The most important change in combat in the Advanced Game is the use of the
Damage Table. In the Basic Game, all damage was marked off the ship's hull. The
Damage Table spreads damage around, so hits can destroy a ship's weapons,
engines or other components. This makes it possible for a ship to be severely
damaged with only a few shots, and to be removed from the fight without being
destroyed.
Besides the Damage Table, the Advanced Game adds many new types of weapons
and defenses for starships, giving players more choices to make during battles.
More information is given about the weapons from the Basic Game, so they can be
used with the new rules.
New Statistics for Basic Game Weapons
All of the weapons used in the Basic Game can be used in the Advanced Game.
The abbreviations that are used are:
| FF | Forward Firing |
| RD | Range Diffusion |
| MPO | Moving Player Only |
| LTD | Limited Supply |
| RA | Range |
| DTM | DamageTable Modifier |
| HDR | Hull Damage Rating |
Laser Cannon -- FF / RD / RA 10 / DTM 0 / HDR 2d10
Laser Battery -- RD /
RA 9 / DTM 0 / HDR 1d10
Torpedo -- MPO / LTD / RA 4 / DTM -20 / HDR
4d10
Assault Rocket -- FF / MPO / LTD / RA 4 / DTM -10 / HDR 2d10+4
Rocket
Battery -- LTD / RA 3 / DTM -10 / HDR 2d10
ICMs in the Advanced Game
In the Basic Game, interceptor missiles could defend only the ship that
launched them. In the Advanced Game, ICMs can defend any ship in the same hex as
the ship that launched them. For example, an ore carrier in a hex with two
destroyers may be attacked with torpedos or assault rockets. The two destroyers
could launch ICMs against the missiles that were aimed at the ore
carrier.
New Advanced Game Weapons
Proton Beam Battery - RD / RA 12 / DTM +10 / HDR 1d10
This weapon fires an
electrical beam of positively charged particles (protons). Like all batteries,
it can fire in every direction.
Electron Beam Battery - RD / RA 12 / DTM +10 / HDR 1d10
An electron bea m
battery fires an electricaI beam of negatively charged particles (electrons). It
can fire in all directions.
Disruptor Beam Cannon - RD / FF / RA 9 / DTM +20 / HDR 3d10
This powerful
weapon must be mounted on the bow of a large spacecraft. It fires an intense
beam, alternating protons and electrons. Disruptor beams can do heavy damage to
a ship's electrical system.
Mines - LTD / RA 0 / DTM -20 / HDR 3d10+5
The defending player can place
mines in a hex before the game starts, or either player can drop them from a
minelayer during the course of play. When a hex is mined, the player that placed
the mines must record the number of that hex on a sheet of paper. When an enemy
ship enters that hex, the mines detonate automatically at the end of all
movement for that turn. If several enemy ships enter or pass through a mined hex
on the same turn, all of them will be attacked by the mines (a mine pattern
involves several hundred individual explosive devices). After the mines in a hex
have exploded, the hex is no longer mined.
Seeker missiles - LTD / RA / DTM -20 / HDR 5d10
Seeker missiles are placed
the same way mines are; the defending player can put them in a hex before the
scenario begins, or a ship that carries seekers can drop them at any time. Once
a seeker missile is placed, it will not move until it is activated. The player
that placed a seeker can activate it at the beginning of his movement phase on
any turn.
Immediately after it is activated, the seeker will move two hexes toward the
closest ship. If the closest ship is more than two hexes away, the turn is over
for the seeker. On the next turn, the seeker will move four hexes toward the
closest ship. It will continue accelerating at the rate of two hexes per turn
(six on the third turn, eight on the fourth, etc.), and can make an unlimited
number of facing changes to keep itself aimed at the nearest ship. A seeker can
change facing up to three times before it moves each turn.
Note that the seeker may change targets many times, because a different ship
may be closest to it at the beginning of each turn. The seeker cannot tell the
difference between friendly and enemy ships, and will always fly toward the
closest ship. If two or more ships are an equal distance from the seeker,
players should roll a die to determine which ship the missile will aim
at.
A seeker detonates as soon as it enters a hex containing a ship, or a ship
enters the hex containing the activated seeker. If the hex contains more than
one ship, the seeker will attack the largest. If the two largest ships are the
same size, players should roll a die to determine which ship the missile
attacks. When the seeker explodes, the player that placed it rolls one attack on
the Damage Table.
On the turn that a seeker moves 12 hexes, it will automatically detonate. If
there is no ship within range at that time, the explosion will do no damage.
Seekers will not be attracted to planets, moons, asteroids or space
stations.
New Advanced Game Defenses
None. This is a category used to describe the many ships (usually
civilian) that do not have even a reflective hull as a means of defense.
Proton Screen. This screen is a field of charged particles which
surrounds a ship. It is effective in blocking proton and disruptor beams, but
actually attracts electron beams!
Electron Screen. This screen is the opposite of a proton screen. It
blocks electron and disruptor beams, but attracts proton beams.
Stasis Screen. A stasis screen is moderately eff ective aga i nst all
electrical beam weapons. It is not as good as a proton or electron screen
against their respective weapon types, but it does not attract any beams.
However, the electrical pulse of a stasis screen allows missiles and rockets to
home in with increased accuracy.
NOTE: When using electron, proton or stasis screens, exceptions will
occasionally arise to the rule that states "A weapon's chance to hit is
determined against the most effective defense in use." Since some defenses
actually attract a weapon type, the percentage chance to hit is calculated
against the defense that is attracting it, not the defense that is most
effective against it.
When a player activates a screen. he simply circles in pencil the notation
for that screen on his ship roster. When the screen is deactivated. the circle
is erased. No more than one screen can be activated on a ship at one
time.
Combat Table
The Advanced Game Combat Table is used the same as the Basic Game Combat
Table. All weapons and defenses used in the game are included on the Advanced
Game Combat Table.
Each entry on the Advanced Game Combat Table has two percentages; the first
is used in the Advanced Game, and the shaded number is used with characters who
have gunnery skills (see Skills in the Campaign Book). Use only the unshaded
entries for now. [Web Editor's Note: Yellow cells were added for referencing
purposes only and were not found in the original, printed version. References to
"shaded" numbers on the table are in the blue and green colored
columns.]
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| COMBAT TABLE | ||||||||||||||
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| Defense | ||||||||||||||
| Weapon | None | Reflective Hull |
Proton Screen |
Electron Screen |
Stasis Screen |
Masking Screen |
ICM | Hull Damage | ||||||
|
| ||||||||||||||
| Laser Cannon | 75% | 60% | 60% | 45% | 75% | 60% | 75% | 60% | 75% | 60% | 25%* | 10%* | --- | 2d10 |
| Laser Battery | 65% | 55% | 50% | 40% | 65% | 55% | 65% | 55% | 65% | 55% | 20%* | 10%* | --- | 1d10 |
| Proton Beam Battery | 60% | 50% | 60% | 50% | 25%* | 15%* | 70% | 60% | 40% | 30% | 50% | 40% | --- | 1d10 |
| Electron Beam Battery | 60% | 50% | 60% | 50% | 70% | 60% | 25%* | 15%* | 40% | 30% | 50% | 40% | --- | 1d10 |
| Disruptor Cannon | 60% | 45% | 60% | 45% | 50% | 35% | 50% | 35% | 40% | 25% | 50% | 35% | --- | 3d10 |
| Torpedo | 50% | 45% | 50% | 45% | 50% | 45% | 50% | 45% | 75% | 65% | 50% | 40% | -10 / ICM | 4d10 |
| Assault Rocket | 60% | 50% | 60% | 50% | 60% | 50% | 60% | 50% | 60% | 50% | 60% | 50% | -5 / ICM | 2d10+4 |
| Rocket Battery | 40% | 30% | 40% | 30% | 40% | 30% | 40% | 30% | 40% | 30% | 40% | 30% | -3 / ICM | 2d10 |
| Mines | 60% | 60% | 60% | 60% | 80% | 60% | -5 / ICM | 3d10+5 | ||||||
| Seeker Missile | 75% | 75% | 75% | 75% | 90% | 75% | -8 / ICM | 5d10 | ||||||
| * Weapon causes half-damage (rounded up) on Hull hits. | ||||||||||||||
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Damage
When a ship is hit, the attacking player must determine what damage was
caused. The Damage Table lists all the possible types of ship damage. The
attacking player rolls d100. The result of this roll is modified by the weapon's
DTM, and the modified result is found on the Damage table. Modifiers for the
various weapons are listed under Damage Table Modifiers. The number listed is
added to or subtracted from the die roll.
EXAMPLE: A destroyer is hit by a proton beam battery. The modifier for a
proton beam battery is +10. The attacking player rolls d100 and gets a result of
73. The weapon modifier is added, giving a modified result of 83 -- "Defensive
Control hit."
|
| |
| DAMAGE TABLE MODIFIERS | |
|---|---|
|
| |
| Laser Cannon | 0 |
| Laser Battery | 0 |
| Proton Beam Battery | +10 |
| Electron Beam Battery | +10 |
| Disruptor Beam Cannon | +20 |
| Assault Rocket | -10 |
| Rocket Battery | -10 |
| Torpedo | -20 |
| Mine | -20 |
| Seeker Missile | -20 |
|
| |
|
| |
| ADVANCED GAME DAMAGE TABLE | |
|---|---|
|
| |
| Modified Die Roll |
Type of Damage |
|
| |
| -20 -- 10 | Hull hit: double normal damage |
| 11 -- 45 | Hull hit: roll normal damage for weapon |
| 46 -- 49 | Drive hit: lose 1 ADF point |
| 50 -- 52 | Drive hit: lose 1/2 total ADF (round up) |
| 53 | Drive hit: lose entire ADF |
| 54 -- 58 | Steering hit: lose 1 MR point |
| 59 -- 60 | Steering hit: lose entire MR |
| 61 -- 62 | Weapon hit: LC; LB; PB; EB; AR; RB |
| 63 -- 64 | Weapon hit: PB; EB; LB; RB; T; AR |
| 65 -- 66 | Weapon hit: DC; LC; AR; T; LB |
| 67 -- 68 | Weapon hit: T; AR; EB; PB; LB; RB |
| 69 -- 70 | Weapon hit: LB; RB; T; AR; PB; EB; LC |
| 71 -- 74 | Power short circuit: lose all screens and ICM's |
| 75 -- 77 | Defense hit: PS; ES; SS; MS; ICM |
| 78 -- 80 | Defense hit: MS; ICM; SS; PS; ES |
| 81 -- 84 | Defense hit: ICM; SS; PS; ES; MS |
| 85 -- 91 | Combat Control System hit: -10% on all attacks |
| 92 -- 97 | Navigation hit: lose maneuvering control |
| 98 -- 105 | Electrical Fire: roll additional damage at +20 each turn |
| 106 -- 116 | Damage Control hit: DCR cut in half |
| 117 -- 120 | Disastrous Fire: DCR cut in half; lose entire ADF and MR; -10% on all attacks; roll addtional damage at +20 each turn |
|
| |
Explanation of Results
Hull Hits. Hull hits affect the ship's hull points. The player that
scored the huII hit rolls the correct number of dice (indicated by the weapon's
HDR) and the result is subtracted from the target ship's hull points. If the
result indicates "Double Damage," the attacker should roll the dice and multiply
the result by 2.
When more than half of the ship's hull points are gone, the ship is severely
damaged and there is a chance it will break apart. Whenever a severely damaged
ship accelerates, decelerates or turns, the player controlIing the ship must
complete the following steps to determine if the ship breaks apart:
A ship that is torn apart is completely destroyed.
EXAMPLE: A destroyer with 50 hull points has taken 32 points of damage. The
player that controls the destroyer wants to get it away from the battle as
quickly as possible, so he decides to accelerate and turn one hex side. The
destroyer's ADF is 3, and 1 MR point is used to make the turn. Subtracting
one-half of the destroyer's original hull points from the ship's damage gives
(32-25=)7. The ship is using (3+1 =)4 ADF and MR points this turn. The chance
the ship will break apart is (7x4=) 28%. The player rolls d100 and gets a
29--the destroyer makes its move successfully! If the player had rolled 28 or
less, the ship would have been destroyed.
All weapons cause the same damage when they hit anything other than the hull.
The attacker does not roll dice to reduce the ship's hull points unless the
result on the Damage Table was a Hull Hit. The number of dice rolled is
determined by the weapon that was used.
Drive Hit. A drive hit can cause a ship to lose 1 ADF, one-half of its
original ADF or all of its ADF. If a ship with 3 ADF loses 1, its ADF is reduced
to 2. If it loses one-half of its ADF, its ADF is reduced to 1 (one-half of 3.
rounded down). If the ship loses its entire ADF, its ADF is reduced to 0. If a
ship has taken some drive damage, and receives a "1/2 ADF" hit, it loses a
number of ADF points equal to one-half of its original ADF.
Losing ADFs does not affect the ship's current speed. A ship that loses its
entire ADF can turn, but it cannot accelerate or decelerate. The ship may
recover ADF during the Repair Turn.
Steering Hit. Steering hits reduce a ship's MR. The hit will either
lower the ship's MR by l, or reduce the ship's MR to 0. A ship with an MR of 0
cannot turn or change its facing, even if it stops and remains in a single hex.
Damage to a ship's MR can be repaired.
DRIFTING. A ship that loses all of both its ADF and MR will drift. A drifting
ship travels at the same speed and in the same direction it had before it
started drifting. It cannot turn, accelerate or decelerate until repairs are
made.
Weapon System Hit. If a weapon system is hit, the system that is
destroyed is the system that is Iisted first at that Damage Table result. If the
damaged ship does not have that type of system, then the system listed second
will be destroyed, and so on. If the ship has none of the listed systems, then
treat this result as a huII hit. If an LTD system with no ammunition left is
hit, the system is still destroyed.
EXAMPLE: A destroyer is damaged in combat. The attacker rolls d100 and gets a
66--Weapon hit: DC. LC, AR, T, LB. The destroyer does not have a disruptor
cannon. The next system listed is a laser cannon. The destroyer does have a
laser cannon, so the laser cannon is destroyed.
Power Short Circuit. All active defenses on the damaged ship stop
working. This includes ICMs and electron, stasis and proton screens, but not
reflective hulls and masking screens that have already been launched. No new
masking screens can be released, however. Repairing a power short circuit will
remove all effects of the hit.
Defense Hit. Defense hits are handled the same as weapon system hits,
except defensive systems are destroyed instead of weapons.
Combat Control System Hit. The ship's automatic targeting devices are
damaged. The player must subtract 10% from this ship's chance to hit with any
weapon.
Navigation Hit. The ship's navigation and steering equipment is
damaged. The player controlling the ship must roll 1d10 before the ship moves.
If the result is 1-5, the ship must turn to the left in each hex it enters until
its MR is used up. If the result is 6-10. the ship must turn to the right. The
ship remains out of control until the damage is repaired. If the ship's hull is
severely damaged, these turns affect the ship's chance of breaking apart. A
stopped ship can ignore a navigation hit.
Electrical Fire. Electrical equipment in the ship is burning. Place a
"fire" counter on top of the ship's counter. The player must make another damage
roll for this ship with a +20 modifier at the start of his opponent's combat
step every turn, until the fire is put out. If a fire causes hull damage, it
will cause 1d10 points of damage.
Damage Control Hit. The ship's DCR is cut in half (round fractions
up). This can be repaired, the same as normal damage.
Recording Damage
The player that controls a damaged ship must mark the damage on his ship
roster. If a weapon or defense system is damaged, then that system is crossed
off the roster in pencil. If a torpedo, assault rocket or other LTD weapon is
damaged, the entire system is shut down, not just one torpedo or rocket. When a
ship's movement ability is damaged, the original ADF or MR is crossed out and
the modified number written in penciI. ElectricaI fires, navigation, combat
control and damage control hits are recorded in the box labelled "Damaged
Systems" on the Advanced Game ship roster.
Most damage is cumulative. For example, if a ship takes three drive hits and
each calls for the ship to lose 1 ADF point, the ship loses 3 ADF points
altogether. If the ship had only 1 or 2 ADF points to begin with, then its ADF
is brought to 0 and all further drive hits are treated as hull hits. Damage will
remain in effect until it is repaired (see Repair).
Combat control system and damage control hits are not cumulative. After one
of these systems has been hit, any more hits on that system are considered hull
hits. Also, a ship can have only one fire at a time, so a result that would
cause a second fire is treated as hull damage.
If the damage table indicates a hit on a system that a ship does not have (a
weapon hit on a civilian ore carrier. for example), the hit is considered as a
hull hit. Likewise, if a hit is scored on a ship's system that has already been
destroyed by damage (a drive hit on a ship with no ADF left, for example), that
hit is treated as a hull hit.
Defensive Fire
As in the basic game, the non-moving player gets defensive fire at the moving
player's ships as they move. The moving player finishes moving, and then the
non-moving player can shoot at the moving player's ships in any hexes they
traveled through. Any damage that is caused does not take effect until the ships
have finished moving, however. For example. a ship that lost its entire MR at
the beginning of its move could still maneuver during that turn.