All ranged direct-fire weapons are based on a roll of two 6-sided dice added together. The size class of the target is added to this result. The dice roll is decreased according to the Universal Range Modifier:
range | 0 | 1 | 2 | 3-4 | 5-8 | 9-16 | 17-32 | 33-64 | 65-128 | 129-256 |
---|---|---|---|---|---|---|---|---|---|---|
penalty | -0 | -1 | -2 | -3 | -4 | -5 | -6 | -7 | -8 | -9 |
roll | -2 or less | -1 to 1 | 2-4 | 5-7 | 8-10 | 11-13 | 14+ | damage | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
---|
The base hit number for both proton cannons and electron cannons is six (6). The damage done varies with range as follows:
range | 0 | 1-2 | 3-4 | 5-8 | 9-16 | 17-24 | 25-32 | 33-64 | 65+ |
---|---|---|---|---|---|---|---|---|---|
damage | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0* |
range | 0-1 | 2-4 | 5-7 | 8-18 | 19-31 | 32 or greater |
---|---|---|---|---|---|---|
damage | 5 | 4 | 3 | 2 | 1 | 0* |
The base hit number for acid gum guns is also six (6). Acid gum does 2 points of damage per impulse for four consecutive impulses; only the first impulse's damage may be negated by screens.
range | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
damage | 50 | 45 | 40 | 35 | 30 | 25 | 20 | 15 | 12 | 10 | 5 | 1 |
RADIATION GUNS:
The base kill probability for radiation guns against size class 0 targets is three (3).
dice roll | -5/- | -4 | -3 | -2 | -1/0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13+ |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
damage | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 16 | 18 | 20 |
Roll 2 dice of different colors. Read the darker-colored die roll along the left edge, and the lighter-colored die roll across the top:
1 | 2 | 3 | 4 | 5 | 6 | |
---|---|---|---|---|---|---|
1 | Forward Hull |
Forward Hull |
Forward Hull |
Aft Hull |
Aft Hull |
Aft Hull |
2 | Cargo | Cargo | Cargo | Engine | Point Defense |
Point Defense |
3 | Laser | Laser | Capacitor | Radar | Missile | Missile |
4 | Gun | Gun | Main Control |
Auxiliary Control |
Magnetic Beam |
Magnetic Beam |
5 | Drone | Drone | Screen | Repair | Electron Cannon |
Electron Cannon |
6 | Proton Cannon |
Proton Cannon |
Fuel Tank |
Fuel Tank |
Any Weapon |
Any Weapon |
If the system rolled on the chart is not available (doesn't exist on the target unit or has been completely destroyed), roll the dice a second time, discarding (rerolling) them if they generate exactly the same roll as they did the first time.
If the system rolled for the second time is not available, roll the dice a third time, discarding (rerolling) them if they generate exactly the same roll as they did the first or second time.
If the system rolled for the third time is not available, roll the dice a fourth time, discarding (rerolling) them if they generate exactly the same roll as they did the first, second, or third time.
If the system rolled for the fourth time is not available, THE TARGET MUST SCORE THE HIT ON "FINAL DAMAGE".
If the hit must be scored on Final Damage, and no remaining final damage boxes are available, the target is destroyed.
Initial alert status: _____
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Capacitors Available | ||||||||||||
2 | Radar Invisibility | ||||||||||||
3 | ECM | ||||||||||||
4 | ECCM | ||||||||||||
5 | Double Magnetic Beam | ||||||||||||
6 | Fire Mag. Beam at LMGB | ||||||||||||
7 | Rail Launch Missile | ||||||||||||
8 | Reinforce Screens |
||||||||||||
9 | Fire Laser | ||||||||||||
10 | Fire Proton Cannon | ||||||||||||
11 | Fire Electron Cannon | ||||||||||||
12 | Power Lost to Damage | ||||||||||||
13 | Total number of Capacitors Discharged (Sum of lines 2-12) |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Gun A | ||||||||||||
Gun B | ||||||||||||
Gun C |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Velocity Component A | ||||||||||||
2 | Velocity Component C | ||||||||||||
3 | Accelerations: Impulse 1 | ||||||||||||
4 | Impulse 2 | ||||||||||||
5 | Impulse 3 | ||||||||||||
6 | Impulse 4 | ||||||||||||
7 | Impulse 5 | ||||||||||||
8 | Impulse 6 | ||||||||||||
9 | Impulse 7 | ||||||||||||
10 | Impulse 8 | ||||||||||||
11 | Impulse 9 | ||||||||||||
12 | Impulse 10 | ||||||||||||
13 | Impulse 11 | ||||||||||||
14 | Impulse 12 | ||||||||||||
15 | Total Acceleration - A | ||||||||||||
16 | Total Acceleration - C |
Velocity component value —> | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Impulse 1 | — | — | — | — | — | — | — | — | — | — | — | 1 |
Impulse 2 | — | — | — | — | — | 1 | 1 | 1 | 1 | 1 | 1 | 2 |
Impulse 3 | — | — | — | 1 | 1 | — | — | 2 | 2 | 2 | 2 | 3 |
Impulse 4 | — | — | 1 | — | — | 2 | 2 | — | 3 | 3 | 3 | 4 |
Impulse 5 | — | — | — | — | 2 | — | — | 3 | — | 4 | 4 | 5 |
Impulse 6 | — | 1 | — | 2 | — | 3 | 3 | 4 | 4 | 5 | 5 | 6 |
Impulse 7 | — | — | — | — | — | — | 4 | — | 5 | — | 6 | 7 |
Impulse 8 | — | — | 2 | — | 3 | 4 | — | 5 | 6 | 6 | 7 | 8 |
Impulse 9 | — | — | — | 3 | — | — | 5 | 6 | — | 7 | 8 | 9 |
Impulse 10 | — | — | — | — | 4 | 5 | — | — | 7 | 8 | 9 | 10 |
Impulse 11 | — | — | — | — | — | — | 6 | 7 | 8 | 9 | 10 | 11 |
Impulse 12 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
Catalog each velocity component with which a spacecraft is travelling against the current impulse. If a number is indicated, the spacecraft moves one hex in the direction of that velocity component (direction A or C) if the component is positive, or one hex away from that component (direction D or F) if the component is negative.
If a number is indicated for both velocity components on the current impulse, it moves in the "resultant direction" of both velocity components. That is, if both its A and C components are positive, it moves one hex in direction B; if both components are negative, it moves one hex in direction E.
(unmanned)
6 | 6 | 5 | 3 | 1 | 0 |
---|
Size Class II
Mass Class II (xxx mass points)
point cost: yyy
Zelta Dee has a mechanical linkage which allows it to combine with Zelta when both spacecraft have the same facing. The linkage blocks the right side, prohibiting Zelta Dee from firing any weapons into the R arc while attached.
zzz non-Armor, non-Radar boxes
60 Armor boxes
(unmanned)
6 | 6 | 5 | 3 | 1 | 0 |
---|
Size Class II
Mass Class II (xxx mass points)
point cost: yyy
Alpha-Centaurian fighters have a mechanical linkage which allows them to combine with their Carrier when both spacecraft have the same facing. The linkage blocks either the left or right side, depending on which of the carrier's fighters you're talking about, prohibiting the fighter from firing any weapons into the L or R arc (respectively) while attached.
zzz non-Armor, non-Radar boxes
60 Armor boxes
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