FIGHTERS Fighters are each size class 6 vessels and can fire all weapons, move up to full speed, and raise full shields (if any) every round. The power attribute is used to enhance speed, shields, and/or weapons. All weapons are FA unless noted and can fire each IMPULSE against other fighters and capital ships! If a fighter has multiple weapon systems, it must decide which system it is using for the impulse. When attacking capital ships, divide weapon damage by 10 and multiply damage from capital ships by 10 against fighters. This may seem harsh, but fighters are not really made to attack or take punishment from capital ships. Their multi-impulse firing and evasion dice do help though and they can pose a serious threat in large numbers. Power Points can be used for the following: 1 Power point can: Add +1 to a weapon damage (max 1pt/weapon) Add -1 to hit roll per weapon Add 3 points of speed. Add 1 pt to shields Powers Cloaking Device (if any) for 1 turn -1 to evasion roll (B5 fighters and TIEs only) 2 Power points can: Add 7 points to speed -1 to evasion roll Full Throttle (Max movement per impulse is increased to 10) Add 3 points to shields Tracking (add +1 to opponents evasion roll) (B5 fighters only) Bootleg (turn 180 degrees for free at any time during movement phase)(B5 fighters only) 3 Power points can: Increase shield regeneration by +3 (max) Add 5 points to shields (one facing) Fire one weapon one extra time (per TURN) Tracking (Add +1 to opponents one evasion roll) Add +1 evasion Die (B5 fighters only) 5 Power points can: Add 1 evasion die Bootleg (turn 180 degrees for free at any time during movement) Lock on (Opponent loses one evasion die) Power points must be allocated at the beginning of the turn and they last the duration of the turn. If power points are lost due to a hit, bonuses are lost (players choice) depending on the amount and what has not been used. More power points can be gained by doing the following at the beginning of a turn. Cut Weapon Systems: 2.5 power points per system turned off (All laser cannons = one system) 6 points if there is only one weapon system on the ship Cut Shield Regeneration: 2 power points, no shield regeneration for the turn (Only if ship has shields) Cut Speed: 2 power points. Normal speed is reduced by half, max 4 hexes/impulse Drain Weapons: .5 power points per system, Weapon system cannot be used for 2 impulses. 2 if there is only one system on the ship. Drain Shields: .5 power points per 2 points of shields drained (from either or both facings) All fighters have a pool of 5 evasion dice (modified, depending on ship type) One die can be used to dodge a shot (or linked shots) once. A 1-3 on a d6 is a success. The pool refill each IMPULSE! Fighters have 2 shield facings, forward and rear. If damage is taken from the side, roll randomly; 1-2: forward, 3-4: rear, 5-6: divide between both. Shield points can be shifted between forward and rear at the beginning of each IMPULSE. Shields regenerate at a rate of 3 per facing, per impulse. Every hit a ship takes (beyond armor) to her hit points reduces her power 1 for 1. Ex. An X-wing loses her shields and takes 5 hits. Her power (once 8) is reduced to 3. A weapon is destroyed on a 1-3 (d6) each time a hit is taken (beyond shields). R2 units (if any) are hit on a 1 (roll another d6). An R2 unit can repair 2 hits per turn (increasing power again) or 1 weapon. Armor cannot be repaired. Fighter movement is limited to 8 HEXES per impulse and all fighters MUST move 1 HEX per impulse or declare a stop. (-2 on all evasion rolls). A ship that loses all power (and not Hits) continues moving in it's previous direction and current speed until power is restored. Weapons Laser Cannon & Light Fusion Cannon (Range up to 6, add 2 to damage) Die Range Roll 0 1 2 3 4 5 6 7 8 9 1 8 7 6 6 5 5 4 4 3 2 2-3 7 6 5 5 4 4 3 2 2 2 4-5 6 5 5 4 4 4 2 2 2 1 6 4 2 2 2 1 1 0 0 0 0 Ion Cannon (Reduces power only by 1 per hit, damages 1 power box (random) on capitals) Die Range Roll 0 1 2 3 4 5 6 7 8 1-2 4 4 3 3 3 2 2 2 1 3-4 3 3 3 2 2 2 1 1 0 5-6 2 1 1 1 0 0 0 0 0 Concussion Missile Range 0 1 2 3 4 5 6 7 Hit # 8 7 6 5 4 3 2 1 Damage 8 7 6 6 6 6 6 4 Proton Torpedoes Range 0 1 2 3 4 5 Hit # 6 5 4 3 2 1 Damage 10 9 8 8 7 7 Blasters Die Range Roll 0 1 2 3 4 5 1 12 10 8 6 4 2 2 10 8 6 4 2 0 3 8 6 4 2 0 0 4 6 4 2 0 0 0 5 4 2 0 0 0 0 6 2 0 0 0 0 0 Light Particle Cannon Die Range Roll 0 1 2 3 4 5 1 14 12 10 8 6 4 2 12 10 8 6 4 2 3 10 8 6 4 2 1 4 8 6 4 2 1 1 5 6 4 2 1 1 0 6 4 2 1 1 0 0