Page 10 of 20

Posted: Mon Jul 05, 2010 1:40 pm
by Nerroth
I agree with some, but not quite all, of that.


For one, there really are that many weapons out there. The Omega Master Rulebook has 41 different weapon rules; 31 direct-fire, 3 drone-like and 7 plasma-like weapons. (And the full list of Omega empires still hasn't been published yet...)

My plan had been to separate the direct-fire and seeking rules, with a 1 for one type and a 2 for the other. (That still won't cover the full range of direct-fire weapons, but it makes things a bit neater for the seekers at least.)


Plus, and I know this is more of a personal thing, but I prefer to indicate the different phaser types with the first letter in their names; W for wide-angle, R for radiation, Q for quantum, M for micro, P for particle and A for antiproton. It seems more intuitive than merely assigning a number to each type, in my mind at least.


Still, I'm not the final arbiter of such decisions, so we'll see.


*starts poring through the rules to change the chapter numbers*

Posted: Mon Jul 05, 2010 3:45 pm
by mjwest
If you want to insist on using three letters instead of just two, then go for it. However, the first number still needs to be a "4" for weapons. (Unless there is precedent for sticking it in "5" for systems, e.g. ESGs.)

So, you could use:
(4OP) OMEGA PHASERS
(4OPM) MICROPHASERS
(4OPM1) General Rule
(4OPM2) Types of Wide Angle Phasers
(4OPM3) Firing Procedure
(4OPQ) QUANTUM PHASERS
(4OPQ1) General Rule
(4OPQ2) Types of Wide Angle Phasers
(4OPQ3) Firing Procedure
(4OPR) RADIATION PHASERS
(4OPR1) General Rule
(4OPR2) Types of Wide Angle Phasers
(4OPR3) Firing Procedure
(4OPW) WIDE ANGLE PHASERS
(4OPW1) General Rule
(4OPW2) Types of Wide Angle Phasers
(4OPW3) Firing Procedure

You can do that if you want. It would not follow the FC form exactly, but it is close enough. Also know that FC rules are put into a strictly alphabetical order, they would be as above.

Regardless, if these are rules for Federation Commander, then they have to follow the form. You can't go redefining what "1" and "2" mean.

Posted: Mon Jul 05, 2010 4:17 pm
by Nerroth
I've gone through the file and made the chapter changes - weapons are now 4, systems 5, and so forth.

KOLIGAHR SOLIDARITY HEAVY CRUISER - Squadron Scale Ship Card

Posted: Wed Jul 14, 2010 7:10 pm
by Rick Smith
For play-test purposes only! Please don't repost anywhere but on the ADB forum!

Hi everyone, I thought I'd add to this project. The Omega Sector appeals to me and I'd be very interested to see it's inclusion in the FC family at some point.

Anyway, here's a ship card for a Koligahr CA. So far I've done the Squadron Scale version of the ship. I know that the Koligahr aren't in Gary's immediate plans, but I have a soft spot for them...seeing as they're squishy jellyfish people.

So, it's still a WIP. If you spot any errors or have any advice, please comment away. Love to hear some feedback. If you have a particular faction you would love to see, please PM me or leave a comment here. Depending on my schedule, it may happen.

R

Image

Posted: Wed Jul 14, 2010 9:13 pm
by Nerroth
First of all, nice!


Secondly, I think that particle cannon-esque impulse used tracks need to be added for both the ACs and ACGs.

Both weapons may need to retain the full-turn delay, so the tracks would be necessary.


Also, I dunno if the ships should have the refit added or no...


Oh, and the shield colours are a little different than usual.

Posted: Wed Jul 14, 2010 9:37 pm
by Rick Smith
Thanks Gary!

The particle cannon-esque impulse tracks shouldn't be hard to add in at all. You decide if they need to be there or not and I'll make the changes.

Without the ACG refit the point cost would be 115. An easy change. Again, if you decide that the refit shouldn't be included...an easy change. I was going off Mike West's Project Z instructions (1Z3c), but I may have messed things up due to the fact that we're dealing with ships that have never been done for FC, and his instructions are for "classic" fleets.

Yeah, the colors shifted when I saved the document to a jpeg format. I'm looking in to why that happed. The color for the battery vs. other power sources is also slightly off/too close.

Posted: Wed Jul 14, 2010 9:47 pm
by Nerroth
If it's not a problem, please add in the impulse tracks. Better to have them in for now and see how the weapons work in that context, then go from there.


Not sure about the refits. They will vary empire to empire. For example, my intention would be for the later FRA ships to get their TM refit as standard (thus skipping SRCs) but the Vari wouldn't get their probe refit. Not sure which side of the fence the jellies should be on.


Good luck with the colours, too!


EDIT: I think you mixed up the Marine complement with the crew unit numbers... the CA is only meant to have 12 boarding parties, I think.

Posted: Thu Jul 15, 2010 1:44 am
by Alex Knight
Very nice. Nicely done card. I know had issues with a color-shift on my Fed DHD especially between command and systems (Captain's Log 33 I think... the second one with Fed Com stuff...) after printing. Also - something I have to fix - High Energy Turns are green now. :-D

Also, glad to see that it's a goof on the Marines... otherwise I'd have been thinking Seltorans to the nth degree.

Posted: Thu Jul 15, 2010 5:14 pm
by DirkSJ
That's a lot of marines.

Posted: Thu Jul 15, 2010 7:17 pm
by Rick Smith
Alright! Made a few changes while I watched the Tour de France.

This version is much better and that pleases me. Hope it pleases you guys as well.

Here's a list of edits and changes:

1. Fixed the HUGE amount of marines. Yeah, that was my mistake and now I know where to
go for the proper number to convert over to FC. The Master Ship Charts for SFB! Duh. Well,
at least I know now and super-Seltorians won't happen again.

2. Deleting the massive amount of marine boxes gave me a lot of room to shuffle things
around. The shuttles were moved beneath the other tracks freeing up space for the turn
tracks for the Antimatter Cannons and the Antimatter Cloud Generators.

3. The ship itself was slid up slightly to make room for the turn tracks.

4. The shield boxes had their colors adjusted (Think it's much better now. Please let me
know.) and the colors were reorganized to speed up counting off hits and hopefully speed
up play.

5. The movement boxes were squished a bit. They needed it and that also provided more
space for the shuttles.

Well, I think that's it. Let me know what you think. I suppose the marine track was the
biggest problem and it's now resolved thanks to you guys. The next step will be to do up
the Fleet scale version in the near future. This will actually be tougher, as there's a lot of
"cutting the ship in half" and quite a few decisions need to be made.

Can I count on you guys to help?

I think the next faction I want to step to would be the Mæsron, unless someone else has a
more pressing need.

Hope you all like it.

Take care,
Rick

Image

Posted: Thu Jul 15, 2010 7:55 pm
by Nerroth
That looks a lot better!


I wouldn't worry about Fleet Scale just yet. Getting things right at Squadron Scale should come first, in my view.


I had other things to add, but there's something I've emailed you about first.

Posted: Thu Jul 15, 2010 9:35 pm
by Rick Smith
Thanks Gary, I appreciate it!

You sure about only concentrating on the Squadron Scale? In my mind, a good play-test would require both scales to be figured out and refined. But if you don't think it's necessary, that's cool.

Can I ask you a question? What made you decide on the factions that you did for exploration in FC? I know that certain models were created for Omega and could be released along with these cards or something like them, made by ADB, at some point in the distant future if approval or a go-ahead was given. Personally, I think the reason why I chose to start where I did with this card was simply because I'm following the way the factions were released for SFB. I'm just curious on your direction.

Posted: Thu Jul 15, 2010 11:23 pm
by Nerroth
Since it seemed a shame to leave that Ship Card un-usable, I did up some rough drafts of the rules it needs.

Corrections, edits, fixes et al are most welcome.


-----


(4O1BM) MICROPHASERS
Developed on the Koligahr home world to be the primary weapon of choice for their Solidarity, microphasers were later adopted by powers such as the ancient Loriyill Collective, and occasionally seen in use aboard Bolosco trade ships. In an opposite direction to the development made with wide-angle phaser technology, microphasers concentrate the power of the beam into a single point in space. Therefore, the microphaser will either hit with its full force, or miss its target entirely. However, it does provide an advantage when attempting to whittle down incoming plasma torpedo fire.

(4O1BM1) GENERAL RULE
(4O1BM1a) Ship Card:
Each ‘PM’ box on the Ship Card (often marked PM-1 or PM-3) represents one microphaser. It is disabled by a single point of damage, counts as a ‘phaser’ when using the Damage Allocation Table, and is repaired by four repair points.
(4O1BMb) Firing Rate: Each microphaser can fire once (and only once) during any given turn. As with an Alpha Octant phaser, one can fire a microphaser on the last Impulse of a given turn and again on the first Impulse of the subsequent turn.
(4O1BMc) Ammunition: There is no need to keep track of “microphaser ammunition� since these weapons are armed directly from the engine power grid.
(4O1BMd) Range: Phaser-Ms have a range of 25 hexes.
(4O1BMe) Anti-Plasma use: Due to the concentration of energy in each microphaser beam, the weapon is somewhat more effective against plasma-like seeking weapons than standard phasers. The ratio of damage points inflicted to warhead strength reduction is reduced by one; for example, every point of microphaser damage reduces a standard plasma torpedo warhead's strength by one point, as opposed to every two points of damage required from other phaser types.

(4O1BM2) TYPES OF PHASER-Ms
There are two types of microphasers seen on Koligahr and other vessels in Federation Commander, as follows:
(4O1BM2a) Phaser-M1: The micro equivalent to the Phaser-1 seen in the Alpha Octant, these cost one Energy Point to fire. It is marked PM-1 on the Ship Cards.
(4O1BM2b) Phaser-M3: Akin to the Alpha Phaser-3, and similarly used as a short-range defense and attack weapon. This costs ½ of an Energy Point to fire, and is marked PM-3 on the Ship Cards.
(4O1BM2c) Tables: Each of these microphasers has a specific Microphaser Combat Table. A Phaser-M1 mount may be down-fired as a Phaser-M3, which counts as the one allowed firing of that mount for the turn in question.

(4O1BM3) FIRING PROCEDURE
Microphasers may be fired during the Defensive Fire Phase (1E2c) (only against seeking weapons which have impacted on the ship) or during the Offensive Fire Phase (1E2d) (against any target) of the Sequence of Play. In either case, use the following procedure:
(4O1BM3a) Step 1: Determine the Range (3A5) to the Target. (In the case of Defensive Fire, this is always 1.)
(4O1BM3b) Step 2: Select a microphaser you wish to fire. The weapon must be able to fire in the direction of the target, that is, the target must be within its firing arc (3B) of the wide-angle phaser and within range.
(4O1BM3c) Step 3: Pay the cost of firing the microphaser (one, or one-half Energy Points depending on what phaser type you are firing); see (4B2).
(4O1BM3d) Step 4: Roll one six-sided die. Use the result of this die roll and the range to Cross-Index on the Microphaser Table for the type of microphaser you fired and determine whether the weapon has hit the target. This might be adjusted (4A) by various considerations including Evasive Maneuvering (2D4) by the target or by (5L2) Orion Stealth coatings. If the weapon hits, apply the listed damage points to the target facing.
Example: A Koligahr heavy cruiser wants to fire one phaser-M1 at a Mæsron light cruiser. It determines that the chosen phaser-M1 is within arc and is not damaged. One energy point is paid and the phaser-M1 is fired. Count the range (let us say six hexes for this example). Comparing the range to the die roll of “2� means that the beam struck the target, scoring three damage points.


-----


(4O1J) ANTIMATTER CANNONS

The primary heavy weapon of the Koligahr Solidarity fleet, the antimatter cannon represents one of the ways in which the aquatic species demonstrate their mastery of antimatter usage. It normally fires a matter/antimatter warhead against its target, which detonates on contact with its target. It also possesses a ‘caseless’ warhead option, in which only the antimatter component is included; this is of use against unshielded targets.

(4O1J1) GENERAL RULE
(4O1J1a) Ship Card:
Each ‘AC’ box on the Ship Card represents one antimatter cannon. It is disabled by a single point of damage, counts as a ‘torpedo’ when using the Damage Allocation Table, and is repaired by four repair points.
(4O1J1b) Firing Rate: Each antimatter cannon may fire once (and only once) during any given turn, in either mode. If fired in either mode, a standard shot may not be fired within 8 impulses of firing in a previous turn, in which case mark the Impulse of firing on the Antimatter Cannon Impulse Used Track accordingly. However, a caseless shot may be fired with no delay on a subsequent turn.
Example: A given antimatter cannon fires a standard shot in Impulse #8 of Turn #2; it may not fire another standard shot until Impulse #8 of Turn #3, but may instead fire a caseless shot in any Impulse of that same Turn. However, if a caseless round is fired in, say, Impulse #3 of Turn #3, it must then wait until Impulse #3 of Turn #4 to fire a standard shot.
(4O1J1c) Ammunition: There is no need to keep track of “antimatter cannon ammunition� since these weapons are armed directly from the engine power grid.
(4O1J1d) Range: Antimatter cannons have a range of 25 hexes.

(4O1J2) FIRING PROCEDURE

Antimatter cannons may be fired during the Offensive Fire Phase (1E2d) of the Sequence of Play. Use the following procedure:
(4O1J2a) Step 1: The player owning and firing the antimatter cannon announces which weapon is firing (which must not be Disabled) at which target (which must be between zero and twenty-five hexes away).
(4O1J2b) Step 2: The player owning and firing the energy beam pays three Energy Points to fire the antimatter cannon with a standard shot, or six Energy Points for an overload shot, or two Energy Points for a caseless shot, or four Energy Points for an overloaded caseless shot.
(4O1J2c) Step 3: The range is calculated (3A5). If the target is out of range, the weapon cannot be fired.
(4O1J2d) Step 4: One die is rolled for each antimatter cannon. This might be adjusted (4A) by various considerations including Evasive Maneuvering (2D4) by the target or by (5L2) Orion Stealth coatings. If the roll to hit is successful, apply the listed damage for the type of shot fired.
Note: Caseless shots are far less effective against shielded targets. If the target unit has at least one active shield box in the target facing, calculate the damage done by all caseless shots in a given volley separately; only the amount which exceeds the total shield strength (including reinforcement) is scored as internal damage, while the rest is lost. Note that caseless fire, despite its unorthodox means of operation, does not count as a separate volley from other direct-fire weapons used against the same target in a given Impulse.
Example: A Koligahr heavy cruiser fires four microphaser-1s and two overloaded caseless antimatter cannon shots at a Mæsron frigate’s #5 shield at range four. The Koligahr successfully rolls to hit with all five weapons, which would result in sixteen damage points from the microphaser-1s (4 per PM-1) and twenty-four damage points from the overloaded caseless shots (12 per shot). The Mæsron ship does not apply reinforcement to its facing shield, so the threshold for internal damage is twelve. The Koligahr player reduces this total from the amount of damage points scored by the caseless rounds; the remainder is scored internally, bypassing the facing shield. The microphaser fire impacts against the shield directly; twelve damage points destroy the facing shield, leaving four damage points to be combined with the twelve previously calculated from the caseless shots. This produces a total of sixteen internals to be applied to the target ship.


-----


(4O1K) ANTIMATTER CLOUD GENERATORS

The secondary heavy weapon of Koligahr warships, the antimatter cloud generator fires a packet of gaseous antimatter set to disperse over a wide area once it reaches its target. Unlike many other direct-fire weapons, the target is not a ship or other specific unit, but rather a hex on the map.

(4O1K1) GENERAL RULE
(4O1K1a) Ship Card:
Each ‘ACG’ box on the Ship Card represents one antimatter cloud generator. It is disabled by a single point of damage, counts as a ‘drone’ when using the Damage Allocation Table, and is repaired by four repair points.
(4O1K1b) Firing Rate: Each antimatter cloud may fire once (and only once) during any given turn, in either mode, and may not be fired within 8 impulses of firing in a previous turn. Mark the Impulse of firing on the Antimatter Cloud Generator Impulse Used Track accordingly.
(4O1J1c) Ammunition: There is no need to keep track of “antimatter cloud generator ammunition� since these weapons are armed directly from the engine power grid.
(4O1J1d) Range: Antimatter cloud generators have a range of 25 hexes.

(4O1K2) FIRING PROCEDURE
Antimatter cloud generators may be fired during the Offensive Fire Phase (1E2d) of the Sequence of Play. Use the following procedure:
(4O1K2a) Step 1: The player owning and firing the antimatter cloud generator announces which weapon is firing (which must not be Disabled) at which target hex (which must be between zero and twenty-five hexes away).
(4O1K2b) Step 2: The player owning and firing the energy beam pays between one and four Energy Points to fire the antimatter cloud generator
(4O1K2c) Step 3: The range is calculated (3A5). If the target is out of range, the weapon cannot be fired.
(4O1K2d) Step 4: One die is rolled for each antimatter cloud generator. Since the target in question is a hex, not a unit, the roll is not adjusted (4A) by various considerations including Evasive Maneuvering (2D4) by the target or by (5L2) Orion Stealth coatings, except for terrain-based modifiers such as Asteroids (6B). If the roll to hit is successful, consider the cloud to be in effect in the target hex. If a ‘near-miss’ (as noted on the weapon chart) is rolled instead, roll a die and place the cloud one hex from the target in the direction indicated by the die roll. If a ‘miss’ is scored, roll the die twice in a row, moving the cloud one hex at a time until the final hex is established. Note that if this results in a cloud hex beyond the firing arc or range of the firing weapon, the cloud dissipates, with no on-table effect.
(4O1K2e) Step 5: The cloud causes two damage points for each Energy Point applied in the weapon’s firing against every target unit in the cloud hex. (This includes friendly or allied units in the same hex, but does not include Defense Satellites, any type of terrain, or plasma-based seeking weapons.)
Against unshielded targets, this damage is applied as one volley.
Against units with two facings, such as most Andromedan units, the damage is divided between the facings at the owning player’s discretion, with no need to divide the damage evenly.
Against shielded targets, the damage may be divided between all six shield facings at the owning player’s discretion.
Once the total damage is applied to each unit in the hex, the cloud dissipates immediately; it does not remain in play.
Note: Antimatter cloud generator damage counts as part of a wider volley from the firing ship, but only for damage which (in the case of targets with two or six facings) the owning player chooses to take on the same facing as other damage applied through direct fire in the same volley.
Example: A Koligahr heavy cruiser fires three microphaser-1s at an Auroran frigate’s #2 shield at range five, and also fires two antimatter cloud generators (each with two energy points applied when fired) into the frigate’s hex. The Koligahr successfully rolls to hit with all five weapons, which would result in twelve damage points from the microphaser-1s (3 per PM-1) and two overlapping clouds, each causing four damage points at any target therein; totaling eight damage points from that source. The Auroran player chooses to take four damage points from the cloud-generated damage and applies it to his #1 shield, then applies the rest to his #4 shield. Each total counts as a separate volley against the shields in question; neither cause enough damage to result in burn-through. The twelve damage points from the three PM-1s impact on the #2 shield; not enough to fully penetrate it, but enough to cause one point of burn-through damage on the target vessel.


-----

Posted: Thu Jul 15, 2010 11:25 pm
by Nerroth
Rick Smith wrote:Thanks Gary, I appreciate it!
It's well earned.
You sure about only concentrating on the Squadron Scale? In my mind, a good play-test would require both scales to be figured out and refined. But if you don't think it's necessary, that's cool.
I'm very sure.

The Fleet Scale ships would need a host of calls that, in truth, probably aren't ready to be made, at least not at the expense of seeing if the Squadron Scale ships (which are directly comparable to SFB counterparts) fly properly, and if the weapons and other systems they need to work actually work!

I'd rather stick with the side of the conversion we can handle more easily, and let Fleet Scale tend to itself should the project ever get anywhere.
Can I ask you a question? What made you decide on the factions that you did for exploration in FC? I know that certain models were created for Omega and could be released along with these cards or something like them, made by ADB, at some point in the distant future if approval or a go-ahead was given. Personally, I think the reason why I chose to start where I did with this card was simply because I'm following the way the factions were released for SFB. I'm just curious on your direction.
I've posted in the thread about this very topic. To re-iterate, I don't think following the pattern laid out in SFB is a good idea for FC.

For one, it wasn't even that popular an idea in SFB! It's been argued that Omega 1 should have had more ships from less empires, which would have made Omega 2 look more like modules 3 and 4 in terms of content.

For another, when it comes to FC, I strongly believe that the Aurorans need to be front and centre; the 'home from home' ships which act as a useful stepping stone for players more used to Star Fleet.

Indeed, I'd see the narrative of an opening module as one which echoes the first generation of life for the Republic post-transfer; which means contact with the Alliance, fights with the Trobrin in 2549, encounters with the Bolosco and Iridani, and eventual involvement in the last years of the Civil War.

Plus, the Iridani can be quite useful if someone with a copy of War and Peace wants to throw the Andros into the mix; especially if the space-otters get their Man-O-War battleship!

(I have allies-and-mercs rules in mind for both the Iridani and Bolosco, to echo the kind of Quests and contracts they would sometimes operate under.)


I'd save the Koligahr, Probr and Vari for the second module, which (in my mind) would come with the later Auroran ships and a few post-Collapse Mæsron/Vulpa options; these would be tied together through the prism of the Superpower Wars.


(Basically, it would echo the divide between Klingon and Romulan Border.)


Then, I'd suggest going with the other empires in groups of three, based on regional rivalries (for example, the Drex, Ymatrians and Worb would work well together) and throw in the odd reinforcement module, which could flesh out the various empires (not least the Bolosco).


That said, previews of the rules needed for those five WIP ship minis could be done up along the way, as well as standalone Ship Cards for the same (or rather, for one of the variants that each hull type has). Alongside those could go previews of certain future empires; for example, I have draft rules for the weapons needed to handle the Qixa trading ships, which could be presented without bothering with the messy stuff inside the Qixavalor Cloud proper.

The full fleets of those not already in the queue would have to wait, however.


How does that sound?

Posted: Thu Jul 15, 2010 11:51 pm
by Nerroth
Oh, speaking of Qixa:


-----


(4O1H) GAUSS CANNONS


Operated exclusively by the vessels of the Qixa Amalgamate, the gauss cannon served as their standard phaser equivalent. The gauss cannon was designed with the volatile nature of the Qixavalor Cloud in mind; though was still serviceable enough on trading ships and outposts established beyond the Cloud proper. Notably, certain Qixa trade ships operated with both gauss cannons and wide-angle phasers on board, increasing the flexibility of the ships in question.

(4O1H) GENERAL RULE
(4O1Ha) Ship Card:
Each ‘GC’ box on the Ship Card (often marked GC or MGC) represents one gauss cannon. It is disabled by a single point of damage, counts as a ‘phaser’ when using the Damage Allocation Table, and is repaired by four repair points.
(4O1Hb) Firing Rate: Each gauss cannon can fire once (and only once) during any given turn. As with an Alpha Octant phaser, one can fire a gauss cannon on the last Impulse of a given turn and again on the first Impulse of the subsequent turn.
(4O1Hc) Ammunition: There is no need to keep track of “gauss cannon ammunition� since the pallets used in the firing process are in ample supply aboard any Qixa unit so armed.
(4O1Hd) Range: Gauss cannons have a range of 25 hexes.
(4O1He) Phaser Equivalent: Gauss cannons are treated as phasers for all purposes not defined otherwise, with the exception that Tholians may not fire a gauss cannon through a web hex, the way they can with a phaser under their control.
(4O1Hf) Spark Mode: When used within the Cloud, gauss cannons (of both types) have an additional function, which takes advantage of the volatile gases within the Qixavalor Cloud. This mode is useless beyond it, so may be ignored for the time being; it may be presented for use in a later product.

(4O1H2) TYPES OF GAUSS CANNONS
There are two types of gauss cannons seen on Qixa units in Federation Commander, as follows:
(4O1H2a) Gauss Cannon: The gauss cannon equivalent to the Phaser-1 seen in the Alpha Octant, these cost one Energy Point to fire. It is marked GC on the Ship Cards.
(4O1H2b) Mega-Gauss Cannon: Akin to the Alpha Phaser-4, and similarly used on bases (not ships) as a powerful weapon. This costs 2 Energy Points to fire, and is marked MGC on the Ship Cards.
(4O1H2c) Tables: Each of these gauss cannons has a specific Gauss Cannon Combat Table. A mega-gauss cannon may not be down-fired as a gauss cannon; each type fires at full strength or not at all.

(4O1H3) FIRING PROCEDURE
Gauss Cannons may be fired during the Defensive Fire Phase (1E2c) (only against seeking weapons which have impacted on the ship) or during the Offensive Fire Phase (1E2d) (against any target) of the Sequence of Play. In either case, use the following procedure:
(4O1H3a) Step 1: Determine the Range (3A5) to the Target. (In the case of Defensive Fire, this is always 1.)
(4O1H3b) Step 2: Select a gauss cannon you wish to fire. The weapon must be able to fire in the direction of the target, that is, the target must be within its firing arc (3B) of the gauss cannon and within range.
(4O1H3c) Step 3: Pay the cost of firing the gauss cannon (one, or two Energy Points depending on what phaser type you are firing); see (4B2).
(4O1H3d) Step 4: Roll one six-sided die. Use the result of this die roll and the range to Cross-Index on the Gauss Cannon Combat Table for the type of gauss cannon you fired and determine the damage. The result is the number of Damage Points scored. This might be adjusted (4A) by various considerations including Evasive Maneuvering (2D4) by the target or by (5L2) Orion Stealth coatings.
Example: A Qixa trading post wants to fire its mega-gauss cannon at an Andromedan Cobra. It determines that the chosen mega-gauss cannon is within arc and not damaged. Two energy points are paid and the mega-gauss cannon is fired. Count the range (let us say four hexes for this example). Comparing the range to a die roll of “1" means that a total of twelve damage points were scored on the target vessel.


-----


(4O2D) ULTRAWARP MISSILES

A seeking weapon type used exclusively by the Qixa Amalgamate, the ultrawarp missile was designed to provide support to their defensive fleets, as well as to their larger trading vessels.
Ultrawarp missiles are much faster than drones or tachyon missiles, designed to travel at no less than speed 128! However, drawbacks include a more limited flight duration, as well as a lower warhead strength than other seeking weapons of a similar type.

(4O2D1) GENERAL RULES
While an ultrawarp missile is a type of seeking weapon (4F) which operates similarly to a drone (4G) in many respects, it is a very different type of weapon. Some of the rules will be familiar to drone users, but take care to note what makes ultrawarp missiles unique.
(4O2D1a) Ship Card: Each ‘UWM’ box on the Ship Card represents one ultrawarp missile launcher. It is disabled by a single point of damage, counts as a ‘drone’ when using the Damage Allocation Table, and is repaired by four repair points.
(4O2D1b) Carriage: Ultrawarp missiles are carried in 'racks', which carry six such missiles ready to launch. Since each ultrawarp missile is pre-prepared for use, no Energy Points need be expended to carry, arm or fire ultrawarp missiles. Each ultrawarp missile rack may fire once every turn.
(4O2D2c) Movement: Ultrawarp missiles move at speed 128; or four hexes per movement sub-pulse. They otherwise move in the same manner as drones (4G) do.
(4O2D2d) Endurance: Ultrawarp missiles run out of fuel at the end of the first full turn (8 Impulses) after launch.
(4O2D2e) Reloading: Ultrawarp missile racks may not be reloaded during the course of a scenario. A ship may be assumed to carry spare missiles in the cargo bay, but the time taken to reload the racks is beyond the scope of a given scenario. However, one may assume that the racks would be re-filled in the interim between two subsequent scenarios.
(4O2D2f) Anti-drones: Ultrawarp missiles are fast enough to cause trouble for the targeting arrays of anti-drones (4E). If an ultrawarp missile is targeted by an anti-drone without having been caught in a tractor beam beforehand, the ultrawarp missile is only destroyed on a 1-3, not the 1-4 when fired against drones. Note that anti-drones will destroy an ultrawarp missile trapped in a tractor beam on a 1-4, as normal.
(4O2D2g) Web Interaction: Due to their enhanced speed, ultrawarp missiles are particularly vulnerable to web. An ultrawarp missile not currently caught by a tractor beam is immediately destroyed upon contact with a web strand of a higher than zero strength. If the target unit is within the web hex, it will be impacted before the missile is destroyed. Note that ultrawarp missiles which enter web hexes while caught in a tractor beam are treated in the same manner as drones are, for as long as they remain caught in a tractor beam.
(4O2D2h) Rack Disabling: If an ultrawarp missile rack is disabled, one of the remaining missiles is also destroyed. However, any remaining missiles may be launched once the launcher box is repaired.
(4O2D2j) Control: Ultrawarp missiles require the same amount of seeking weapon control that drones do.

(4O2D3) TYPES OF ULTRAWARP MISSILES

While several types of ultrawarp missile are used within the Qixavalor Cloud, only one type is in service beyond it. This version is the only type currently presented for use in Federation Commander.
(4O2D3b) Brick Missile: This missile type was designed for use beyond the Cloud. It travels at speed 128, takes four points of damage to destroy, and causes six points of damage on impact. Unless noted otherwise, all missiles on a given ship will be of this type, and are 'free' (cost no points to purchase).
Note that brick missiles cause no additional effect when used within the Qixavalor Cloud; this is not an issue at present, but may be relevant at a later stage.

(4O2D4) COMBAT
Ultrawarp missiles can be destroyed either in flight through direct fire or damage from a seeking weapon launched against it, or in the Defensive Fire phase.
(4O2D4a) Counter-weapon Note: Note that ultrawarp missiles impacting each other will not mutually annihilate each other, as drones would. Also, ultrawarp missiles and drones do not mutually annihilate each other, either. In both cases, work out the damage inflicted on each seeking weapon normally, under (4F5c).
(4O2D4b) Life of an Ultrawarp Missile: Ultrawarp missiles are fired in the Launch Step of the Sequence of Play, as drones are. It tracks its target and impacts in the same manner as a drone.


-----