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"We live so that others may die." Orion Station

New EA rules



LCV Landing Pad:

            The LCV landing pad follows virtually the same rules as fighters for landing and launching. LCV’s are launched and landed during the Launch/Land Fighters/Shuttles phase of play. For an LCV to land, it must be on the same hex as it’s carrier, and traveling on the same heading and speed. The carrier and LCV’s suffer a -10 intiative penalty after launch and landing. When an LCV is landed, any missiles it carries may be replenished. Also, any one system can be repaired for 15 points of damage for every turn it remains docked, and any armor levels damaged by armor-damaging weapons may be brought back up at a rate of 1 point per turn, per system.


Drydock (used only on Cotten tender):

            Any unit smaller than the Cotten (eg no enormous units/bases) can dock with
it.  It takes one turn to dock / disengage. The unit must be on the same
hex, and moving at the same heading/speed. While attached, the unit can take
no action or be fired at, and both it and the Cotton are immobile. It can
repair one system on each side of the ship each turn, and all missile racks
are refilled. However, the Cotten only carries basic missiles readily, others to deep in the cargo holds to retrieve immediately. The Cotten can fire it's weapons, but the attached unit cannot. Also, the Cotten and other unit suffer a -10 intiative penalty when docking and


Quad Pulse Cannon:

            This is a new generation of Earth heavy weapon, boasting improved firepower, integration of Shadow-inspired technology, and some uniquely Human touches. It is essentially 4 light pulse cannons in a single turret, with some minor degredation of firepower caused by power coupling. However, due to Shadow enhancements, it has amazing flexibility in the anti-capital ship role. It can fire fewer, but more destructive pulses, for damaging heavily armored targets. However, the alternate modes of fire do less damage overall, an unfortunate result of less advanced technology. Also, before the time of firing, each volley can be split into four separate shots, the fraction of which is decided by the player before firing.


Medium Particle Cannon:

            The Medium Particle Cannon, or MPC, is basically a cross between a compacted Heavy Particle Cannon and an enlarged Standard Particle Beam. It does massive damage in Standard mode, making it an EXTREMELY powerful, and expensive, piece of artillery. Probably should be munchkin.


Rail Cannon:

            The Rail cannon is a compacted Railgun, usually firing at fighters or massed assaults on lighter ships. Not an especially good weapon, but neither are the other matter weapons.






Targeting Laser:

            The targeting laser is a low-powered laser used to “paint” a target, giving all other ships in the scenario a +10 to hit that ship, for that turn only. Aiming and firing is the same as other weapons, but neither location nor damage are rolled. Note that these hits are NOT cumulative. The weapon fires before other weapons, in the Weapon Based Movement phase. It should be in a phase all its own, but is included in that phase for simplicity.


Class-T Missile Rack:

            The Class-T Missile Rack is a special rack designed specifically to fire the T, or targeting, missile. In fact, this is the ONLY missile it can fire. Because the missile has no warhead, it has the advantage of not suffering magazine criticals.



            The targeting missile was designed with one purpose and one purpose alone: to shower a target with radiation, which it would absorb and than take a brief amount of time to dissipate it. An opposing vessel could lock onto this radiation, easing the odds of hit. If it does hit, the enemy vessel has a +10 to hit, for that turn. These effects are not cumulative in the traditional sense, but for every missile that hits, the effect lasts for another turn.