Companion Games Tournament Rules Synopsis

Includes: Krebiz, Argonian, Indirigan, Vektrean, Bolaar
To be added at a future date: Corporate, Mechad

The following is a very brief synopsis of rules which appear in some of the unauthorized Star Fleet Battles supplements published by Companion Games. These rules are NOT complete but can be used for most tournament-style/tournament-rules purposes. They are designed to introduce SFB players to some of the unique weapons and ship systems of the Far Side of the Galaxy.

All material is copyright 1995 Companion Games. This file may be duplicated in electronic form in its entirety without changes.

Contacting and Ordering from Companion Games


KREBIZ RULES

(DW-1.0) SABOTS

SABOTs are the heavy weapon of the Krebiz. There are four on the tournament ship. They are usually fired one impulse after the other in a sequential series.

(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.

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-1.59) 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.

(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.


ARGONIAN RULES

(DW-2.0) ENERGY FLUX


Energy flux weapons are carried by Argonian ships. This heavy weapon requires 3 consecutive turns to arm. A devastating weapon, energy builds up around the target ship over an 8 impulse period and when detonated damages from 3 to 6 of its shields.

(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 effect
The 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.


INDIRIGAN RULES

(SW-1.0) BI-TRITIUM BOOMERANGS

This rule defines a new type of seeking weapon.
(SW-1.11) SSD: Bi-Tritium Boomerangs are designated ``Boomerangs'' or ``Bmrngs'' on the SSD and marked A, B, C, etc.
(SW-1.12) DAMAGE: One torpedo hit destroys one boomerang.

(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.


VEKTREAN RULES

(ER-4.0) REPULSION BEAMS

The repulsion beam (RB) is a system designed to keep another unit from closing to point blank range. Vektreans use it to prevent opponents from moving into their ph-MR myopic zone, or to disrupt enemy formations by pushing selected units out of the way.

(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:

  1. 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.
  2. The RB box on the SSD is destroyed.
  3. 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.
  4. The distance between the operating ship and the target unit is 10 hexes or greater.
The instant that any of these 4 conditions is met, the lockon is broken immediately.
(ER-4.37) Multiple RBs may be locked on to a single unit. All will affect the target unit normally.
(ER-4.38) Target units may attempt to negate a repulsion beam lockon by using negative tractor energy, but one point of negative tractor energy is required to negate each point of repulsion beam energy applied regardless of the range to the operating unit, and fractional points may be used. Fighters may not use HETs to break out of a repulsion beam lockon.

(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.


BOLAAR RULES

Bolaar Phaser Capacitors:

Bolaar phaser capacitors are double-sized. They get double-size capacitors only for their built-in phasers; any phasers added in option mounts contribute only their normal capacitor space.

(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.


ASSORTED RULES FOR SEVERAL FAR SIDE EMPIRES

(DW-4.0) MID-RANGE PHASERS

The mid-range phaser (PH-MR) is the primary phaser on Indirigan, Vektrean and other ships. The Indirigans discovered that heavy barion particles added to the phaser stream created a carrier wave which allowed for better damage at mid-range, but caused a diminished effect at closer ranges. They weighed the options and decided that PH-MRs were more advantageous than PH-1s.

(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.


John H. Kim <jhk6@columbia.edu>
Last modified: Thu Jun 5 12:19:15 CDT 1997