Time to Target
Basic Set: Campaigns · p.413
Open source p.413If a guided or homing attack has a
1/ statistic, do not halve damage.
Instead, read this as the attack’s speed
in yards/second. The projectile can hit
a target at up to its 1/ range on the
turn you launch it. It requires multiple
turns to reach a more distant target.
Defer the attack roll until the projec-
tile actually reaches its target.
The projectile continues to close at
a speed equal to its 1/ until it has
traveled a total distance equal to its
Max (that is, for Max/speed seconds,
including the turn of firing). If it still
has not hit, it will crash, self-destruct,
etc. Thus, it’s possible to “outrun” a
guided or homing attack . . . if you’re
fast enough!
Some further special rules:
Guided
Weapons:
Take
a
Concentrate maneuver each turn to
steer the weapon. Should you lose
sight of the target while the attack is
en route, your attack misses automat-
ically! You must make an Attack or
All-Out Attack (Determined) on the
turn the projectile reaches the target.
Resolve the attack as if you had fired
the weapon that turn. If you cannot
make an Attack or All-Out Attack, the
projectile will fly past the target and
crash.
Homing Weapons: You are no
longer in control of the projectile once
you launch it. It will home on its own.
The projectile itself will take an Attack
maneuver on the turn that it reaches
the target.