record transferred damage groups.
(ER-6.2) ARMING: The DTD takes 2 turns to arm. Each turn of
arming requires an amount of energy equal to the ship's DTD strength
(ER-6.5). This energy can come from any source. The DTD is then
ready for activation. It may be held indefinitely or activated when
needed. If activated, the DTD can be rearmed on the following
turn.
(ER-6.22) HOLDING COST: The DTD may be held at a cost of 1/2 energy
point per point of DTD strength per turn held. This energy may come
from any source. The DTD may be held indefinitely. If all required
holding energy is not paid the DTD is discharged harmlessly and must
be rearmed before use. See (ER-6.36) for the procedure on holding
unused charges while beginning to arm new charges.
(ER-6.23) DOWNLOADING: A DTD may be armed at a lower strength by allocating less energy on each turn of arming. This energy should equal the desired strength of the DTD. This downloaded DTD will function normally for that (lower) DTD strength.
(ER-6.231) LOWEST LEVEL: The downloaded DTD will function at the lowest strength armed over the two turn arming cycle.
(ER-6.232) NO RESERVE POWER: A downloaded DTD cannot be 'uploaded' by adding reserve power during either arming turn. Once a DTD has been downloaded it remains so until activated or discharged.
(ER-6.24) RESERVE POWER: The only time reserve power can be used to arm a DTD is during the first turn of arming when no power has yet been applied to the DTD. This could be a full load or a download. Reserve power cannot be applied to a DTD at any other time.
(ER-6.3) EFFECTS:
The DTD may be activated when the ship has been fired upon, but before
the damage has been allocated.
(ER-6.31) TRANSFER: Up to 1/2 of the damage taken by a single shield
(to a maximum of the DTD strength x 5) can be transferred to the other
shields. Transfer takes place before the shield takes any damage.
This amount is chosen by the owning player in groups of 5 points of
damage each. Each group of 5 points transferred is defined as a
'Transfer Group'. Each transfer group is applied as follows: 1 point
to each of the other five shields. If one or more of these shields
are down then that damage is taken as a directional (from that shield)
internal volley combined with other damage on that shield at that
moment. NOTE: If the initial damage volley is less than 10 points the
DTD cannot transfer damage.
(ER-6.32) DTD STRENGTH: One transfer group can be transferred for each
point of DTD strength. EXAMPLE: If a ship has a DTD strength of 2,
it can transfer 2 groups for a total of 10 points of damage
transferred.
(ER-6.33) DOWN SHIELD: The DTD cannot transfer damage from a down
shield struck by damage. This damage will be scored as internals.
(ER-6.34) PROCEDURE: Activation of the DTD is announced just after the
amount of damage is determined and after shield reinforcement is
applied but before it is used to absorb any damage. The owning player
simply declares that he is transferring damage and declares the amount
to be transferred. This amount must be equal to or less than 1/2 the
total damage taken. It must also be in groups of 5 damage points (a
transfer group). A number of transfer groups up to the ship's DTD
strength can be transferred in this manner.
(ER-6.35) MULTIPLE ACTIVATION: A ship can activate its DTD multiple
times during the turn up to the limit of its DTD strength. One
transfer group per point of DTD strength may be transferred. EXAMPLE:
A ship with a DTD strength of 3 can activate its DTD up to three times
(3 activations x 5 points each = 15 total points of damage
transferred). These groups can be transferred on the same or
different impulses throughout the turn of activation (plus, possibly,
the following turn, see (ER-6.36)). There is no 8 impulse delay
required between activation of charges.
(ER-6.36) UNUSED ACTIVATION: If a ship has partially activated
(i.e. used one or more transfers) and still has a(some) transfer(s)
left at the end of the turn, the(se) unused transfer(s) must be used
on the following turn or it(they) is(are) lost. Each unused transfer
group must have 1/2 point of holding energy allocated. A ship can
never transfer more transfer groups in a single turn than its DTD
strength. NOTE: On this following turn, first turn arming energy can
be applied to the DTD without affecting these unused charges. At the
end of the following turn the unused charges are lost (but the new
charges will be available on impulse 1 of the next turn).
(ER-6.37) TRANSFER TRACK: The SSD of each ship equipped with a DTD
provides players with a check off track to help keep a record of
groups transferred (or deflected) each turn.
(ER-6.38) EXAMPLE: A Bolaar Heavy Raider (with DTD refit & a DTD strength of 3) has been hit with 29 points of damage (this could be direct-fire or seeking weapons damage) on his #2 shield. The owning player declares activation of the DTD and states he will transfer 10 points of damage (2 groups of 5 = 2 transfer groups). He applies 2 points of damage to each of the other 5 shields (#1 & #3-6). The remaining 19 points are then applied to the #2 shield which has 6 points of reinforcement and only 2 actual remaining boxes. This means that 11 internals are taken by the Bolaar ship. The owning player still has 1 transfer group at his disposal. NOTE: Had the original damage been 30 or more points the Bolaar player could have transferred 15 points to the other five shields (3 points each).
(ER-6.7) REPAIR COST: The DTD costs 4 points plus 4 points per point of DTD strength to repair. Can be hastily repaired at a lower strength.
(DW-4.21) STANDARD PHASER RULES: (E2.2) applies as written
except for low power (E2.25).
(DW-4.22) FIRING MODES: A PH-MR may only be fired as a PH-MR.
It may not be fired as a PH-SR (or PH-3 or any other phaser) on
low-power (E2.25) or otherwise.
(DW-4.25) DIE ROLL SHIFTS: When a shift needs to be made on a PH-MR
die roll (EW etc.) the following procedure is used: When a column
shift is required shift in either direction (left or right) using the
column shift which provides the lowest result. EXAMPLE: A die roll
of 6 at range 5 with one shift should be shifted to the left (range 4)
for actual damage of 2 points.
(DW-4.26) RANGE ADJUSTMENT: If the range is adjusted for some reason
(scanner damage, fire control off, strobe, etc.) the range adjustment
is applied in either direction and the worse of these two ranges is
used. EXAMPLE: If the true range is 4 and a strobe causes a +5 range
adjustment the two adjusted ranges are -1 and +9. Use -1 range (all
0s).
(DW-4.31) COST OF REPAIR: PH-MRs cost 6 continuous repair points.
(DW-5.0) SHORT-RANGE PHASERS
The short-range phaser (PH-SR) is the defensive phaser on Indirigan,
Vektrean and some other ships. Phaser-SRs cost one-half point of
power and have one-half point of capacitor space per phaser-SR on
the ship. (E2.3) and (H6.0) apply as written. (DW-4.25)
& (DW-4.26) apply.
(DW-5.31) COST OF REPAIR: Each phaser-SR costs 2 continuous repair
points (Annex #9).
(DW-5.6) SHUTTLES: Ships equipped with Far Side phasers have
shuttles that are also so equipped. Each Admin has 1 PH-SR.
(DW-6.0) MULTI-PURPOSE PHASERS
These phasers were designed to operate as a one-shot/turn phaser-MR
or a two shot/turn phaser-SR. Chosen at will during the turn.
(DW-6.31) COST OF REPAIR: Each phaser-MP costs 8 continuous repair
points (Annex #9). May be hastily repaired as a PH-SR or PH-MR.
(DW-6.4) OPTION MOUNTS: The PH-MP requires one option mount.