(IR107.0) BOOBY TRAPS

(IR107.1) BACKGROUND INFORMATION:

Booby Traps are small armed units deployed by an undiscovered xenophobic race. They have been appearing since the sub-light years. Booby Traps are cheap and easy to construct which allows large numbers of them to be deployed. There is a theory that the race deploying them must have a nearby Jump Point or Wormhole.

Booby traps are treated as ships, except that they move on automatic courses with no energy allocation. They pursue and fire option-mount weapons at any target they detect. They do not have an SSD, but use a separate chart.

(IR107.2) MovemenT

(IR107.21) SPEED

(IR107.211) In campaigns the speed of Booby Traps improves over the years. Note that a Booby Trap may be moved ahead or back in time by some types of terrain and a less advanced one may take longer to arrive due to it’s speed. When a Booby Trap is created it has a speed determined using the following chart:

YEARS

SPD

 

YEARS

SPD

 

YEARS

SPD

<70

1

 

120-124

12

 

175-179

23

70-74

2

 

125-129

13

 

180-184

24

75-79

3

 

130-134

14

 

185-189

25

80-84

4

 

135-139

15

 

190-194

26

85-89

5

 

140-144

16

 

195-199

27

90-94

6

 

145-149

17

 

200-204

28

95-99

7

 

150-154

18

 

205-209

29

100-104

8

 

155-159

19

 

210-214

30

105-109

9

 

160-164

20

 

215-219

31

110-114

10

 

165-169

21

 

220+

32

115-119

11

 

170-174

22

 

 

 

(IR107.212) In scenarios Booby Traps that are more or less advanced may arrive. Roll 2 dice and adjust each Booby Trap’s speed using the following chart (roll the number of dice indicated). The speed cannot be decreased to less than 1 or more than 32.

ROLL

EFFECT

2

reduce speed by 4x D-6

3

reduce speed by 3x D-6

4

reduce speed by 2x D-6

5

reduce speed by 1x D-6

6-8

no change

9

increase speed by 1x D-6

10

increase speed by 2x D-6

11

increase speed by 3x D-6

12

increase speed by 4x D-6

(IR107.213) Booby Traps must move at maximum speed. They can sideslip. They cannot HET, brake, change speed, use EM, etc.

(IR107.214) Booby Traps must move in a straight line [exceptions (IR107.221), (IR107.224)] unless they detect a unit.

(IR107.215) Booby Traps use (IR107.62) to determine their Turn Mode.

(IR107.216) Booby Traps will avoid any terrain that might destroy them by turning away from it.

(IR107.217) Booby Traps cannot establish orbits or land on planets.

(IR107.22) PURSUIT

(IR107.221) When a Booby Trap detects a unit it follows a pursuit course (C1.322) toward that unit.

(IR107.222) Booby Traps pursue the nearest unit. If more than one unit is at the same range the Booby Trap will pursue the smallest unit (by SC, then movement cost) then the slowest unit.

(IR107.223) If no unit is detectable the Booby Trap follows a straight-line course in the last direction it was moving.

(IR107.23) If a Booby Trap detects terrain that allows movement between distant sectors of space (Warp Points, Gravity Portals, Wormholes, Space Rifts, etc.) it pursues that terrain. Once it passes through this type of terrain it will not pursue terrain for 500 turns. Booby Traps automatically detect this terrain at a range of 300 hexes.

(IR107.3) WEAPONS

(IR107.31) WEAPONS: Each Booby Trap has 3 types of weapons (torpedo hit, drone hit, phaser hit). Use its speed to determine which year it was created. Roll 2 dice for each type of weapon to determine the number of spaces available for that type of weapon using this chart:

 

YEAR

ROLL

80

100

120

140

160

180

200

220+

2

3

3

4

4

5

5

6

6

3

2

3

3

4

4

5

5

6

4

2

2

3

3

4

4

5

5

5

1

2

2

3

3

4

4

5

6

1

1

2

2

3

3

4

4

7

1

1

1

2

2

3

3

4

8

1

1

2

2

3

3

4

4

9

1

2

2

3

3

4

4

5

10

2

2

3

3

4

4

5

5

11

2

3

3

4

4

5

5

6

12

3

3

4

4

5

5

6

6

(IR107.32) WEAPON CHARTS: When creating a weapon chart put heavier weapons in the lower probability rolls on the chart (2 or 12). Place lighter weapons in the higher probability rolls (7, 8, or 9). Place weapons in an order from heavier to lighter from 2-7 and from lighter to heavier from 7-12. Maulers, SFGs and weapons not usable by moving units cannot be used. Weapons not hit on torpedo, drone, or phaser hits cannot be used.

(IR107.33) TORPEDO HIT: Each Booby Trap has a different capability to carry torpedo-hit weapons.

(IR107.331) Reload periods are ignored for reloadable weapons. Other weapons operate normally. Each weapon may fire at its maximum rate each turn and is automatically reloaded. All weapons fire at their most advantageous loading (i.e. overloads, DERFACS, Enveloping, etc.) for the range.

(IR107.332) Each Booby Trap rolls 2 dice to determine the type of torpedo hit weapons. If the weapon rolled takes more space points than the Booby Trap has remaining, roll again. Use this chart or make your own. Extra-Galactic and restricted weapons may be used.

ROLL

WEAPON

SPACES

2

Plasma-R (FA)

2

3

TR-H (FA)

2

4

Plasma-G (FA)

2

5

Plasma-F (FA)

1

6

Disruptor (FA)

1

7

Fusion (FA)

1

8

Particle Cannon (FA)

1

9

Photon (FA)

1

10

TR-L (FA)

1

11

Plasma-S (FA)

2

12

WARG (FA)

2

(IR107.34) DRONE HIT: Each Booby Trap has a different capability to carry drone-hit weapons.

(IR107.341) All weapons operate normally except that reload periods are ignored. Each weapon may fire at its maximum rate each turn. All weapons fire at their most advantageous loading (i.e. overloads, DERFACS, Enveloping, etc.).

(IR107.342) Drone racks on Booby Traps are reloaded at a rate of 1-space each turn per rack.

(IR107.342) Each Booby Trap rolls 2 dice to determine the type of drone hit weapons. If the weapon rolled takes more space points than the Booby Trap has remaining, roll again. Use this chart or make your own. Extra-Galactic and restricted weapons may be used.