The engine for the Anti-Ship Missile (ASM) was developed in Y167 by Federation scientists as a fighter engine and was rejected by Star Fleet Command (Federation Ships have bad enough power problems). The Orion Government found the Project and picked it up. They added a large warhead and used it in a role similar to that of a large cruise missile.
The ASM uses an engine that must be primed by energy from the launching ship. The greater the power, the faster it runs. It was first deployed in Y175 on Enclave N-Series Cruisers (as it proved unsuitable for the older ships).
(FD?.1) DESIGNATION
(FD?.11) DEFINITION: Each "ASM" box on the SSD represents one launcher. Each launcher and its ammunition are kept track of individually. ASM launchers have a 180 degree tracking arc that is not expandable. The ASM is a seeking weapon.
(FD?.111) ASMs are not drones and are not treated as such except as provided in these rules. ASMs do not use Drone modules (FD10.0)
(FD?.12) DESTRUCTION: ASM launchers are destroyed on "Torpedo" hits.
(FD?.13) INSTALLATION: ASM launchers cannot be installed on ships smaller than size class 3. EXCEPTION: ASM launchers may be installed on pods.
(FD?.14) FIRE CONTROL: A unit must have active fire control and a lock-on to a target in order to launch. EXCEPTION: An ASM may be fired by passive fire control (D19.0)
(FD?.141) BALLISTIC TARGETING: An ASM may be launched ballisticly (F4.0).
(FD?.142) WILD BOAR TARGETING: ASMs may NOT use Wild-Boar or Tame-Boar targeting.
(FD?.2) ARMING PROCEDURE AND LAUNCH RATE
(FD?.21) POWER AND SPEED: ASM speed is determined by the amount of priming energy used to activate its engine. This power can come from any source. For each 1/5 point of priming energy applied on the impulse of launch, the ASM has one unit of speed. The ASM has a maximum speed of 32. Any excess energy is lost. If not using fractional accounting each point of priming energy applied gives the ASM 5 units of speed. If launched with no power applied it immediately becomes inert (FD?.35). Priming energy may not be applied to an ASM unless it is in the launcher and ready to fire. AN ASM may be set to run slower than the maximum speed available. In this case any excess energy is lost. NOTE: There is no effective limit of how much power can be applied to an ASM, but excess energy will be lost. (See FD?.6 for the cost of launching alternate warheads.)
(ALTERNATE)(FD?.21a) Priming energy is held in the launcher itself and so may be allocated at any time including reload turns when no ASM is available for launch.
(FD?.211) RESERVE POWER: Reserve power (H7.0) may be used for priming energy. Reserve power may only be applied on the impulse of launch.
(FD?.212) IMMEDIATE LAUNCH: An ASM is launched during the impulse that power is applied. The power is not applied until the impulse of launch. If using (D22.0) this power is considered instantaneous power (D22.12).
(FD?.213) HOLDING ENERGY: The unit must pay one unit of power
for every two units or fractions of power applied. If this holding
energy is not allocated at the start of the turn all energy is lost.
Any energy applied in excess of the holding cost is added to the
priming energy.
EXAMPLE: An Enclave CLA had applied 5 3/5 points for priming energy on Turn 4. On Turn 5 the CLA allocates 2 points of holding energy. The CLA now has 4 points of priming energy. If the CLA had not paid any holding energy all energy would have been lost. Alternatively the CLA could have paid 3 points of holding energy and had 5 3/5 points of priming energy. If the CLA had applied 4 points of energy to the launcher the CLA would have 6 3/5 points of priming energy.
(FD?.22) LAUNCHING RATE: ASMs are launched during the Launch Seeking Weapon Stage of the Impulse Activity Segment of each turn.
(FD?.221) PROCEDURE: When launched the ASM counter is placed on top of the launching unit. The target must be in the launchers tracking arc. The target of the ASM must be recorded at the time of launch.
(FD?.222) CAPACITY: Each ASM launcher holds one ASM. Each launcher is assumed to have two reloads unless specified otherwise in the ship description or on the SSD. (ASMs that are built into a ship, rather than a refit, usually have four reloads.) Additional ASMs may be purchased as Commander's Option Items for 3 points each.
(FD?.223) RELOADING PROCEDURE: On the turn after an ASM has been launched the launcher will begin reloading. It does this automatically without being specifically recorded as long as reloads are available. The ASM launcher is considered reloaded and may be fired again on the next turn. This means that they can be fired every other turn. Reloading of the launcher may be delayed if it is specifically recorded by the player.
(FD?.224) LAUNCHING DRONES: ASM launchers may not load or fire Drones.
ALTERNATE (FD?.224a) LAUNCHING DRONES: ASM launchers may load and fire any two space drones (i.e. Type IV, V, and IIIXXX Drones). When Drones are launched in this manner they must obey the ASM launching rules (e.g. firing arcs, etc.). It requires no power to launch a drone from an ASM launcher. Drones are loaded and fired at the same rate as ASMs.
(FD?.2241a) The ASM player may replace any or all of his ASMs with 5 two space drones. These drones are subject to standard availability percentages. An ASM launcher with drones counts as 10 spaces for those purposes, but all drone upgrades must be purchased individually (there are no free reloads).
(FD?.23) RECORDS: Each ASM including those in the rack, reloads, and those in the shuttle bay must be kept track of individually.
(FD?.24) TARGETS: ASMs may be targeted on any unit except Plasma Torpedoes and friendly units (D1.5).
(FD?.25) RANGE AND ENDURANCE: All ASMs have unlimited endurance. After 100 turns they self destruct as a safety precaution. ASMs may be set to run for a longer duration at the controlling players option.
(FD?.26) FIRING AT ASMs: All weapons may fire at ASMs without the (FD1.52) penalty.
(FD?.261) SMALL TARGET MODIFIER: ASMs receive the small target modifier (E1.7) as Drones.
(FD?.262) DAMAGE: An ASM is treated as a Shuttle for purposes of damage due to Type VI Drones (FD2.54), ADDs (E5.31), and MCIDS (E6.2). For purposes of MCIDS (E6.2), "crippling" an ASM does 15 points of damage to the ASM.
(FD?.27) DESTRUCTION: ASMs are destroyed by the 25th damage point received. There is no other effect of damage until this point is reached. ASMs can be repaired under certain circumstances (FD?.362).
ALTERNATE (FD?.27a) DESTRUCTION: ASMs are destroyed by the 25th damage point received. If an ASM has less than 10 points of damage left before destruction, it is considered crippled. A crippled ASM with an explosive warhead will do only half the normal damage upon impact. (25 point warheads do 12 points.) Crippled ASMs will drop all Drones, ADDs and Pods (but not packs) that it is carrying. Crippling an ASM with a bomb warhead has no effect on its damage.
(FD?.3) COMBAT:
(FD?.31) IMPACT: When an ASM enters the hex of its target, it explodes with a warhead strength of 50 points. This is applied to the facing shield (or PA Panel) with any excess applied as internal damage.
(FD?.311) Bomb ASMs may be set at launch to detonate at a range of 1 or -1 (-1 being the hex behind its target). EXAMPLE: An ASM is in hex 2203 targeted on a base in 2205 and set to detonate at range -1. There is a Drone Cruiser in 2207. The ASM does not explode until it reaches 2206.
(FD?.32) TRACKING ARC: ASMs have a 360 degree tracking arc.
(FD?.33) DISTRACTION: ASMs may be distracted by Wild Weasels (J3.0) and Wild SWACs (J9.2).
(FD?.331) NON-DISTRACTION: ASMs may NOT be distracted by CHAFF (D11.0), or by Scout Sensors (G24.23).
(FD?.34) ATG: All ASMs have ATG and 3 points ECCM.
(FD?.341) GUIDANCE: ASMs may be controlled by the launching unit or may assume their own guidance. Control may be transferred from the launching unit to an allied unit (F3.5). If tracking is dropped the ASM will assume its own guidance. The controlling unit can order the ASM to self-destruct but cannot order an ASM to go inert. An ASM that is ordered to self-destruct by its guiding unit is removed from play and does not damage anything in the hex.
(FD?.342) MULTIPLE TARGETS: As long as an ASM is being controlled by a ship, the ASM may change targets. The new target must be in the FA arc of the ASM. This may not be done within 1/4 turn (8 impulses) of launch or another target change. NOTE: If an ASM is target on a ship with an unvioded WW, it will always accept the WW as the target.
(FD?.35) INERT ASMs: ASMs that become inert stop moving and remain on the board. Inert ASMs lose all priming energy. Inert ASMs will drop all drones, pods or packs that they were carrying.
(FD?.351) BECOMING INERT: ASMs may become Inert due to several conditions.
(FD?.3511) ASMs become inert if they lose their lock-on. NOTE: dropping tracking will not cause an ASM to lose its lock-on.
(FD?.3512) If the target of an ASM moves behind a Planet or other terrain and the lock-on is lost the ASM becomes inert. It will not accept the Planet as its target (the targeting computer on an ASM is sophisticated enough to tell a ship from a Planet).
(FD?.352) If a friendly unit fires on an ASM the ASM becomes inert even if no damage is scored.
(FD?.353) An ASM becomes inert if it hits an anchored powered web (FD?.52).
(FD?.354) An ASM whose target is destroyed before impact may change targets if it is eligible to do so (FD?.342). If it is not eligible to change targets, it will become inert.
(FD?.355) If the controlling ship tries to switch the target of an ASM to a target that is not within the FA arc of the ASM, the ASM will become inert.
(FD?.356) If an ASM is launched with no priming energy, it will become inert. NOTE: It is possible to launch an ASM that does not have enough priming energy to move due to the load it may be carrying.
(FD?.36) RECOVERING INERT ASMs: An inert ASM may be recovered by an ship of the same race by the same process as recovering an inert seeking shuttle with a tractor beam.
(FD?.361) Enemy or allied ships that recover an inert ASM must defuse the warhead or it will explode 32 Impulses after recovery. A die is rolled. If the result is 1-3 the warhead is defused. If the result is 4-6 the ASM will explode after the time is elapsed. On a roll of 7+ the ASM explodes immediately. A result of less than 1 is considered to be 1. Trying to defuse an ASM is 1/2 a deck crew action. Only one deck crew may try to defuse each ASM. The explosion strength of an ASM that explodes in the shuttle bay is first applied to destroy the bay then the rest is applied as a nondirectional volley of internal damage. ASMs that have been expelled explode after the delay and will damage the ship if it is in the same hex.
(FD?.3611) The die roll is modified by the following factors. Outstanding crews subtract one from the die roll, Poor crews add one. Legendary Science Officers, Engineers, Weapons Officers, and Captains acting as one of the preceding may make an independent attempt to defuse the warhead with the standard roll or they may subtract one from the standard roll instead. A legendary Marine Major may make an independent attempt adding one to the die roll. A result of less than 1 is considered to be 1.
(FD?.362) REPAIR: An recovered ASM may be repaired by the same procedures as repairing a shuttle. An ASM must be in an empty undestroyed shuttle box to be repaired. An ASM being repaired in a shuttle bay will start a chain reaction (D12.0)
(FD?.363) TRANSFERS: To transfer an ASM from the shuttle bay to reload storage is one deck crew action.
(FD?.4) OTHER RULES
(FD?.41) REPAIR: The repair cost of an ASM launcher is 10 points. The ASM launcher may not be hastily repaired.
(FD?.42) TACTICAL INTELLIGENCE: An ASM is size class 7 and is distinguished from other size class 7 at level M.
(FD?.43) SURPRISE: Surprised units do not have their ASM launchers loaded and may not load them until activated.
(FD?.44) ECM DRONES: ECM Drones may be set to escort ASMs.
(FD?.45) ERRATIC MANEUVERING: An ASM may be set to use EM when launched at a cost of 6 movement points. NOTE: The maximum speed that an ASM using EM can travel is 26.
(FD?.46) LABS: ASMs may be identified by labs in the same manner as Drones. Identifying an ASM gives its frame size, warhead strength, warhead type, remaining damage, priming energy, and the number of pods, packs, and drones it is carrying, although not the types. The number of ADDs, 1/2 space, 1 space and 2 space Drones are totaled and simply given as the number of drones. Successive identifications will reveal the information of one random "drone," that has not yet been identified.
(FD?.5) INTERACTION WITH OTHER SYSTEMS
(FD?.51) NEBULAS: ASMs may be used in nebulas, but there are several effects. ASMs must be guided by another unit as their ATG does not function. They take 1/2 point of phaser damage for every impulse spent in a nebula. SP ASMs, starburst ASMs, and chaff packs do not function. If an ASM is launched with any of these options, it functions as a normal ASM except for the added movement cost.
(FD?.52) WEBS: ASMs are particularly vulnerable to webs. If an ASM enters a hex with an anchored web with a strength of one or more the ASM immediately stops and goes inert. EXCEPTION: An ASM will impact if its target is in a web hex.
(FD?.521) ASMs that encounter freestanding webs are trapped like normal seeking weapons and may escape after expending a number of movement points equal to the strength of the web. If an ASM is trapped in a freestanding web which is subsequently anchored, it will become inert as soon as the web is anchored.
(FD?.523) Web fists damage ASMs normally and have no further effect.
(FD?.53) ORION PIRATES SPECIAL RULES
(FD?.531) OPTION MOUNTS: An ASM launcher may only be placed in two adjacent centerline mounts. This adds 2 points to the BPV.
(FD?.532) OAKDISC: ASMs do not count against the limit of Drone racks unless launching drones.
(FD?.54) CARGO: ASMs take up 10 cargo spaces and are (extremely) explosive ordnance.
(FD?.55) SCOUT SENSORS: Launching an ASM will blind a channel.
(FD?.56) MINES: ASMs may be used to sweep mines.
(FD?.57) TRACTORS: If an ASM is tractored, the priming energy of the ASM acts as negative tractor. The amount of energy used to break the tractor beam will then be subtracted from the ASM's priming energy, slowing the ASM. If all priming energy is lost, the ASM becomes inert.
EXAMPLE 1: A pirate CA moving at speed 25 is running from an ASM moving speed 30 (6 points of priming energy). The CA puts three points of power into a tractor beam and tractors the ASM at range 1. The ASM uses 3 units of priming energy to break the tractor beam. The ASM's speed is immediately reduced to 15, allowing the CA to escape.EXAMPLE 2: A Klingon D6M identifies a Heavy ASM at range 2 with 14 points of priming energy and 10 packs. Since the ASM moves on the next impulse and the D6M does not the Klingon player decides that it will be more efficient to tractor the ASM than to fire at it. The D6M transfers 11 points of battery power to the tractor and tractors the ASM on the next impulse. The ASM uses 11 points of priming energy to break the tractor and immediately drops to speed 0. It still has 3 points of priming energy, but this is not enough to move it due to the packs that it is carrying. It will sit in that hex until it is recovered or its target ship enters the hex.
(FD?.6) ALTERNATE AMMUNITION:
(OPTIONAL)
(FD?.61) BOMB ASMs: ASMs carry a bomb warhead that when it reaches its target is treated as a mine explosion. They replace standard warhead for no additional cost. A standard ASM can carry a 10 point bomb warhead.
(FD?.62) ALTERNATE FRAMES: There are four frame sizes of ASMs. You could put a lighter warhead than the frame could carry on an ASM, but there would be no advantage in doing so.
(FD?.621) LIGHT ASMs: A light ASM frame carries a 25 point explosive warhead or a 5 point bomb warhead. It has a movement cost of 1/6th and takes up 8 cargo spaces. It can carry 3 1/2 spaces of drones, packs or pods. To replace a standard ASM with a light ASM costs -1 BPV (yes, you get a point back). These are popular on smaller ships carrying them on mech links (G?.0).
(FD?.622) STANDARD ASMs: Standard ASMs are assumed by these rules unless otherwise noted. A standard ASM frame carries a 50 point explosive warhead or a 10 point bomb warhead. It has a movement cost of 1/5th and takes up 10 cargo spaces. It can carry 4 spaces of drones, packs or pods.
(FD?.621) MEDIUM ASMs: A medium ASM frame carries a 75 point explosive warhead or a 15 point bomb warhead. It has a movement cost of 1/4th and takes up 12 cargo spaces. It can carry 4 1/2 spaces of drones, packs or pods. To replace a standard ASM with a medium ASM costs 1 BPV. These are the least popular of the ASMs.
(FD?.621) HEAVY ASMs: A heavy ASM frame carries a 100 point explosive warhead or a 20 point bomb warhead. It has a movement cost of 1/3rd and takes up 15 cargo spaces. It can carry 5 spaces of drones, packs or pods. To replace a standard ASM with a heavy ASM costs 2 BPV. These are most often used on CCs or above because few others have the power to use them.
(FD?.63) SP ASMs: ASMs may act as modified scatter pack/MW launcher. Up to four spaces of drones may be loaded on a standard ASM externally, in the same manner as a scatter pack. The SP ASM then acts as a normal scatter pack up to the point of launch and acts as a normal ASM afterward.
(FD?.631) At the point of launching Drones, the SP ASM may switch targets if it is eligible to do so. If the SP ASM has no eligible targets, it will become inert.
(FD?.632) If an SP ASM enters the hex of its target, it will explode with its normal warhead strength. The warheads of the drones that it is carrying are NOT added to the explosion strength. Also note that an SP ASM is still destroyed on the 25th point of damage.
(FD?.633) An SP ASM is revealed as such if it is identified by a lab (G4.2).
(FD?.634) Due to the greater mass, SP ASMs must pay a greater priming cost at the point of launch. For each 1/2 space of Drones carried, the SP ASMs speed is reduced by one. This reduction may be offset by paying additional energy (i.e. a fully loaded SP ASM may move at speed 32 for 8 points of priming energy).
(FD?.635) A SP ASM requires two control channels. A SP ASM has a target for the ASM itself and a targeting parameter for the Drones that it is carrying.
(OPTIONAL)
(FD?.64) STARBURST ASM: The Starburst a cross between a scatter pack and a Starfish drone. A Starburst ASM is defined by carrying ADDs in the external positions and the targeting pack.
(FD?.641) A Starburst ASM requires two control channels. A Starburst ASM has a target for the ASM itself and a targeting parameter for the Starburst submunitions.
(FD?.642) The parameters for the release of the Starburst is the number of size class 5-7 targets in the FA of the ASM which are from ranges 1-3. Any of the size classes can be excluded. EXAMPLE: A Starburst ASM with three ADDs and one type I Drone and two ECM packs is set to launch if three or more size class 6 or 7 units are in the valid attack range and arc. On the tenth impulse after launch, two enemy and one friendly drones are at range 3 in the FA arc. Each of the ADDs is fired at each of these targets. Also in the FA arc is a Klingon D7, two shuttles, one drone and a Z-2 fighter. A die is rolled and the drone accepts the D7 as target.
(FD?.643) Starburst ASMs use the same targeting priority that Starfish drones use.
(FD?.644) Starburst ASMs can carry drones as well. ASMs with both Drones and ADDs are sometimes referred to as Shatterstars. Drones are released at the same time as the ADDs. Drones target after the ADDs and will accept any target in the FA arc of the ASM. Size class restrictions can be set independently of the ADDs. Shatterstar ASMs require three control channels. A Shatterstar ASM has a target for the ASM itself, a targeting parameter for the Drones that it is carrying, and a targeting parameter for the Starburst submunitions.
(FD?.645) Starburst ASMs may not launch their ADDs within 1/4 turn (eight impulses) of launch.
(FD?.646) ADD rounds are loaded by deck crews and must be drawn from the ships storage or purchased separately at half cost. Targeting packs must be drawn from the ships storage or can be purchased separately with commander's option points.
(OPTIONAL)
(FD?.65) ASM PACKS: Each ASM can hold up to eight packs which are similar to a fighter pod except it is smaller. Each of these packs takes up one of the half space drone positions and adds to the priming costs just as drone spaces do. Ships with ASM launchers are considered to be carrying four packs of any type per ASM. The types of packs that are carried must be recorded before the scenario begins. Additional packs may be purchased with commander's options for one point each.
(FD?.651) CHAFF PACKS: The ASMs can carry chaff packs identical to those used on fighters (D11.0). ASMs use chaff in the same way that fighters do with the following exceptions. The conditions that will cause a chaff pack to drop must be recorded at the time of the launch of the ASM.
(FD?.6511) RESTRICTIONS: Chaff packs cannot be used on SP ASMs or Starburst ASMs.
(FD?.6512) The conditions that may be set for chaff launch are: number of size class 7 targets within a certain radius of the ASM, Delay between dropping chaff packs, if a size class 7 target is eligible to impact it the next impulse, and any changes for when it reaches a certain range from its target. An ASM can hold up to six such conditions in its memory. EXAMPLE: An ASM may be set to drop a chaff pack every time there are more than four size class 7 targets within 5 hexes. Chaff packs will drop with a minimum delay of four impulses. The ASM will drop a chaff pack if any size class 7 target is eligible to impact it on the next impulse. If the ASM is within 5 hexes of the target, the delay is one impulse. NOTE: ASMs cannot tell friendly size class seven targets from enemy ones.
(FD?.6512) ASMs cannot change targets within 1/4 turn (eight impulses) of dropping a Chaff pack.
(FD?.652) EW PACKS: Each ASM can carry up to thee EW packs. Each EW pack can generate one point of ECM or one point of ECCM. This must be set at the time of launch and cannot be changed.
(FD?.653) ARMOR PACKS: ASMs can carry up to eight armor packs. Each pack will absorb two points of damage.
(FD?.6534) STARBURST TARGETING PACKS: These packs allow an ASM to carry and fire ADDs (FD?.64). These packs cannot be used in conjunction with chaff packs.
(FD?.655) LOADING PACKS: Each turn, up to two packs may be loaded on an ASM per turn, per launcher. Packs may only be loaded on ASMs that are in storage. No packs may be loaded on ASMs that are in the launcher or that are being loaded in the launcher. Loading packs does not require a deck crew and packs may be loaded while a deck crew is loading drones on an ASM without effecting them in any way.
(FD?.6551) The number of packs that are considered loaded at the start of a scenario is dependant on weapon status. At WS-0, no packs are loaded. At WS-I, two packs may be loaded per launcher. At WS-II, four packs may be loaded per launcher. At WS-III, ten packs may be loaded per launcher.
(FD?.66) PRE-SCENARIO PREPARATION: At weapon status III, an ASM armed ship can substitute one or both of the shuttles that are prepared for a special mission for an ASM that is prepared for a special mission. This includes SP, Starburst, or Shatterstar ASMs with any legal combination of Drones, pods or packs, which are drawn from ships stores. This is in addition to the packs allowed to be loaded by (FD?.6551).
(FD?.7) FIGHTER OPERATIONS:
(FD?.71) CARRYING RESTRICTIONS: ASMs may only be loaded on fighters that have special mounts for them. A fighter carrying an ASM loses two DFR (Dogfighting Rating -2). No fighter or shuttle may carry more than one ASM except as cargo.
(FD?.72) ASM-LAUNCH BOOSTER PACKS: A fighter carrying an ASM must be carrying an special warp booster pack to launch it. The carrier may charge these packs with up to three units of energy. The fighter may launch the ASM on any impulse during the launch seeking weapons stage. The act of launching the ASM destroys the warp booster pack. This special pack does not make the fighter any faster, but it still carries the double damage penalty. Carriers are considered to have three sets of ASM booster packs and one set of regular booster packs per ASM armed fighter.
(FD?.73) The fighter may guide the ASM toward a single target. The target of a fighter launch ASM may not be changed unless control is switched to a ship.
(FD?.74) Fighters may only carry 25 or 50 point explosive or 5 or 10 point bomb modules. ASMs loaded on fighters may not carry Drones, Pods or Packs although the fighter may carry its own Drones, Pods or Packs for its own use.
(FD?.75) Loading an ASM onto a fighter or ready rack is four deck crew actions. Carriers are usually assumed to have three ASMs per fighter in storage, which must be the type that the fighters (i.e. no heavy ASMs or SP ASMs cam be in storage). Carrier storage also contains no packs or Pods for the ASMs.
NOTE ON DEPLOYMENT: ASM Launchers cannot be deployed on sublight conversion and early years conversions or their variants. Ships of this type include: Freighters, Auxiliaries (including WYN), Monitors, FRDs, Federation: Constellation CAs, old CLs, Pol, PV, Klingon: D6, F5, E4, Romulan : Eagle, Hawk, Snipe, KR, K4R, Kzinti: CS, CL, FF, Gorn: CA, CL, DD, Orion: CA, CR, Salvage, LR, Lyran: CA, CL, DD, FF, Enclave Reserve Fleet. This restriction is lifted on ships of these classes which are size class 3 or larger that were built with the first refit applicable to that class included in the construction.
(XFD?.0) CHANGES FOR X-TECHNOLOGY
(XFD?.13) INSTALLATION: ASM Launchers may only be installed on size class 4 or larger ships.
(XFD?.21) POWER AND SPEED: ASMs get 1 point of speed for every 1/7th point of power. Any excess energy applied to an X-ASM is retained and is counted as priming energy for the purposes of breaking tractors (FD?.57)
(XFD?.213) HOLDING ENERGY: 1 point of power is required for every 3 points or fraction thereof held over.
(XFD?.222) CAPACITY: Each launcher holds 2 ASMs and is assumed to have 4 reloads unless the ship description says otherwise (Built in ASMs usually have 6 reloads).
(XFD?.223) RELOADING PROCEDURE: The ASM launcher begins reloading when empty and loads 2 ASMs per turn as long as reloads are available. The launcher can be made at the owners discretion to reload when there is only one ASM in the launcher but may not fire on the turn of reloading.
(XFD?.224A) LAUNCHING DRONES: An ASM launcher may fire Type VIII Drones.
(XFD?.27) DESTRUCTION: ASMs are destroyed on the 40th point of damage.
(XFD?.45) ERRATIC MANEUVERS: X-ASMs may be set to run with erratic maneuvers at a cost of six points of movement. X-ASMs on erratic maneuvers may run at speed 32 if the additional energy is paid.
(XFD?.621) ALTERNATE FRAME MOVEMENT COST: Light frame ASMs have a movement cost of 1/8. Standard ASMs have a movement cost of 1/7. Medium ASMs have a movement cost of 1/6. Heavy ASMs have a movement cost of 1/5.
(XFD?.63) SP-ASMS: SP-X-ASMs may carry X-drones.
(XFD?.64) STARBURST ASMS: Starburst ASMs may carry phaser pods that are targeted and fired at the same time as the ADDs under the same parameters. X-starburst packs will target plasma torpedoes.
(XFD?.653) ARMOR PACKS: Each pack that an ASM carries will absorb three points of damage. X-armor packs may not be carried by non X-ASMs.
(XFD?.7) FIGHTER OPERATIONS: Non-X fighters may not carry X-ASMs. X-Fighters may carry both ASMs and X-ASMs.
(XFD?.72) LAUNCH PROCEDURES: X-fighter special booster packs may be charged with up to 4 points of energy.
This site is maintained by John H. Kim, <jhkim@fnal.gov>
Last modified: Mon Jan 12 16:43:24 CST 1998