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or more damage from one source to be instantly destroyed. Instead,
the Missile is flipped to its damaged side. If this Missile hit Defiant,
the ship would still take two damage. However, Defiant still has one
more Phaser left to fire in the right weapon group. This time she only
rolls a 1, dealing 1 damage to the Missile. This destroys the Missile!
If a damaged Missile takes any amount of damage it is destroyed.
13.7 Select New Missile Target
Any ship with a Missile launcher may spend 1 AP to select a new
target for any one Missile. The new target must be an enemy ship
within the Firing Arc and range of the redirecting ship’s Missile
launcher. The Missile receiving the new target need not be in the
Firing Arc of the redirecting ship.
When this occurs, note the missile counter number, write it on the
new ship, and erase the number from the old ship.
Immediate Detonation: If the new missile target is already in the
same hex as the missile, the missile immediately hits the new target
during this part of the Impulse. Resolve the damage as above. The
Shield Arc hit is determined by rolling one die for each Shield Arc.
The highest result is the side that takes damage. In the event of a
tie, reroll among the tied Shield Arcs.
14. BASES
Characteristics: Bases are treated like ships in all respects except
they cannot move. Their Power Curve does not include a Turn
Radius.
Base Rotation and Speed: The Speed number in their Power Curve
represents the Speed of their rotation. Rather than moving when their
Speed number appears in the Impulse Chart, the Base must rotate
1 hex side clockwise, at that time. Like ships, the Speed for a Base
may only be adjusted up or down by 1 during the Power Phase. A
Base’s AP is not impacted by the Speed of a Base.
EXAMPLE: A Base with a Speed of 1 will rotate clockwise only once
per Round (on Impulse F). A Base with a Speed of 2 will rotate on
Impulses C and F, etc.
No Collision Damage: If a Base and a friendly ship occupy the same
hex no damage is dealt. Bases do not have FTL or NFTL drives so
there is no possibility for interference.
Docking: Some ships may dock with Bases (16.1).
Setup: During setup, bases are deployed to the setup area before all
other ships, as if they were terrain.
15. THE BIG GUNS
15.1 Wave Motion Gun
The Wave Motion Gun is the most powerful weapon ever developed
by the Terrans. Based on NFTL technology, the blast contains so
much energy that a subspace pocket forms behind the target, like a
shadow of the vessel’s mass. This pocket pulls the target ship towards
it, effectively knocking it back.
(15.1.1) Procedure: The Wave Motion Gun has a range of 4 hexes.
To determine if it hits the target, consult the Wave Motion Gun table
and roll one die. A hit Displaces (15.1.2) the target ship and causes
10 damage points.
(15.1.2) Displace Effect: On a hit, a straight edge is placed from
the center of the firing hex through and beyond the center of the
target hex. The target ship is displaced one hex away from the firing
ship along the straight edge, without changing facing. If the straight
edge is exactly along a hex-spine the firing ship may choose a hex
on either side of the hex spine.
• If the target ship has a Turn Radius marker, it is shifted along with
the target ship such that it remains the same distance in front of
the ship.
• If playing with Same Faction Combat and a Fighter is hit by this
weapon, the entire Fighter squadron is knocked back.
(15.1.3) Damage from the Weapon is not resolved until after the
shift. Any movement related effects are resolved first, such as taking
damage for entering a hex with another friendly ship or asteroid (see
Collisions [7.4], Ship Destruction [8.6] and Terrain [17.0]). This
may mean the target ship could enter a hex with a friendly ship, take
damage from the collision, damage the friendly ship, then blow up
due to the Wave Motion Gun damage, further damaging the friendly
ship. Any ships that exploded might also cause explosion damage to
other ships. Chain reactions of explosions are possible.
EXAMPLE: The BB Vanguard fires its Wave Motion Gun at the Talon
CA Justice and scores a hit at range 2 on Justice’s rear Shield Arc
Terran Base
Talon Base
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but first the knock-back effect is applied. A straight edge placed from
the center of the firing ship’s hex through the center of the target
ship’s hex aligns with the hex spine so the firing ship may choose to
shift Justice back to either hex. Justice had a Turn marker that was
2 hexes away. It remains 2 hexes away after the shift. Once the shift
is complete, the damage is resolved.
15.2 Fusion Cannon
The Fusion Cannon is composed of multiple, highly destructive
beams that scatter to damage many ships over a large area.
(15.2.1) The
Fusion Cannon fires in a cone, hitting
all targets within
its Firing Arc and range. The die is only rolled once and that number
is used for all firing as per the Player Aid Card. The damage dealt
depends on the range of the hex and number rolled.
(15.2.2) Resolving Fusion Cannon Damage:
• Damage is applied to all ships in each hex of the firing cone,
including friendly ships.
• While the Fusion Cannon may, inadvertently, damage friendly
ships, an enemy ship must be targeted in order to fire the weapon.
No weapon may intentionally fire on friendly ships.
• Which ships resolve their damage first is up to the ship owner. If
both sides have ships that are being hit by the Fusion Cannon the
firing player resolves his ships’ damage first.
• Terran Fighter groups are too small and agile to be damaged by
the Fusion Cannon and ignore all damage that would be caused
by it.
EXAMPLE: The Talon BB Eviscerator fires the Fusion Cannon. It
hits every ship within the shaded area which represents the Fusion
Cannon’s Firing Arc and range of 3. If a 4 was rolled: the Terran CA
would take 6 damage on her left Shield Arc, the Talon CA would take
2 damage on her forward Shield Arc and the Terran FTR squadron
would take NO damage. Missiles 14 and 15 each take 2 damage
and would be flipped over to their damaged sides. Missiles 10 and
11 are not caught in the Fusion Cannon’s fire, but if CA Justice
exploded, one of the two missiles would take 3 explosion damage.
If the CA Guderian exploded, CA Justice would take 3 explosion
damage but only one of the 3 FTRs in Flying Tiger Squadron would
take Guderian’s explosion damage.
16. DOCKING AND LANDING
16.1 Purpose
Docking usually involves either CVs or Bases and is only allowed
when required to fulfill a scenario objective or to allow Fighters to
retreat from battle aboard CVs. Unless specified by a scenario rule,
these units are removed from the battle and may not re-enter space.
Planets may be landed on using these rules as well, but this is only
permitted by scenario rule.
16.2 Docking/Landing Procedure
To dock, the player declares during the movement phase that this
ship will be docking. They then may move the ship into the same
hex as the Base or Planet and remove the ship from the game.
• Docking never causes collision damage.
• A Transport may not dock with a Base or land on a planet unless
it is moving at Speed 1.
• FTRs may dock with a Carrier or Base while moving at any Speed.
They are skilled enough to land “hot”.
• FTRs may not undock from a CV or Base except by scenario rule.
16.3 Fighter Squadron Retreats
• Fighter squadrons normally dock with friendly Carriers to retreat
from battle (Transports may not, they are too large).
• When a FTR docks, it is then set aside. If the CV is able to jump
to FTL, that CV and any docked FTRs are considered to have
retreated.
• If a CV containing docked FTRs is destroyed, all FTRs on board
are also considered to be destroyed.
17. TERRAIN
17.1 Introduction
• Terrain includes Planets, Asteroids and Nebulae. They are printed
onto the backs of most ship counters.
• If Terrain is being used, select the appropriate Asteroid or Nebula
counter, checking to make sure that the ship on the reverse side
is not being used in this scenario.
• Terrain does not move during the course of a battle but, when
the “floating” map needs to be shifted, Terrain counters are also
shifted, just like ships.
• See the Design Your Own Scenarios section (27.0) for how to
select and place Terrain for custom games.
• Ships destroyed by terrain count for the purpose of calculating
degree of victory.
17.2 Planets
(17.2.1) Any Missile or Ship besides a land-
ing Transport that moves into the same hex
as a planet is destroyed; any adjacent ships
take explosion damage as normal. Planets
have the following characteristics: