(E9601) HELLFIRE CANNON

   The Hellfire cannon was developed by the Lost Hydrans in Y126 and carried on all of their ships. They operate similar to a direct fire Hellbore, but require less energy and do less damage.

 

(E9601.1) DESIGNATION

(E9601.11) Each HF box on the SSD represents one hellfire cannon, it is recorded and fired separately.

 

(E9601.2) OPERATIONS

(E9601.21) ARMING: To arm a hellfire cannon, tow points of power must be allocated to a specific hellfire cannon on each of two consecutive turns. The second turn may be the turn of firing. This arming cycle must be two points on each of two turns (2 + 2).

(E9601.22) HOLDING ARMED CANNONS: If the arming of a hellfire cannon has been completed on a given turn, and the cannon has not been fired on that turn, the ship must either discharge the weapon (E1.24) or allocate one point of energy to hold the shell in the tube for each turn until the cannon is fired (including the turn of firing). Overloaded cannons cannot be held.

(E9601.3) FIRING PROCEDURE

(E9601.31) FIRING: Hellfire cannons are fired in the Direct-Fire Weapons Fire Stage of the Impulse Procedure and their effect is determined immediately by die roll.

(E9601.32) PROCEDURE: When firing hellfire cannons, first determine the range to the target (D1.4). Note that the effective range may be different from the true range due to the effect of cloaking devices (G13.0), sensors (D6.1), scanners (D6.2), etc. Then roll 1D6 (the die result may be modified by EW or other effects; see E1.8) and cross-index the result with the range on the hellfire cannon table to yield the number of damage points scored.

(E9601.33) SPECIAL FIRING: Hellfire cannons can be fired in a narrow salvo (E1.6) Overloaded and non overloaded hellfires can be combined in a narrow salvo.

(E9601.4) OVERLOADS (ADVANCED)

Hellfire cannons may be overloaded. This requires more energy. but increases the damage effect.

(E9601.41) POWER REQUIREMENTS: To overload a hellfire cannon, 4 points of energy must be applied on the second turn of arming. Two points of reserve power may be used to overload an previously armed hellfire cannon. Once energy is allocated to overload a hellfire cannon, it cannot be fired as a non-overloaded one.

(E9601.42) EFFECT: The warhead strength of the overloaded hellfire cannon is increased. This is shown on the Hellfire Cannon table on the SSD.

(E9601.43) MAXIMUM RANGE: The maximum range of an overloaded hellfire cannon is 8 hexes regardless of the original range of the weapon. The range limitation applies to the two range, not to the adjusted range. See (D6.126).

(E9601.44) HOLDING OVERLOADED HELLFIRE CANNONS: Overloaded hellfire cannons cannot be held. If they are not fired by the end of the turn they are overloaded, they must be discharged.

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