Vesta acquisition. In response to the verbal from the autopilot, Dieter Ulans flipped his datavisor in front of his eyes and prepared to take direct command of the massive ring of lasers and reaction engines that was Hercules. He hit the juicer button and felt the rush as the drugs began to wash into his veins. “Com’monn jockey juice!” he whispered and then began to croon: “All my thoughts of you, you, you — all that I’ve sought is you, you, you.” The tiny green symbols on the datavisor began to zip past his eyes at an increasing speed.
From the rulebook to Battlefleet Mars 1977 – Essentially the Expanse setting but 39 years before it aired.
There are lots of changes all over the rules, too many to mention. Sections have also been rewritten, gotten new or updated illustrations or have been rearranged, to clarify and simplify without actually changing too much.
As always, read the front page to get a feel how the game works. Then, read pages 2-3 which cover tasks and initiative, very important to grasp. From then on, simply start playing a turn and read as the turn progresses, the rules are written in turn sequence order.
You can download it all here, as usual, with the updated designs, maps etc.
The task system has gotten a facelift and a slight change to what Miss margins give what result. All tasks are now highlighted in red in the table columns to make them easier to find, they are also duplicated on the four reference pages at the back. All degrees of success or failure are now three points wide:
- Very Good You rolled at least 6 points above the target number.
- Good You rolled 3-5 above the target number
- Fair You rolled 0-2 above the target number
- Miss You missed by 1-3
- Bad You missed by 4-6
- Very Bad You missed by 6 or more
The movement rules are basically the same as before but rewritten and clarified with step by step illustrations on how movement is performed. The section on plotting has also been clarified and with a detailed example illustration showing all aspects of plotting.
Fractional thrust Ships don’t come with Thrust in increments of whole Gs, fractions in increments of 0.25 Gs allow the ship an extra G on certain turns of every group of four turns. The mapsheet holds helpers for this and there is also check-boxes for fractional thrust, loaded and unloaded, on the ship Datacard too. All ready-made designs have these already filled in for you. A ship with 1.25 Gs of thrust would thrust 2 G on turn 1 and 1 G on turns 2-4, 2.5 Gs of thrust would thrust 3 G on turn 1 and 3 and 2 G on turns 2 and 4. A ship with 0.75 Gs of thrust would thrust 1 G on turns 1, 2 and 3 but cannot thrust on turn 4 of every group of 4 turns.
As damage to Thrust and Power affected how many Gs a ship could thrust this has been changed too, so you don’t have to recalculate what fractions to use as you get damage. Now Thrust and Power damage affects how many turns in a row you are allowed to thrust. All, 2 turns , 1 turn or not at all for No damage, Light, Severe or Critical damage. Plotting rules teach you to draw a circle around your ship whenever it drifts and thus reset the clock on thrust.
The fundamentals of the sensor rules remain the same, just clarifications and better examples. The only changes I can think of is that you no longer can use your Visual/IR and Radar sensors when popped in. On the other hand, ships may now pop in at any time during a turn as long as they haven’t used their weapons yet. Ships lose any tracked enemies and any launched missiles when popping in but as you know the vector and position on your targets when they were tracked reacquiring them should be fairly easy.
Oh, one more thing. Intercept now allow 2×2 scans, 2×2 square scans are +2 (+4 for radar), 2×2 boxes are -2 (-4 for radar). I didn’t allow them before because they didn’t have a clear center but showing where your scan is located should pose no problem anyway.
The plotting rules now teached how to refer to boxes and sqaures on the map, using the legends on the map. To efer to the top left box of the map, say “Ay-one”, to refer to the bottom left square of the box where the latrge planet is in say “Dee-six one-five”. Always use column-then-row for the boxes followed by column-then-row for the individual squares.
The combat section has been rewritten and lots of die modifiers have been removed or baked into other rules. How much a ship thrusts no longer affect how hard they are to hit, we simply give a +2 DM on attacks, and defense when drifting.
Underpower When a ship didn’t have enough power to use all their weapons when thrusting or drifting we previously used two DMs, peculiarly placed low on the Datacard and was often forgotten (I admit to cobbling it in wherever there was room).
Now, Underpower is one of All+, All, 2 turns, 1 turn, No fire, ships have separate Underpower ratings for Thrusting, Drifting or Jump prepping (more on that in the optional hyperspace rules). When a ship has Severe damage in its power location its Underpower rating is one level worse, All+ becomes All, All becomes 2 turns and so on.
Damage has changed considerably in this version. Ships now have only one DAB (Damage ABsorption) rating for the entire ship instead of one per location, ARM (for ARMour) is still per location and sometime even have two values, popped out / popped in for Surface damage, full power / silent running for high powered power locations representing their vulnerable heat radiators.
How do we handle different damage at different locations then? We have three separate columns on the damage table, one for Hull, one for Crew, Core and Power and one column for Surface and Thrust.
Aerobraking & landing
I seem to rewrite the aerobraking and landing rules once every two weeks or so but now I have something that I feel I’m done with as it is fairly simple yet contains everything I want it to do. Docking and ramming has been moved to the optional rules as they tend to be used more rarely. I have increased the safe speeds for aerobraking somewhat so they become more useful. New illustrations and two examples help clarify things. there is even a little section dealing with your ships signatures when landed and how your sensors work through and atmosphere. Yeah, landing on the day side of a planet with atmosphere will make you harder to scan but your Visual/IR sensors will be blind from the bright atmosphere.
Campaign rules If you want to play a series of Intercept scenarios and have your crews and/or entire navy improving is skill from experience this is for you. The rules merely deal with how to track skill improvements but also skill loss from crew damage. There are also some bare bone outlines of scenarios to help you with ideas. This system is what we use at work when playing and interconnected series of space fights.
Redlining Have you ever wanted to pull all the safeties as captain Phillips did when Somali pirates tried to intercept him, or yell at your engineer ordering him to once again do the impossible? In other words, have you ever wanted to redline your engines?
You decide if you want a 50% boost to your thrust this turn or doubling it for a turn, the latter is of course more dangerous. There is a considerable likelihood that your thrust location will get a CD (Continuing Damage) ie ‘fire in the engine room!’ and you may even risk damaging your engine. Redlining, as well as powering up from silent running and the usual jury-rigging of battle damage is done by your trusty Repair Crew.
Hyperspace The rpg Traveller has a faster than light system that works by travelling far away from any planet, jumping into hyperspace, spending about a week there and exiting somewhere else parsecs away from where you started. I have shrunk how far one must travel to safely jump to fit planet and safe jump onto an Intercept mapsheet. There are some fairly detailed rules about how to jump, fuel use, astrogation, misjumps etc and where you will end up. In my system, all jumps have you end up somewhere, near a gas giant, planet or asteroid, even when you misjumped into an ’empty’ parsec hex in the original Traveller.
If you are playing a Traveller campaign I suggest you not only replace the space combat and starship movement rules with Intercept, replace the hyperspace rule too.
There are tons of changes to the design system too. Most importantly I think you get all the important design spec data in one place. As shown by this part from the Free trader design spreadsheet available in both InterceptBundle and Designs.
Three little orange dots appeared on the screen. Look at him — blowing out decoys even though he knows we’re out of maneuver — that Kolnichok, grinned Dieter. So which one is you, Joey, and which are the aluminum balloons? (Seven dots grew on the screen, all had slightly different vectors.) Now you know my heater can take you in one flash and you also know that one zap is all I’m going to get. And if I take it you’ve got a perfect excuse to blow me up for the honor of the company rather than recapture valuable property for the accountants. So what’s it going to be? I think you shot off too many balloons too early Joey — cause the other ones aren’t making the course correction you just did. Ain’t that you, Joe?
Ulans squinted and tapped his foot.
From the rulebook to Battlefleet Mars 1977 – notice the green grid tactical maps where one could play out space battles with vector movement, in 3D no less, in 1977!
G-force induced loss of consciousness (abbreviated as G-LOC, pronounced ‘GEE-lock’) is a term generally used in aerospace physiology to describe a loss of consciousness occurring from excessive and sustained g-forces draining blood away from the brain causing cerebral hypoxia. The condition is most likely to affect pilots of high performance fighter and aerobatic aircraft or astronauts but is possible on some extreme amusement park rides. G-LOC incidents have caused fatal accidents in high performance aircraft capable of sustaining high g for extended periods. High-G training for pilots of high performance aircraft or spacecraft often includes ground training for G-LOC in special centrifuges, with some profiles exposing pilots to 9 gs for a sustained period.
The rules for G-load as well as mission and action Fatigue can be found on page 25 of the rulebook. G-Load is optional but quite fun, especially if you use Intercept to play out Traveller or other roleplaying situations. Don’t forget that aerobraking also cause Gs, simply count the number of squares from your gravity adjusted Drift and use that as GS below, regardless if the thrust come from actual thrusting or aerobrakes. Try making a space fighters with really high Gs by adding high strength Floorfield or a cheaper and less powrhungry alternativeis to use the Limited tank workstatios; submerged crew breathing oxegynated liquids can take 5 Gs without as much as flinch.
At the end of each ships’s movement phase calculate the G-Load and if 1+ roll for G-Loc and damage, calculate and roll separately for Crew and Repair
Crew. Sum up all Gs the ship is subjected to, basically the number of squares from the Drift after gravity position. Subtract 1 if the ship neither turned nor rolled, it is far easier to take a linear acceleration than the bucking-bronco variety.
G-Load is then reduced by crew stations and floorfield if applicable. We need to do separate calculations for Crew and Repair Crew as the Repair Crew don’t have stations and sometimes don’t even have a floorfield to protect them (when doing repairs on the outside of the ship, on the Hull or Surface locations).
Number of Gs thrusted or aerobraked
- -1 if neither turning nor rolling
- -2 for Limited, Full or Bridge station
- -5 for Limited tank station
- -Number of floorfield Gs if indoors*
*The Hull and Surface locations are considered outdoors and not helped by floorfield
G-Loc & damage roll
Roll for G-Loc and damage if G-Load is 1+
Roll separately for Crew and Repair Crew
Reduce Gs felt by 1 if ship neither turned nor rolled
If the modified G-Load is 1+ for Crew or Repair Crew roll 1D6 + G-Load on the table below. A result of a Scratch+ results in G-Loc, higher results also result in damage or even death, this is also true for robot only Repair Crew.
Crew cannot perform Scans, attacks, defense or control missiles. All launched
missiles are lost as are all Tracks.
Repair Crew cannot move from their current location, perform repairs or
power up powerplants. Note that Repair Crew on Hull or Surface suffer one level worse damage if the result was 7+, from falling off the hull under thrust. See the picture on top if you don’t understand why.
We don’t experience the world directly. Our senses react to certain physical phenomenon and our brains interpret the data and paints us a picture that feels both real and coherent, the world is a fantasy of our creation. The sensors of your ship is just one more redirection from the universe and your mind.
3 worked Scan examples
The rulebook tell us how a Scan is performed. The scanner adds his sensors Sensitivity to the Scan size modifier to get a Scan strength. The Scan strength together with type of sensor, position and size is presented to the opponent. The opponent then, ask three questions and the answers determine if the Scan strength should be reduced or if there are areas of the Scan that cannot be seen by the scanner and should therefore be ignored.
If the opponent has target(s) inside the legit area he will add the relevant Signature(s) to the Scan strength and if the result, the Signal, is 0+ he must tell the scanner each relevant Signal that was 0+. The Scanner finally decides whether to perform a Sensor task and that task will give him an Indication, a Contact or the much coveted Tracked result. Read pages 6-7 for the basics and page 18 for planets and page 22 for asteroids and there respective effects on scans. End of story, right? Below follow three scan examples, with pictures and all, enjoy.
The player A, the scanner, decides to try a 1×1 box towards the sun to see if the sneaky player B is maybe approaching from the sun. The ship is where number 1 is located and the green area is the Scan. The ship has a +2 Sensitivity Visual/IR sensor, and the modifier for a 1×1 box is -1 so Scan strength is +1.
Player A “I will do a Visual Scan, 1×1 box, with a strength of +1, in B4”
Player B “Does the Scan touch your ships Sunglare column?”
Player B starts asking the three questions, this one is from page 6 in the rulebook, the other two are from page 18. The Sunglare question must always be asked, even if there are no planets or asteroids on the map.
Player A “Yes, my Scan touches my Sunglare goddamit!”
Player B “Does your Scan touch a blocked sun or shadow column?”
This question need only be asked if the map has planets or asteroids on it.
Player A “No, and you can clearly see that I don’t, but I know, you have to ask”
As the Scan didn’t touch the sun or shadow columns of the planet this question is not strictly needed but it can be good practice to ask all three questions regardless. The Sun column is the three squares wide light grey column above the planet and the Shadow column is the three squares wide darker grey column below the planet. Large planets have three squares wide Sun and Shadow columns, small planets and asteroids have one square wide, planets have columns infinitely long while asteroids have columns limited in length, see page 18 and 22 for details.
Player B “Finally, does the planet block parts of your Scan?”
Player A “Eh, wait a minute, checking…, ah nope”
The Scan is neither from nor to the planets gravity-well so player A can can swiftly answer this with a resolute ‘no’ but sometimes taking longer to check can fool the opponent into believing you are somewhere else.
The one square wide column extending up from the scanners ship, not including the square of the ship itself, in grey, is its Sunglare column. Any Scan touching the Sunglare column will have its Strength reduced by the Sun factor (from now on called simply Sun). The Sun factor is normally 6 so in this case the Scan strength goes from +1 to -5.
If player B has any ships inside the B4 box he must now add the Scan strength of -5 to all his ship’s or missile’s Visual signatures, always Visual(Hull) and Visual(Thrust) too but only if thrusting. If the Signal (the Scan strength plus Signature) is 0+ he must tell player A that he got an Indication at least, and tell him the actual Signal(s). Player A may now rolls a Sensor task to determine if the Signal was high enough to also give him a Contact or the coveted Tracked result.
Player A have hopefully learned that Scans containing your scanning ships Sunglare column are stupid, the space combat equivalent of staring straight into the sun.
Player A now has his ship in position 2 and is about to declare his second Scan. This time he tries a larger 3×3 box one well away from his Sunglare. Note that parts of the Scan is outside of the map, which is perfectly fine as long as the center is still inside. Ships and missiles outside of the map are lost but Scans partly outside are simply a bit wasteful.
Player A “This time I do a Visual Scan, 3×3 boxes, with a strength of +1, in E1”
Player B “Does the Scan touch your ships Sunglare column? You do know that parts of your Scan is off the map right?”
Player A “Yes I know and no, this time my Scan does not touch the Sunglare column of my ship”
The grey one square column stretching up above position 2 is the ship’s new position and we can clearly see that the new Scan doesn’t touch it, no Sunglare reduction this time.
Player B “Does your Scan touch a blocked sun or shadow column?”
Player B can clearly see that the planet’s Sun column is touched by the Scan but even if it didn’t it might be a good idea to ask this question, just to get into the habit.
Player A “Yes,the Scan touches the Sun column, but no, my ship is not in the Shadow column”
If the Scan touches the Sun or Shadow column the scanner must tell his opponent whether his scanning ship is in the opposite column or not. Whenever a Scan has the potential of having areas blocked they will also tell the target something about the scanners location.
Player B “Does the planet block parts of your Scan?”
Only omit this question if there is no planet on the map. If the Scan is from within he gravity well of a planet or if th Scan touches the gravity well of a planet, parts may be blocked. Planets have 8 sectors around them, near sectors inside the gravity well and far sectors extending infinitely far out. Pictures on page 18 show you the sectors of small and large planets. If your Scan doesn’t touch any blocked sectors you must still tell your opponents this, that nothing of the Scan is blocked.
Scans from a Near sector blocks the opposite near and far sectors.
Scan from Far sector blocks opposite near sector only.
Player A “Yes, my Scan is blocked in the planet’s North-East near and far sectors”
If player B has any ships or missiles in the North-East near or far sectors they should be ignored, any targets in the boxes D1 and D2 are still valid of course. Player B also now knows that player A has his scanning ship inside the South-West near sector. This is why the order of Scans are important, players take turns scanning first or last using the A/B turn order rule as explained on page 2 of the rulebook.
Turn 3 has player A’s ship just outside of the gravity well of the planet, and well inside the planets Shadow column. Being inside the Shadow column not only block scanned targets in the Sun column it also reduces the Visual(Hull) Signature. Normally, in sunlight, the Visual(Hull) uses the number written +Sun but when the ship is inside the Shadow column the Sun factor is 0 making the ship much harder to detect.
This time player A decides to Scan near the planet, thinking player B is maybe lurking there, inside the gravity well. A 3×3 Visual with a Scan strength of -1, centered in E5, as shown by the grey area.
Player A “OK, another Visual Scan, 3×3 boxes, with a strength of +1, this time in E5”
Player A once again ask the only question one must always ask, the one about scanning the Sunglare. If you look at the figure it might look like the S´can really is touching the shops Sunglare, it is – but – if a ship is in the Shadow column they are unaffected by Sunglare! Go outside in the middle of the night, stare straight down – do you feel blinded by the sun? No, didn’t think so, the Earth was in the way, you were technically in Earth’s Shadow column and thus unaffected by Sunglare, and if´you were away from streetlights and such, I bet your body was harder to see too.
Ships in the Shadow column are unaffected by Sunglare
Player B “Does the Scan touch your ships Sunglare column?”
Player A “No”
Player A doesn’t have to tell player B that the reason Sunglare isn’t in effect is because he is in the Shadow column. Don’t reveal what you don’t have to.
Player B “Does your Scan touch a blocked sun or shadow column?”
As the Scan touches both the Sun column and the Shadow column of the planet player A must reveal if he is any of them or outside both.
Player A “Sigh, my ship is in the Shadow column, the Sun column is blocked”
Player B “Aha! That explains why Sunglare didn’t affect you. I think I know where you are now!”
Player B “Does the planet block parts of your Scan?”
Player A “Yeah, my Scan is blocked in the North near sector, and the Sun column too as you already know”
Boxes D4 and D5 have small parts that are not blocked but most are, but still, big chunks of the SCan are still valid, don’t be afraid to do Scans including the planet, trick players tend to stay close to the planet thinking they’ll be blocked but as you can see that is far from the truth.
Page 16 to 22 of the rulebook covers everything you need to know about planets and asteroids, not only how they affect Scans but how you land on them, how their gravity affect your movement, how you can use their atmosphere for aerobrake maneuvers, and even how your Scans and Signatres are affected by being landed on a planet or asteroid.
Smugglers do it in the shadows – faded text on a dead captains T-shirt.
“William Turner: You didn’t beat me. You ignored the rules of engagement! In a fair fight, I’d kill you!
Jack Sparrow: Well, that’s not much incentive for me to fight fair then, is it?”
Missiles are for cowards? True, you can kill an opponent in his sleep, but isn’t that the ideal space combat scenario?
You: Not a scratch
Them: An unaware expanding cloud of slowly cooling junk.
My last article on missiles dealt with protecting against them. This time we’ll cover how to use them effectively. Missiles can be broadly be divided into Regular, Coldstart and Miscellaneous. As always, grab the latest rules, designs and design system here.
Regular missiles, small 15 min endurance ones, are not really that stealthy. The trick is to make your launching ships Drift as close as possible to where you think the enemy will be, and to make sure your vectors will differ by at least 2. This is fairly easy if you are untracked but really hard when battling for Initiative. If you manage to place your launching ships Drift on top of the enemy position every thrust G become a +1 DM thanks to the often overlooked Remaining thrust Gs modifier. Remember to roll or turn so your launcher can see the enemy, otherwise you’ll automatically miss. If your volley holds 3 or more missiles use the Spray fire option.
This is another beast altogether. Launch them drifting from far away, you only need to be within launcher range when attacking. Keep in mind that each launcher battery can only hold control one volley at a time. If your current volley seem impossible to impact, give it up and launch a new, but remember that your launcher only carries 3 volleys (unless your ship has a magazine, don’t you just love those SDBs). If the enemy happen to Detect or Track your volley things get much harder as you may only have a G or two acceleration advantage over your enemy, if that.
Decoys and sensor missiles aren’t strictly weapons but can be really useful in stealthy situations such as blockade running, agent injection, smuggling, space piracy etc.
Concentrate on the Visual signature as IR Scans are rarely used. Match your ships Visual(Hull) if you can as the enemy will probably know what class of vessels to expect. Launch the decoys early and remember that even thrustless decoy volleys must be handled by a launcher battery (to simplify gameplay), ditch your decoys whenever you wish to launch regular missiles. Missiles are cheap, ships are not.
Sensor missiles are mostly used to closely monitor a planet. Put a sensor in orbit and have it Scan a 3×3 sq area on the planet (maybe an entire box for large planets). Why do that? The sensing ship must be within 5 times the Scan size or less, with sensor missiles you can scan small areas without running the risk of being found yourself. Just remember that sensor missiles must be in Line of Sight with the controlling ship, this requirement holds for all missiles by the way.
The best scene from the wonderful Pitch black movie (you know, Riddick before becoming some kind of Warhammer thing) is easily the ship crash in the beginning with the ship taking severe aerobrake damage and getting pounded some more when actually crashing on the planet. Good stuff! (full disclosure: I did the AI coding for Riddick: Escape from Butcher bay, and Riddick: Assault on Dark Athena so I am a bit partial to Pitch black, which these games are prequels to. Assault on Dark athena actually contain both games, and a multiplayer too).
Crashing on a planet with atmosphere will first do a step of aerobrake damage where the ship slows from braking against the atmosphere. Any remaining speed will be taken as crash damage which is much worse, believe me.
A crash occur when a ship with non-zero speed during Drift has its Past on a planet. Remember that ships with Past on a planet are not affected by gravity (what direction should the gravity be?). If the ship has an atmosphere mandatory aerobrake will occur, if not continue to landing damage below.
Aerobrake with Atmos drag from page 20, you may brake more if your ship has wings, up to your ship’s Wing drag. If aerobrake damage modifiers are 1+ roll damage, streamlining is treated worse if the ship isn’t facing along its vector before the drag, ships will always face along the original vector after drag, yeah, turning for free.
A crash occur when a ship with non-zero speed during Drift has its Past on a planet with speed remaining after . Remember that ships with Past on a planet are not affected by gravity (what direction should the gravity be?).
Add up all damage modifiers from page 21 and if 1+ roll landing damage, the relative ARM and DAB modifirers are only used for docking and ramming. How hitlocation is rolled is based on the ships facing relative its vector, facing forward roll 2 D6 and use highest, if ass first roll 2 D6 and use lowest, all other cases roll 1D6. If the hitlocation is Destroyed reroll on Hull damage as usual. Don’t forget the whooping +6 Damage modifier when landing upside down, which can only really happen when landing on large planets.
Docking / Ramming damage
Docking and ramming works similarly to landing damage above but have some more damage modifiers, also on page 21, those taking relative ARM and DAB into account, the values used are from the actual hitlocatins used so larger ships docking with smaller are not safe. Roll damage if modifiers are 1+.
For an actual docking to occur both ships must hit Crew or Core and both ships must face and be rolled the same.
If you are ramming a larger ship, try to hit with your Hull versus their Surface or Thrust locations for better relative DAB and let us just hope you have better ARM there too.
Well this will be a short update where I briefly mention some of the new stuff added, I’ll go into more detail about some of them later on. Sorry about the long delay. Rules are hereand designs are here.
Before jumping the ship must inject fuel into its jump bubble, a layer of ionized hydrogen surrounding the ship, thicker the longer distances that are jumped. Jump prep takes 15 min to 60 minutes and uses 10% of the ships volume in jump fuel, per number of parsecs jumped, or Jn as the range is called. Small intrasystem jumps termed J0 spend only 5% of fuel but takes the same prep time. Ships with very small powerplants must turn off floor field and other power hungry components when prepping, the procedure is then called jump dimming, because traditionally the earlist jump capable ships turned interior lighting red during this, to warn the crew that a jump was in progress.
Rules can be found on page 30-31 as well as well as in the design rules on page 36, basic Jump prep or Jump dim time is on a row below the underpower modifiers, Underpower Thrust, Underpower Drift and Underpower Prep respectively.
Batteries are either set to power just the floater and possibly Impulse thrust, or power for the entire ship. In both cases you input a nominal endurance in hours and Ship.xls will calculate the actual endurance loaded / unloaded. Multiply the hourly endurance by 4 and tick off each turn running on batteries, Impulse thrust is noted in GTurns used, typicaly twice as much as Floater alone. Ships running on batteries have the same IR(Power) signature as with a running powerplanet but no Neutrino(Power).
Don’t add batteries to your designs unless you fully understand the above rules, batteries are tricky and costly and not really needed for most designs.
All you need to do is to set the TL of the battery, whether you want its data for powering Float or the entire shio and the nominal endurance in hours, rules are on page 36.
The Ammonia and Methane fuel converters have been combined into one, the water cracker is still a separate unit as it requires much more power. The special tankage row of ship.xls can hold any of water, ammonia or methane, but only one at a time.
I have added one Cutter fuelconverter and one Cutter fuelshuttle to the designs as the cutters are such common I though it would be good to get two ready made specialties aside from the regúlar one. Both the Mercenary cruiser and Survey cruiser has them as small craft.
See the sidebar on page 36 for details.
The various waorkstation rows has been turned into one so all workstations must now be of the same type. The bridge workstation, aside from being a tie breaker for when Ship tactics skill are equal it also gives longer endurance, used by the optional Fatigue rules on page 25.
The modifiers for attacking with multiple indentical weapons, maybe from different ships if a Ship tactician is commanding them, have been modified to simplify designs at the cost of slightly harder to remember the breaks. The breaks are 2 for +2, 3 for +3, 9 for +4, 30 for +5 and 90 for +6. Fit three turrets with small missile launchers each for a +4 bonus from 9 missiles in a volley for example.
The tables are on page 9 and page 41 and of course in the 4 page table dupes at the back. Print out the last four pages at the back of the book to get handy references during play. All commonly tables and figures are there.
Detailed ranges and relative vectors
Those who want more detailed breakdowns of ranges and relative vectors can find tables for both on page 32.
Brace for impact
Every submarine movie has the captain yelling ‘brace for impact’ and now you can too in Intercept! At the end of movement, right before rolling for G-Loc you may opt to have the Crew and Repair Crew brace themselves. Bracing means they cannot Scan, attack or defend and they cannot perform repairs or power up powerplants. Bracing for impact ends at the end of the turn so you can thrust and turn or aerobrake while bracing for impact any number of times in a row. Basically, you cannot sense, fight or repair but take less battle, crash and aerobrake, you can also stand high G effects better.
The rules are on page 32, G-loc specific on page 25.