| Variant Iniative Rules |
Roll 1d10 per unit (fighter, corvette, installation, etc) for initiative. Subtract one-half the unit's piloting familiarity bonus, the Pilot's Piloting Skill and add any Damage or Equipment modifiers.
Units move in sequence from highest initiative number to the lowest. Ties are re-rolled once; if the units tie once again (including all modifiers) then they move simultaneously. Each player secretly records where their units will end up, then each moves their fighter at the same time. At any time during movement, a unit of a lower initiative ranking (ie lower initiative number) may declare it wishes "seize the initiative." That unit then immediately moves, after which the regular sequence continues. Note that during a "seized" movement, the initiative can be seized again by another lower ranked unit. A unit can only move once per turn; ie, seizing the initiative does not grant the ability to move twice.
Ships may no longer fire at any point in the turn, they must fire during their movement. This is where 'seizing the initiative' comes into play most often. A ship can no longer automatically declare itself to go after another if persuing, see below.All other rules remain the same.
The net effect (or difference) is to make more skilled/experienced pilots (or those with better stats, if using the RPG) even more effective in combat in their ability to react quicker.
| Variant Pursuit Rule |
In order to declare a pursual, the target fighter must be in the attacker's front deflection arc, while the attacking fighter must be in the defender's aft or line astern deflection arcs. (See below for deflection arcs)
The Pursuit roll is a piloting roll, modified by three things: the pilot qualities of both aviators, the difference between initiative ranks and any damage modifiers. The roll looks like this: (A = Attacker, T = Target)
So, for example, if an init rank 8 Spiculum (Pilot 6) was attempting to trail an init rank 5 Penetrator (Pilot 4), the roll would be: 1d10 vs (6 - (4-6) - (8-5) ) = (6 - -2 - 3) or 1d10 vs 5. Good luck!
With this rule, once behind an enemy interceptor, a pilot may be able to stick there and prevent a counterattack... Pilots advise to check six for a reason!
| Variant Thrust Reversers and Accel/Decel |
The amount of velocity gained or lost by a thrusting depends on the ships heading versus its facing, as determined on the table below.
![]() | Facing Acc Decc |
1 1 2 2 1 2 3 2 2 4 None None 5 2 2 6 2 1 7 2 1 |
| Variant Evasion |
To begin evasion, a pilot simply announces their intension to do so, immediately following the adjustment of their craft's velocity at the beginning of their movement phase. Erratic maneuvering costs one-half the unit's current velocity in thrust points. Units firing on the jinking craft suffer a -2 penalty to hit the fighter. Similarly, any fire from the craft also suffer a -2 penalty to hit. Running the ship around in random directions tends takes the pilot's mind off other things, reducing the amount of weaponry they may fire per turn to 3, a -3 (total) penalty to their gunnery, and giving them a -2 penalty to any other piloting rolls they may have to do during the turn. This makes jinking fun in asteroid fields...
| Variant Ground Row Movement |
| Variant Self Destruct |
Pilots wishing to self-destruct their craft must only roll a Piloting Check, with appropriate damage modifiers added in. If failed, there is no effect. If successful, the craft will explode in 1-3 minutes, destroying it and killing any crew inside unless they eject, or have climbed out during the intervening time.
| Variant Firing Arcs |
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These are the old arcs for Interceptor-Mounted weapons when the craft is travelling via normal and cross-grain movement. | ![]() |
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These are new arcs for Interceptor-Mounted weapons when the craft is travelling via normal and cross-grain movement. (15~ arc approx) Below is the arcs
(Bow and Wing) combined.
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| Variant Salvo Fire |
Often Interceptors have paired sets of weapons, that is, identical weapons in each wing and/or in the nose. Using Salvo Fire, pilots and gunners may fire these sets of ordinance simultaneously at a single target.
To declare Salvo Fire, the following requirements must be met: all the firing mounts must be of the same weapon type and damage capacity (ex 3 MDC10s), they must be direct-fire-weapons (no missiles) and all the weapon mounts to be discharged must be able to fire at the target, taking into consideration the relevant firing arcs and range.
Under Salvo Fire, one attack roll is made for all the weapons involved. (This works better under the optional Shield Rules, where a separate roll is made for hits and for shield penetration--all the weapons may strike the target, but the shield penetration rolls are done individually.) If it is successful, all the firing mounts strike the target (though each allocate and apply their damage separately); if the roll fails, all the weapons miss the target, period. In other words, it's an all-or-nothing shot!
For the purposes of allocating how many weapons a crewmember can fire in a turn, weapons fired in a Salvo count as follows: (2x#Weapons Discharged)/3, rounded off. Therefore, two weapons fired in Salvo would count as 1 weapon fired, while 4 so fired would count as 3.
| Variant Size Based To-Hit Modifier |
| Ship Class | FRONT | SIDE | |
|---|---|---|---|
LF MF HF GB LC MC HC Es | +0 +0 +0 +0 +1 +2 +2 +3 | +0 +0 +0 +1 +2 +2 +3 +4 |
| Variant Angle of Attack Modifiers - Type A |
As one can see, none of the original modifiers have been changed (ie, Left Frontside is still -4) and the new hex-point facings are simply the increment between the original hex-face modifiers.
| Variant Angle of Attack Modifiers - Type B |
To determine the Angle of Attack Modifier, first determine in which deflection arc (see the accompanying diagrams for a craft's deflection arcs) the target occupies relative to the attacker, and vice versa. Then, looking on the chart below, cross reference the two results. If the chart indicates a +x or -x number, then that is the deflection modifier. If the chart indicates a x.x, then find the target's speed on the chart to the right, and multiply it by the x.x number. This then becomes the Angle of Attack modifier.
|
Attacker is in this Deflection Arc of Target
Fwd FrQ RrQ Aft L A |
Target Speed Mod | |
Forward Front Quarter Rear Quarter Aft Line Astern |
0.5 2.0 1.0 +0 +1
1.5 1.0 0.5 0.5 +0
1.0 0.5 1.0 1.0 0.5
-1 1.0 1.0 0.5 N/A
-1 1.0 1.5 0.5 +0 |
0 +1 1 +0 2-3 -1 4-6 -2 7-10 -3 11-15 -4 16-21 -5 22-29 -6 30+ -7 | |
Deflection Arcs:![]()
| Variant Missiles |
Further (optional): This reverts the missile mechanics back one notch to 1st edition, in that missiles no longer automatically move to their target and hit, instead, they must suffer travel time giving fighters a chance to outmaneuver or shoot down incoming missiles.
HELLs are no longer available as a dogfighting missile. Instead, the only HELLs available are torpedos, usable against larger ships and installations.Missiles: Initial velocity = firing craft vel +1 DAP 3t Thrust 18 DFM 1.5t Direct-Fire RIS 1.5t Thrust 14 SSS 2t Thrust 16 TGM 2t Thrust 16 Cost to turn 1 hexface = 0
| Variant Shield Rule |
Using the statement in the Interceptor Technical Manual "Under combat conditions, a shield rated at 70 would intercept most incoming attacks 50 percent of the time", shield ratings and their associated percentages were extrapolated.
Under this rule, the to-hit sequence is slightly modified. First, the firer rolls to hit as normal, applying all relevant modifiers, EXCEPT for the shield factor. If this roll is successful, the weapon has connected, and must then check for shield penetration. Each shield rating has a percentage associated with it, listing the chance the shield will stop the round. Simply make a percentage roll against the listed value--if it succeeds, the shield stopped the impact; if it fails the weapons goes through the shield, and hits the hull beneath. Damage amount and allocation remains unchanged. This system is used for direct fire weapons (MDCs, EPCs, NPCs, Lasers, TPPs, etc) only. There are no changes to the base rules for missiles or any other weapon.
Shield % |
Shield % |
Shield % |
Shield % |
10 20 |
60 48 |
110 68 |
160 84 |
| Variant Danger Space |
Target: Mod: 2nd - 3 3rd - 5 4th - 7 5th - 8 6th - 9 7+ -10 |
|---|
| Variant Damage Rules |
| DFM and Laser Damage |
Alternate DFM Rule: DFMs are a cluster of rockets, gang-fired to saturate the target. As such, they do wildly varing damage depending on how many rockets make contact. To reflect this, use the following rules to determine damage inflicted:
Roll 2d10 +1/roll over what was needed to hit
-2/roll under what was needed (so if you roll well, hit w/ more)
-shield rating/10
Allocate Damage in 1 point hits
DFMs continue to recieve their to-hit bonus of +4
This may result in damage lower than the general 12 points that is accorded now, but it may work out in the end (because you'll usually do _some_ damage)
| Variant Construction Rules |
This reverts some of the construction rules back to the original 1st edition. I prefer the smaller profile of fighters vs the larger ships.
Keep 4 shield facings for fighters, return shields to 2/generator (to regain some of the weight). Turrets have a smaller armour block of 5x5 boxes max, and are hit 10% of the time. To further regain weight, and to make for more variance at lower engine ratings, 50 rated engines weigh 1/2 a ton, add 1 ton to engines betwen 250-350, and two tons to all engines 400 and above. This nearly re-balances the tonnage.
| Variant Number of Weapons, Weapon Placement, Ship Class, etc |
As a gunner is not busy trying to fly the craft at the same time, they may fire up to six individual weapon systems in a turn. Direct-fire weapons, however, may only be fired from a turret, and from only one turret. (They cannot fire a ship-mounted weapon, as they have no control over where it is pointing) They may, however, fire any of the craft's missiles.
Ships may mount weapons as follows:
| Ship Class | Tons | Bow L/R Wing Turret Facings Armour/Facing | |
|---|---|---|---|
Light Fighter |
< 100 < 225 < 350 < 500 <1000 <2500 <5000 >5000 |
2 2 3 4 100 3 4 4 4 100 4 4 5 4 100 5 5 6 4 150 No Limit + Sides 8 6 200 No Limit + Sides 8 6 230 No Limit + Sides 8 6 260 No Limit + Sides 8 6 300 |
(1st Edition Rules Follow)
There are no more x-hex class ships. All ships counters are now one hex.
(See Leviathan for further details) Maneuverability for a ship is determined
by its thrust and its class.
Interceptors may turn as many hexsides in a single hex as they desire.
Gunboats are essentially heavier Interceptors, and they may make one heading change per hex. Units firing at a Gunboat gain a +1 bonus to hit, due to their larger size and lower maneuverability.
Patrol Class ships and Corvettes are larger, more powerful affairs. (The original 2-hex ship) They must travel at least one hex straight before making a heading change. Units firing at a Patrol Class ship gain a +2 bonus to hit.
Escort vessels are the border between the big leviathans and the smaller fighter-class ships. Escort ships need to move two hexes in a straight line before they may change heading.
(On first glance, both the Gunboat and Patrol class ships seem limited in the same fashion--"one turn per hex" and "must travel one hex before turning" work out to the same thing. HOWEVER, the difference lies in the fact that the Gunboat need not declare its turns before executing them... so, for example, it could turn right at the start of its movement before moving forward any hexes (provided it hadn't already turned in that hex.) The Corvette, on the other hand, if it wished to execute a turn right at the start of its movement, would have to declare it's turn, and then proceed forward for one hex before it could actually change heading. It is a big difference, and turn declarations MUST be enforced in order to preserve this. See the Leviathan rules for more details.)
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Page design/contents © Kannik, 1997Last Updated: 09 26 97