Lighting Cannon

A mega weapon designed to strip shields and short out a ship without actually damaging it.

Special Rules

MegaWeapon

Counts range to target as double for to-hit calculation (range + speed.) On a hit, roll a number of dice equal to the power channelled + target's shields. Drop the highest dice equal to the target's shields. With the resulting dice, for each 5 or 6, reduce the power level of the target's shield by one. If the shields are reduced to 0 and there are still dice left over, roll an X/Y hit location for each left over dice. Roll from front/back and then roll from side to see which internal square is hit. If no module is hit, the ship takes 1 point of damage. If a module is hit, the ship takes a point of damage and a the module is damaged. Hyperdrives that are hit will lose an extra programming marker (so 2 total, 1 for being damaged and one for being hit with the Lightning Cannon.) Anyone in a hit module will take 1D6-2 damage. Armor does not protect against this type of damage.

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