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Honor Harrington Rules, Summary Card

Turn Order

1. Resolve Sensor Rolls Concerning Ships


2. Plot Movement
3. Do Movement
4. Plot Firing
5. Do Firing (Simultaneous)
6. Clean-Up

Movement

Turning Availble: Double thrust minus thrust plotted

Rolling Wedge: d6 roll: 1-5 No Damage, 6 Wedge acts as another layer of screens

Full Military Power: 3 on 3d6 means you're Jam. Add one to thrust values, plus two for escort class vessels.

Weapons

Basic To-Hit Roll: d6 (d6 div 2, round down)

1 : Miss
2,3 : One Hit
4,5 : Two Hits
6: Three Hits

MAGAZINES FOR MISSILES: MISSILE BATTERIES:


Type: A-Large Salvoes: 16 Type: A Large Range: 44" Dam. Bonus: +2
Type: A-Small Salvoes: 8 Type: A Small Range: 44" Dam. Bonus: +2
Type: B-Large Salvoes: 16 Type: B Large Range: 40" Dam. Bonus: +1
Type: B-Small Salvoes: 8 Type: B Small Range: 40" Dam. Bonus: +1
Type: C-Large Salvoes: 16 Type: C Range: 36" Dam. Bonus: 0
Type: C-Small Salvoes: 8 Each hit does 1d6 damage
Large battery uses one salvo every time fired. Small battery uses half salvo every time fired. When in rapid fire, double usage rates.
GRASER BATTERIES LASER BATTERIES
Type: A Range: 12" Bonus: +7 Type: A Range: 8" Bonus: +3
Type: B Range: 10" Bonus: +5 Type: B Range: 6" Bonus: +2
Type: C Range: 8" Bonus: +3 Type: C Range: 4" Bonus: +1
Each hit does 1d6+1 minus range Each hit does 1d6/2+1 minus (range / 2 )
Missiles and Laser/Graser Batteries use the 'Penetrating Armor' rule: on a damage roll of six, another die roll is made, and the appropriate damage bonus added. This second hit, halved (round down) applies to interal systems.
Disregard if no armour left.

Energy Torpedo: Range 8", 2d6 per hit.

Grav Lance: Range 4", Destroy sidewalls

Modifiers To-Hit Roll:

-1 Local Control
+1 Active Sensors
+1 Large Missile Battery
+1 Rapid Fire
-1/-2 Target ECM

Defences

PDAF/ADAF: 1d6/2 hits removed per unit, round up. ADAF Range: 12"
ECM: -1 to rolls, up to -2.
Screens: Level of Screen + 1 is absorbed from each hit.

Sensors

Modifiers:

-1 to Sensors if Gravitic or Passive


-1 ECM in Deception Mode
+2 ECM in Banzai Mode
-1 to Sensors if own ECM suite active

ECM roll - Sensors Roll


>1 ECM wins
<-1 Sensors win
Other, partial effect.

Type of
Information Given Effects of Jamming Effects of Partial Jamming
Sensor
Range: Unlimited Jamming Mode: No Mass Readings other than by hull type Jamming Mode: Mass Range given, by
(escort, cruiser, capital, supership). 20s.
Gravitic Ships to be detected must have active movement wedges.
Sensors Deception Mode (-1): Mass reading shifted by 20% Fire Deception Mode: Mass reading shifted by
( -1 to rolls Allows Global Fire Control Lock conducted normally. 10%
)
Mass Range for detected ships given. (70-80, 80-90, 20-30, etc.) Banzai Mode (+2): All fire attracted. Banzai Mode: Half of all fire attracted,
determined randomly.
Range: 36" Jamming Mode: No class info other than hull type. (BC, DD, Jamming Mode: Exact Mass/ID
etc.) No other info. determined.
Passive Ships to be detected must be 'active' i.e. active wedge, fire control, sensors, jamming, etc.
Sensors Deception Mode (-1): Simulate a different class Deception Mode: As per jamming mode.
Allows Global/Local Fire Control Lock
( -1 to rolls
Banzai Mode (+2): All fire attracted. Banzai Mode: Half of all fire attracted,
) Identify class, if encountered before, or exact Mass if no. determined randomly.

Determine Fire Control Status, Hull Status (Intact, Armor Breach, Trailing Atmosphere, Dead)
Range: 12" Jamming Mode: No information made available. Jamming Mode: Mass given, hull
integrity given within 10%.
Allows Global Fire Control Lock Deception Mode: Not possible against active sensors
Active Deception Mode: N/A
Sensors +1 to to-hit numbers Banzai Mode (+2): All fire attracted.
Banzai Mode: Half of all fire attracted,
ID New classes (through hull map); determine hull integrity as perecentage, determine external determined randomly.
weapons (gunports, point defence, etc.) Mass given.

Changed: Sat Jan 17 14:16:37 EST 1998


jhan@warpfish.com

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