OMEGA OCTANT MASTER ERRATA FILE

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1 OMEGA OCTANT MASTER ERRATA FILE This file is all Omega Errata as of 17 April All of the following items have been incorporated into the Omega Master Rulebook. If you have that product, you do not need this file. These items are also incorporated, as appropriate, in new printings of the Omega Rulebooks included in Omega #1, Omega #2, Omega #3, and Omega #4. These will have Copyright dates of This file includes errata for Omega rules, SSDs, and scenarios released in Captain s Log. The rules and scenarios from the Captain s Logs were included in the Omega Master Rulebook. Earlier Editions of the Omega #2, Omega #3, and Omega #4 rulebooks included some of these errata items. As they have since been incorporated into new printings of the appropriate rulebooks, current editions (with a 2007 Copyright date) will not include these errata items. This errata file is presented in rule number order and is not broken down by product. MODULE COVERS OMEGA #1 Back Cover Map: CORRECTION: Mæsron has the combined æ character replaced by a rectangle. (OA0.0) ERRATA (OA1.0) OMEGA HISTORY: CORRECTION: Pages #4, (3rd paragraph, left; 6th paragraph, left) and #5 (Near Y181 Trobrin text) contain O, these are control characters (should have been quote marks) left by the new printing software ADB, inc., began using with this product. They should not show up in any later products. (OA2.0) CHANGE/CORRECTION: Renumber this rule in Module Omega #2 as (OA3.0). Rule number (OA2.0) was used in Omega #1 as the General rules in Omega work the same was as rules in the rest of SFB except as specifically noted otherwise note. (OA3.0) CHANGE/CORRECTION: Change this rule in Module Omega #3 to (OA4.0) in keeping with the renumbering of (OA2.0) in Omega #2 as (OA3.0). (OA4.0) CHANGE/CORRECTION: Change this rule in Module Omega #4 to (OA5.0) in keeping with the renumbering of (OA2.0) in Omega #2 as (OA3.0) and (OA3.0) in Omega #3 as (OA4.0). (OD0.0) ERRATA (OD1.32) ADDITION: Add to end of rule: Leak damage (D3.6) penetrating such a shield would strike the ceramic-composite armor behind it rather than be resolved as a point of internal damage. (OD2.216) NEW RULE: SCENARIOS: A given scenario will define within its rules whether or not a Hiver mental node is present and in operation. In such cases it will either define which ships are part of such nodes, or whether the players are allowed to assign ships as they see fit within these rules. (OD2.224) REVISION: Rule now reads: Only ships of Size Class 5 or Size Class 4 may be attuned to mental nodes on board other ships; the command staff of Size Class 3 and larger units is too large and independent. (OD2.24) CLARIFICATION: Whether or not a unit is in range for Mental Nodes is determined three times during each impulse at the same time as checking for Hiver Control (O10.031) and Loss of Queen (OR10.032). The Post Combat Segment (6E) after rolling for UIM breakdowns, as the last action of the Marines Activity Stage (6B7), and in the Final Movement Actions Stage (6A4) after ships are released from tractor beams. 14 Feb 2007 (OD2.253) CLARIFICATION/NEW RULE: Whether or not a unit is still eligible for Mental Nodes (i.e., is in range or the node unit has lost all control boxes) is determined three times during each impulse at the same time as checking for Hiver Control (O10.031) and Loss of Queen (OR10.032). The Post Combat Segment (6E) after rolling for UIM breakdowns, as the last action of the Marines Activity Stage (6B7), and in the Final Movement Actions Stage (6A4) after ships are released from tractor beams. 14 Feb 2007 (OD2.346) ADDITION/CLARIFICATION: Note that crew quality will only occur in special circumstances defined by the rules of a scenario or campaign as Hiver cannot have outstanding crews, or poor crews, normally (OR10.033). (OD2.43) RULE REVISED: BASES: Mental nodes may be present on Hiver bases, although this was rare on any but the most crucial installations, all battle stations and starbases will nominally have such a node. A mental node on a base has the same abilities as one on a ship, and can control ships within 15 hexes of the base. The principle problem with base nodes is that they are often formed at the last second as ships arrive to defend the base from attack. It is entirely possible that a given battle station or starbase may have several defending ships, but none in a mental node simply because there was not time to form one, or may have some ships in a mental node, but others that arrived too late. Defending ships might be in their own mental nodes separate from any formed (or not formed) by the base having arrived as operable mental node groups. (OD2.44) ADDITION: Add to end of rule: (battle station or starbase). (OD2.451) ADDITION: Add to end of rule: To be explicit, other than paying for life support, shields, fire control, ECM, erratic maneuvers, and arming (but not firing) weapons, and making repairs. The ship can take no action except to move away from the enemy and must move to stay at least 25 hexes from the nearest enemy unit. It cannot fire at a seeking weapon, or tractor a seeking weapon (or anything else), even if knows the seeking weapon is targeted on itself. OE0.0 ERRATA (OE01.118) NEW RULE: All phaser-4 Omega phasers can only be used on bases. All phaser-1, phaser-2, or phaser-3 Omega phasers require one option mount, see Annex #8B for costs. Note that some phasers, i.e., Radiation phasers, have rules that apply to their use by a different race. Omega phasers can only be used in Omega and simulator option mounts. (OE01.24) CORRECTION: The reference to implosion torpedoes should have been to implosion bolts (OE6.0) and implosion torpedoes (OFP1.0). (OE01.255) NEW RULE: Quantum Phaser-1s cannot be fired as Quantum Phaser-2s, and Quantum Phaser-2s cannot be fired as Quantum Phaser-1s. Either can be fired as a Quantum Phaser-3. A Quantum Phaser-4 can be fired as a Quantum Phaser-4, a Quantum Phaser-1, a Quantum Phaser-2, or a Quantum Phaser- 3. (OE01.26) CORRECTION: The Anti-Proton Phaser-1 Table in the rulebook under rule (OE1.262) wrongly lists a range bracket of 14-19, that range bracket should be All of the SSDs (Ymatrian and Worb) have the correct phaser table. (OE01.34) CORRECTION: Change last sentence to read: The addition of this technology also modifies (OE1.231) in that it adds a third form of ship-mounted particle phaser to the Omega Octant. (OE02.2) DELETION: Delete the last sentence as it merely duplicates (OE2.1). (OE02.22) REVISED/CORRECTED: A pulse emitter can be fired up to three times during a single turn. Each firing may be during the same or a different impulse and at the same or a different target. Pulse emitters can fire at different targets in the same impulse. A pulse emitter cannot fire more than three shots per turn, nor can it fire more than three shots within a 1/4-turn period. The 1/4-turn period can include some shots fired during the final

2 portion of one turn and some shots fired during the early portion of the subsequent turn. (OE02.41) ADDITION: Add to end of rule: Pulse emitters cannot be detected as different from standard pulse emitters (OE2.0) by Tactical Intelligence (D17.0), only by their effect, i.e., greater range and damage. (OE03.22) CLARIFICATION: Tachyon Guns do not have a capacitor of any kind, but can hold energy as described in this rule. Designer s Note not included in the rule but to help understand the errata item: If they had such a capacitor, it would totally change the dynamics of the weapon, and would probably be X-technology. (OE03.242) ADDITION: Add to end:... (holding cost 1 point). (OE04.121) CORRECTION: For purposes of (D4.3222), antimatter cannons fall after heavy hypercannons and disruptor- 30s. See Annex #7E. (OE04.41) CLARIFICATION: Change last sentence to read: The added power can come from either allocated or reserve power, but must come from the same source AT THE SAME TIME; see (OE4.221). (OE05.348) CLARIFICATION/NEW RULE: Antimatter Clouds are resolved as part of any other volley of weapons, except that the target ship chooses which shield is hit (OE5.342). If two or more antimatter clouds are fired into a single hex, all the units in that hex will be damaged by both clouds. As there may be several units in a given hex, counters are provided to keep track by reminding players of the number of ACGs fired into a hex. As each is resolved against all the units in the hex, remove the counter. Remember that ACG damage points are applied to each unit in the hex at the unit s discretion as to the shield they are applied to. (OE05.348) CLARIFICATION: Add to end of rule: Antimatter cloud damage to shields is resolved after all other direct-fire shield damage in the Direct-Fire Weapons Fire Stage (6D2). (OE05.353) CLARIFICATION: If the result of a miss or near miss puts the ACG in the hex of the firing ship, the cloud is disrupted and never forms, having no effect. (OE06.12) CORRECTION: DESTRUCTION: IBs are destroyed on Drone damage points. (OE06.121) CORRECTION: For purposes of damage priority, Implosion Bolts are destroyed after heavy hypercannons and PA panels for the purposes of (D4.3223). See Annex #7E. (OE08.25) CORRECTION: This rule should read: FIRING RATE: Particle probe launchers can be fired only once in any period of two turns, and no unit can fire more than one particle probe in any given turn. Most Vari cruisers have two particle probe launchers, and alternate their arming and firing cycles. Some Vari specialty ships are capable of firing from more than one particle probe launcher in a given turn. These will be noted in their ship description. (OE08.33) ADDITION: Launching P-PRBs does not cause feedback in the Qixavalor cloud (OP1.213). (OE08.41) ADDITION: TERRAIN: P-PRBs cannot be fired through a hex containing a planet (P2.321), moon [Exception: (P2.3221)], star (P12.1), black hole (P4.23) or pulsar (P5.32). They can be fired into such a hex. They can be fired through asteroid (P3.33), ring (P2.223), and dust (P13.4) hexes with the standard EW penalties applied to firing their PBs. (OE08.42) ADDITION: PLANETARY ATMOSPHERE EFFECTS: Particle beams on particle probes lose one point of their warhead strength for each hex of atmosphere (P2.54). (OE08.43) ADDITION: WEBS: P-PRBs cannot be fired through webs (G10.61), and cannot damage them. P-PRBs can be fired out of web hexes. P-PRBs can fire their particle beams at targets in webs, provided a legal line of fire exists between the firing ship to the hex the particle probe will be in and the particle probe has a legal line of fire at the target in the web hex. (OE08.44) ADDITION: NON-VIOLENT COMBAT: Particle beams on particle probes can use Non-Violent Combat (D6.4). (OE08.45) ADDITION: FIRING AT SIZE CLASS SEVEN TARGETS: (OE08.451) ADDITION: PBs on particle probes are penalized as heavy weapons when fired at drones (FD1.52). (OE08.452) ADDITION: PBs cannot damage plasma torpedoes (FP1.62). (OE08.453) ADDITION: PBs on particle probes cannot be fired at mines. (OE09.351) CLARIFICATION: Fireballs can only be overloaded during The Energy Allocation Phase (1) of the second turn of arming, as the power required for an overload must be allocated. They cannot be overloaded through the use of reserve power during The Impulse Procedure (6). (OE09.352) ADDITION: Add to the end of the third sentence: and is scored after other direct fire weapons in the Direct-Fire Weapons Damage Resolution Stage (6D4). (OE10.211) CORRECTION: The last sentence should read, Any fractions after halving this ENERGY are RETAINED (emphasis indicated words that were changed from the original). (OE10.215) NEW RULE: Bioelectric bolts fired with only a half point of energy do not blind special sensors under (G ). If fired with more than a half point of energy, they do blind special sensors under (G ). (OE11.0) CLARIFICATION: There is a seeking weapon mode, whipcrack torpedoes (OFP7.0), which effectively makes this the bolt (F8.0) mode for a plasma weapon. 14 Feb 2007 (OE11.17) DELETED: The following text was deleted as not applicable to plasma whips: Arming status is known at Tactical Intelligence Level L. Total amount of power used to arm the weapon is known at Tactical Intelligence Level M. (OE11.312) CHANGE RULE TO READ: If multiple different weapons strike a shield in the same impulse, damage from any plasma whip in the volley is scored after (in this order) transporter-collector beams (O26.314), energy howitzers (OE14.32) and hypercannon implosion shells (OE16.322), but before all other shield damage (although it is still counted as part of the same volley, it is the first damage to be marked off the shields and any reinforcement). (OE11.312) CLARIFICATION: Change to read: If multiple different weapons strike a shield in the same impulse, damage from any plasma whip in the volley is scored after energy howitzers (OE14.32) and hypercannon implosion shells (OE16.322) but before all other shield damage (although it is still counted as part of the same volley, it is the first damage to be marked off the shields and any reinforcement). (OE11.442) CLARIFICATION: Note that this rule does not double the strength of the plasma whip, but only provides that the damage it scores is treated as phaser damage (FP1.61). So three points of plasma whip damage would only reduce a plasma torpedo warhead by one point, and the extra point could be combined with another point to create another point of reduction. (OE11.45) NEW RULE: SPECIAL SENSORS: Plasma whips blind special sensors under (G ). (OE12.0) ADDITION: Add to end of introduction: The system was evolved from a natural ability of Alunda used by larger creatures to push smaller ones away from desirable (to an Alunda) things. Tactically, it can also be used on other Alunda ships, or Alunda allied ships, to position themselves to take advantage of opportunities. (OE12.31) CLARIFICATION: Add to end of second sentence of first paragraph:... after determining the effects of all other direct-fire in that impulse. (OE ) NEW RULE: CLARIFICATION: The movement caused by an ARF is performed before all other movement, including that caused by a black hole, in step (6A1) of the sequence of play. (OE ) NEW RULE: CLARIFICATION: Whether or not a given unit will continue to be affected by a given ARF on subsequent moves is determined after the completion of its ARF movement in the current impulse. Thus if a unit is repulsed to range 6 on Impulse #4, it is no longer affected by that particular field even if the Alunda ship were to move closer, reducing the range to five again by the end of the impulse. Even if the unit, in its own voluntary movement during that same impulse (or

3 through various involuntary movements, e.g., black hole movement) reduces the range to five or less again it would still not be affected. (OE12.334) CORRECTION: The reference at the end of this rule to (OE12.332) should have been to (OE12.333). (OE ) ADDITION: Add to end of first sentence:... it has no effect on three or more units of Size Class 4 or larger docked together. (OE ) CHANGE: Change the second sentence to read: A Size Class 4 Alunda unit treats a Size Class 2 unit of another race, even a Size Class 2 unit tractored to another Size Class 2 unit, under these rules. (OE ) CLARIFICATION: Add to end of rule:... being held in a tractor beam by a unit subject to the attraction-repulsion field. (OE12.338) NEW RULE/CLARIFICATION: While the ARF is technically a direct-fire weapon, it has no inherent means of causing damage to a target and is not restricted by the rules on friendly fire (D1.5). Alunda units may use their ARFs on other Alunda units on the same side, and often do so for various tactical reasons. (OE12.44) NEW RULE: WEBS: ARFs cannot fire through webs (G10.61), and cannot damage them. ARFs can fire out of web hexes, and can help push units stuck in webs through, or pull them out (OE ), or push units into web hexes provided a legal line of fire exists between the firing ship and the target. (OE13.231) CORRECTION: This rule is incorrectly numbered (OE13.221). (OE13.232) CORRECTION: This rule is incorrectly numbered (OE13.222). (OE13.33) CHANGE/CLARIFICATION: Change last sentence of this rule to read: The maximum range of a sting torpedo on most fighters is 15 hexes, a fighter s rule, e.g., (OR10.F1) for the Barb- 1, will state if the range is less or more. (OE13.33) CLARIFICATION: The Maximum range of a Sting Torpedo on a Barb-1 Fighter is 15 hexes. (OE14.32) CHANGE third sentence to read: They do shield damage before other direct-fire weapons fire, but after transporter-collector beams (OE26.314). (OE14.321) CLARIFICATION: Add to end of rule: If fired on a shield boundary, use the procedures in (D3.4) to determine the facing shield. (OE14.325) CLARIFICATION: Note that armor is treated normally, i.e., any damage that penetrates a shield or otherwise strikes armor is first scored against the armor. (OE14.42) CLARIFICATION: The two damage elements that are lost are always the ones that would have hit the two non-facing shields of the target (OE14.32) of the Energy Howitzer(s). (OE15.31) ADDITION/CLARIFICATION: Add to end of rule: Accentuated torpedoes affected by a target accentuator must announce their new speed in Stage (6B6) as the last action in the Launch plasma torpedoes step. (OE15.325) NEW RULE/CLARIFICATION: A given target accentuator is not limited to accentuating the HEAT torpedoes launched by the unit it is on, nor are Heat Torpedoes restricted to accepting guidance only from the unit which launched them. They can only be affected by a target accentuator fired by a unit on the same side as the unit that launched them. (OE15.42) CLARIFICATION: Add to end of rule:... except by ground bases. (OE16.322) CHANGE second sentence to read: Damage scored by implosive shells is resolved first, before any other weapons in the same volley, except energy howitzers (OE14.32) and transporter-collector beams (OE26.314). (OE16.322) CLARIFICATION: If two different units fire implosive shells, perhaps in addition to other rounds or weapons (phasers, hellbores, and etc.), so that different phasers on the target will be hit (D4.321), use the following procedure to satisfy (D4.34). First [after resolving any energy howitzer shield damage (OE14.32)] determine which firing unit did the most implosive damage (if both scored the same amount of implosive damage, roll a die to select which will be resolved first). Score the damage caused by that ship s implosive rounds, and if the shield is destroyed, determine if any implosive damage from that volley will be resolved as internal damage. Then determine which of the two ships will now score the most internal damage to determine the order of damage resolution for purposes of (D4.321). If the shield is not destroyed, resolve the implosive damage from the second volley in the same way. If the shield is still not destroyed, resolve the remaining damage of the two volleys normally. Note that the larger volley may now be the smaller volley if it had more implosive shells than the second volley. This same procedure is used if three or more ships fire on the target shield from different directions, but the Implosive damage is always resolved first. (OE16.322) CLARIFICATION: If two different units fire implosive shells, perhaps in addition to other rounds or weapons (phasers, hellbores, and etc.), so that different phasers on the target will be hit (D4.321), use the following procedure to satisfy (D4.34). First [after resolving any energy howitzer shield damage (OE14.32)] determine which firing unit did the most implosive damage (if both scored the same amount of implosive damage, roll a die to select which will be resolved first). Score the damage caused by that ship s implosive rounds, and if the shield is destroyed, determine if any implosive damage from that volley will be resolved as internal damage. Then determine which of the two ships will now score the most internal damage to determine the order of damage resolution for purposes of (D4.321). If the shield is not destroyed, resolve the implosive damage from the second volley in the same way. If the shield is still not destroyed, resolve the remaining damage of the two volleys normally. Note that the larger volley may now be the smaller volley if it had more implosive shells than the second volley. This same procedure is used if three or more ships fire on the target shield from different directions, but the Implosive damage is always resolved first. (OE16.322) CORRECTION: The example should read: For example, if a heavy implosive shell caused six damage to a ship and three of that penetrated... Also, damage scored by implosive shells is resolved first, before any other weapons in the same volley, except Energy Howitzers (OE14.32). Internal damage, or damage to unshielded targets, is doubled, then combined with other damage in the same volley. (OE16.34) ADDITION: Light hypercannons on fighters have a maximum range of 12 hexes. (OE16.35) CLARIFICATION: FEEDBACK: Hypercannons do not normally cause feedback because they cannot be fired at range zero. (OE17.11) CLARIFICATION: SSD: Focused energy beams are shown as FEB on the SSD. Each is recorded and fired separately. (OE17.12) CLARIFICATION: DESTRUCTION: Focused energy beams are destroyed on torpedo damage points. (OE17.121) CLARIFICATION/NEW RULE: DAMAGE PRIORITY: FEBs are destroyed after special sensors replacing a torpedo and jammers, and before warp augmented railguns. (OE17.13) CLARIFICATION/NEW RULE: CREW QUALITY, LEGENDARY OFFICERS: Outstanding crews use (G21.211), Poor crews use (G21.111), and Legendary Weapons Officers use (G22.721); treat the focused energy beam as a hellbore (E10.0). (OE17.14) CLARIFICATION/NEW RULE: TECHNOLOGY RESTRICTIONS: Can only be used in Omega and simulator option mounts. (OE17.141) CLARIFICATION/NEW RULE: The FEB requires one option mount space. (OE17.142) CLARIFICATION/NEW RULE: The APB costs 0 BPV under Annex #8B. (OE17.142) CLARIFICATION/NEW RULE: The FEB costs 0 BPV under Annex #8B. (OE17.15) CLARIFICATION/NEW RULE: TACTICAL INTELLIGENCE: Focused energy beams are distinguished from other weapons and each other (heavy or light) at Tactical Intelligence Level F (D17.4). The arming status (armed or not) is known at Tactical Intelligence Level L.

4 (OE17.16) ADDITION: FIGHTERS: FEBs can be used on fighters but require special pods. Further rules for fightermounted FEBs appeared in Omega #3, see (OJ2.71) and (OJ2.8). (OE17.24) CORRECTION: Insert a between... once in... and... turn.... (OE17.26) CLARIFICATION/NEW RULE: FEEDBACK: FEBs do not normally cause feedback even if fired at range zero, but see the Qixavalor cloud (OP1.22). (OE17.54) CHANGE RULE TITLE TO: SIZE CLASS SEVEN TARGETS: Move rules text down to (OE17.541). (OE17.541) MOVED RENUMBERED RULE: FEBs are heavy weapons penalized under (FD1.52) when firing at drones. (OE17.542) CLARIFICATION/NEW RULE: FEBs cannot damage plasma weapons (FP1.62). (OE17.543) CLARIFICATION/NEW RULE: FEBs are subject to (M8.52) when used to sweep mines. (OE17.56) CLARIFICATION/NEW RULE: TERRAIN: FEBs cannot be fired through a hex containing a planet (P2.321), moon [Exception: (P2.3221)], star (P12.1), black hole (P4.23) or pulsar (P5.32). They can be fired into such a hex. They can be fired through asteroid (P3.33), ring (P2.223), dust (P13.4) hexes with the standard EW penalties. See (OP1.22) for the Qixavlor cloud. (OE17.57) CLARIFICATION/NEW RULE: WEBS: Focused energy beams cannot fire through (G10.61) or damage webs. They can fire at targets in webs, or from web hexes to targets outside of them if a valid line of sight between the firing ship and the target exists. (OE18.11) CLARIFICATION: SSD: Antiproton beams are shown as APB on the SSD. Each is recorded and fired separately. (OE18.12) CLARIFICATION/NEW RULE: DESTRUCTION: Antiproton beams are destroyed on torpedo damage points. (OE18.121) CLARIFICATION/NEW RULE: DAMAGE PRIORITY: Anti beams are destroyed after photons, light photons, tachyon guns, and antiproton lances, and before energy spark rings and plasma L torpedoes. (OE18.13) CLARIFICATION/NEW RULE: CREW QUALITY, LEGENDARY OFFICERS: Outstanding crews use (G21.211), Poor crews use (G21.111), and Legendary Weapons Officers use (G22.721); treat the focused energy beam as a hellbore (E10.0). (OE18.14) CLARIFICATION/NEW RULE: TECHNOLOGY RESTRICTIONS: Can only be used in Omega and simulator option mounts. (OE18.141) CLARIFICATION/NEW RULE: The APB requires one option mount space. (OE18.15) CLARIFICATION/NEW RULE: TACTICAL INTELLIGENCE: APBs are distinguished from other weapons at Tactical Intelligence Level G (D17.4). Arming status is known at Tactical Intelligence Level L. Total amount of power used to arm the weapon is known at Tactical Intelligence Level M. (OE18.16) NEW RULE: FIGHTERS: APBs can be used on fighters (in Omega #3 only the Dirk fighter appears). APBs on fighters have a maximum range of 11 hexes. See also (OJ.8). (OE18.25) ADDITION: Add to end of rule: If holding energy is not provided the weapon is discharged (E1.24). (OE18.26) ADDITION: Add to end of rule: If an APB is completed with reserve energy during a turn and not fired, it can be held (OE18.25) or discharged (E1.24) during the next Energy Allocation Phase. (OE18.34) CLARIFICATION/NEW RULE: FEEDBACK: If a APB scores a hit on its target at a true range of zero, damage equal to one-fourth the damage caused to the target (drop fractions) is scored on the facing shield of the firing ship. This does not reduce the damage done to the target or affect any other ship. For example, an APB that rolled two sixes on table (OE18.41) would score 15 points of damage on the target, but only three points of damage on its own facing shield. Fractions are dropped for each antiproton beam individually, they are not summed. (OE18.55) REVISED/RENAMED: SIZE CLASS SEVEN TARGETS: (OE18.551) MOVED TEXT RENUMBERED: Antiproton beams are heavy weapons penalized under (FD1.52) when firing at drones. (OE18.552) NEW RULE: APBs cannot damage plasma weapons (FP1.62). (OE18.553) NEW RULE: Antiproton beams are subject to (M8.52) when used to sweep mines. (OE18.58) NEW RULE: TERRAIN: APBs cannot be fired through a hex containing a planet (P2.321), moon [Exception: (P2.3221)], star (P12.1), black hole (P4.23) or pulsar (P5.32). They can be fired into such a hex. They can be fired through asteroid (P3.33), ring (P2.223), dust (P13.4) hexes with the standard EW penalties. See (OP1.22) for the Qixavlor cloud. (OE18.59) NEW RULE: WEBS: APBs cannot fire through (G10.61) or damage webs. They can fire at targets in webs, or from web hexes to targets outside of them with a valid line of sight. (OE19.16) NEW RULE: MINIMUM SIZE: TAs cannot be placed on units smaller than Size Class 4 (Exception: Ground Bases). (OE19.22) CORRECTION: Antiproton beam should be antiproton lance. (OE19.32) ADDITION: Add to rule: When the effective range of an LNC is different from the true range (D1.4), use the effective range to determine if the LNC will function. (OE19.331) CORRECTION: Reference (OE19.223) should be (OE19.333). (OE19.333) CORRECTION: Last sentence refers to antiproton lances as ANC rather than LNC. Delete the a in the phrase... not required that a three APBs.... (OE19.44) CORRECTION: Delete In emergencies. This confuses some players that there is some other criteria for using a LNC as an APB, like being crippled. (OE19.442) CHANGE: When fired as an antiproton beam an antiproton lance on a Ymatrian ship has an FA firing arc. (OE19.48) ADDITION: SIZE CLASS SEVEN TARGETS: (OE19.481) ADDITION: LNCs can target drones, normally (OE19.31). (OE19.482) ADDITION: LNCs cannot damage plasma weapons (FP1.62). (OE19.483) ADDITION: LNCs cannot help APBs sweep mines. (OE19.59) ADDITION: WEBS: LNCs cannot fire through (G10.61) or damage webs. They can fire at targets in webs, or from web hexes to targets outside of them with a valid line of sight. (OE20.0) ADD: This weapon was developed from a Klingon ADD system that was in the cargo bay of the Throne of Ozymondas. (OE20.13) NEW RULE: FIGHTERS: Short-range cannon can be used by fighters. See (OJ2.72) and (OJ2.8). (OE20.242) ADDITION: Add to end: It cannot penetrate a subspace energy field (OG14.0) and will not damage anything in an hex of such a field (the field will damage such things). (OE20.27) NEW RULE: FEEDBACK: SRCs will cause feedback in the Qixavalor clod (OP1.22). (OE20.3) CONFIRM: The short-range cannon increases its damage against closer targets while its hit probability decreases. (OE21.111) NEW RULE: DAMAGE PRIORITY: DMPs are destroyed after phaser-2s, early warp-tuned lasers, improved pulse emitters, and pulse emitters, but before twin warp-tuned lasers. Light dark matter pulsars are destroyed after phaser-3s but before light warp-tuned lasers. (OE21.13) ADDITION: Add to end: The H-DMP takes one option mount and costs one BPV. The L-DMP takes on option mount and reduces the BPV of the unit by a half-point. (OE21.14) ADDITION: TACTICAL INTELLIGENCE: The presence of DMPS & (Last S should be lower case? Scott Moellmer 5 April 2007 REPLY: Fixed. (OE21.14) ADDITION: TACTICAL INTELLIGENCE: The presence of DMPs can be distinguished at Tactical Intelligence Level G (D17.4). The actual DMP type can be distinguished at Tactical Intelligence Level I. Arming levels cannot be detected.

5 (OE21.15) ADDITION: Add to end: L-DMPs are used by Souldra Shards (OJ4.0). (OE21.522) ADDITION: Add to end of rule:... if they fire only once in a turn (G ). (OE21.59) ADDITION: OTHER RULES: For any interaction not specifically defined otherwise, e.g., webs, DMPs are treated exactly as phasers are. (OE22.11) ADDITION: SSD: Subspace rockets are designated SSR on the SSD. Each is recorded and fired separately. (OE22.12) ADDITION: DESTRUCTION: Subspace rockets are destroyed on torpedo damage points. (OE22.121) ADDITION: DAMAGE PRIORITY: Subspace rockets are destroyed after plasma-ss, implosion-hs, and fireballs, but before particle beams. (OE22.13) ADDITION: TACTICAL INTELLIGENCE: SSRs are distinguished from other weapons at Tactical Intelligence Level G (D17.4). Arming status is known at Tactical Intelligence Level L. Total amount of power used to arm the weapon is known at Tactical Intelligence Level M. (OE22.13) ADDITION: TECHNOLOGY RESTRICTIONS: Can only be used in Omega and simulator option mounts. (OE22.131) ADDITION: The SSR requires one option mount. (OE22.132) ADDITION: The SSR costs 0 BPV under Annex #8B. (OE22.14) NEW RULE: FIGHTERS: Subspace rockets are used by some Worb fighters. See (OJ2.73) and (OJ2.8). (OE22.23) CLARIFICATION: SSRs are fired during the Direct- Fire Weapons Fire Stage (6D2) of the Impulse Procedure. Their effect is determined one or more impulses later by die roll (OE22.35) DURING A SUBSEQUENT DIRECT-FIRE WEAPONS FIRE STAGE (6D2). The target and the amount of energy in the SSR (OE22.21) IS RECORDED IN THE FIRE ALLOCATION STAGE (6D1) OF THE IMPULSE IT IS FIRED, but not revealed until the weapon strikes its target, which may be up to five impulses later (OE22.35) [exceptions; see (OE22.56)]. 14 Feb 2007 (OE22.359) CLARIFICATION: Some have been confused by the example indicating the addition 20 points of power to the four SSRs, and believe it should only be 16. The weapons were armed with a total of 20 points of power, of which four points were reserve power allocated on Turn #1. This four points is also not available (i.e., the batteries are empty), and if the Worb wanted to preserve his tactical options, he is going to have to allocate four points to the batteries, and NOT get four points out of the batteries to operate the systems on his ship. In the last paragraph it is the Worb is who... gains some comfort... (OE22.58) ADDITION: LEGENDARY OFFICERS: Legendary Weapons Officers have the same effect on SSRs as Outstanding Crews (OE22.561). A Legendary Weapons officer can cancel the poor crew modifiers (OE22.562), but cannot be combined with an outstanding crew s modifiers. (OE23.145) ADDITION: Light photons require one option mount and reduce the BPV of the ship by 0.25 points under Annex #8B. (OE23.15) ADDITION: TECHNOLOGY RESTRICTIONS: Light and heavy photon torpedoes are Federal Republic of Aurora technology and can only be used in Omega and simulator option mounts. (OE23.151) ADDITION: Heavy photons require two adjacent centerline option mounts and cannot be used on ships smaller than Size Class 3. It costs two BPV under Annex #8B. (OE23.16) NEW RULE: FIGHTERS: Light photons (OJ2.76) are carried by some Federal Republic of Aurora fighters in Module Omega #3. Fighters able to carry standard and heavy photons may be added in later products, and will use the rules in (OJ2.76) for loading. See also (OJ2.8). Photon torpedoes of all three types have a maximum range of 12 hexes unless the description of the fighter says otherwise. They can be fitted with proximity fuzes. (OE24.0) CORRECTION: The Tachyosonic Beam tables in this rule are correct, those on the Singer SSDs are wrong and should be ignored. We apologize for this blunder. It was the result of communications lags between Amarillo, Texas and Dayton, Ohio. (OE24.16) NEW RULE: FIGHTERS: Light tachyosnic beams can be used on fighters, see (OJ2.74) and (OJ2.8). (OE24.31) CORRECTION:... Roll one die and... should be... Roll two dice and.... (OE24.315) ADDITION/CLARIFICATION: Add to end of rule: It cannot be distracted by a wild weasel (J3.0), but remains locked on its target. (OE24.317) NEW RULE CLARIFICATION: If the target on which a TSB is focused docks [(C13.0) or (K2.3) to a larger unit or lands aboard (J1.6) a larger unit, the TSB will fire any remaining pulses at the larger unit. If the target is the same size, or larger, than a unit to which it has docked or landed aboard, the TSB remains focused on the original target. (OE24.353) ADDITION: ADD TO END: A TSB that begins arming at any level can be converted to a critical overload as long as the first turn s arming is only six points of power. EXAMPLE: A TSB allocated two points during arming on Turn #1 could be converted by applying four points of reserve power. A TSB armed with two points of power on Turn #1 and allocated a point of power on Turn #2, could be converted to a critical overload by being provided six points of reserve power. The first turn s arming would be lost and the other six points needed to complete the critical overload would have to be provided during Energy Allocation of Turn #3. (OE24.353) CORRECTED: To use a critical overload, the weapon is armed with six points of power on the first turn of arming and six points on the second. No other sequence is permitted except for a held overloaded torpedo being increased to a critical overload, which requires three points of power that may only be applied during Energy Allocation. A TSB armed as a critical overload may not be held and if not fired it must be discharged under (E1.24). It has a maximum range of 4 hexes. A critically overloaded torpedo must be marked with a C on the Energy Allocation Form. (OE24.354) CORRECTION: Example refers to adding two power to increase one overload level. Should be three power by (OE24.351) to (OE24.353). Holding energy paid to maintain the torpedo being upgraded by reserve power does not count as energy for the upgrade of the weapon. (OE24.371) DELETED TEXT: Changed to: See table (OE24.42). (OE24.372) DELETED TEXT: Changed to: See table (OE24.42). (OE24.373) DELETED TEXT: Changed to: See table (OE24.42). (OE24.38) FEEDBACK: Tachyosonic beams only cause feedback in the Qixavalor cloud (OP1.22). (OE24.42) CORRECTION: LTSB on chart should be ELTSB. (OE24.54) REVISED RULE: SIZE CLASS SEVEN TARGETS: (OE24.541) REVISED RULE: TSBs are penalized by (FD1.52) if fired at drones. (OE24.542) ADDITION: TSBs cannot damage plasma torpedoes. (OE24.543) ADDITION: TSBs cannot be fired at mines due to their myopic zone (OE24.33). (OE24.58) ADDITION: TERRAIN: TSBs cannot be fired through a hex containing a planet (P2.321), moon [Exception: (P2.3221)], star (P12.1), black hole (P4.23) or pulsar (P5.32). They can be fired into such a hex. They can be fired through asteroid (P3.33), ring (P2.223), dust (P13.4) hexes with the standard EW penalties. See (OP1.22) for the Qixavalor Cloud. (OE24.59) ADDITION: WEBS: TSBs cannot fire through webs, and cannot damage them. TSBs can fire out of web hexes, and can damage targets stuck in webs, provided a legal line of fire exists between the firing ship and the target in the web hex. (OE25.0) CORRECTION: SONIC PULSERS AND PHASER CAPACITORS: The rule is in error and Singers began using phaser capacitors in Y175. The reference to Y183 was when the Loriyill began transferring other technology to the Singers. (OE25.11) ADDITION: SSD: Sonic Pulsers are shown as SP on the SSD. Each is recorded and fired separately. (OE25.12) ADDITION: DESTRUCTION: Sonic pulsers are destroyed on phaser damage points. (OE25.121) ADDITION: Sonic pulsers fall after dark matter pulsars and twin warp-tuned lasers but before phaser-3s. See Annex #7E.

6 (OE25.13) ADDITION: TECHNOLOGY RESTRICTIONS: Can only be used in Omega and simulator option mounts. (OE25.131) ADDITION: Sonic pulsers requires one option mount space. (OE25.132) ADDITION: Sonic pulsers reduce the BPV of the unit they are installed on by 0.25 points each under Annex #8B. (OE25.14) ADDITION: FIGHTERS: Sonic pulsers can be used on fighters without change, see (OJ2.75). (OE25.15) ADDITION: TACTICAL INTELLIGENCE: Sonic pulsers can be distinguished at Tactical Intelligence Level G (D17.4). Arming status (i.e., armed or unarmed, if capacitors are not available) is known at Tactical Intelligence Level L. (OE25.17) NEW RULE: PHASERS: Sonic pulsers use all the rules for phasers except where defined differently below, i.e., they cannot fire through webs but can fire into webs and out of webs so long as a valid line of sight exists. They interact with terrain exactly as phasers do. Legendary officers and crew quality affect them in the same way as phasers. And so on. (OE25.17) NEW RULE: PHASERS: Sonic pulsers use all the rules for phasers except were & Should be where? Scott Moellmer 5 April 2007 REPLY: Fixed. (OE25.18) ADDITION: THOLIANS cannot modify SPs to fire through web. (OE25.21) CORRECTION: The rule is in error and Singers began using phaser capacitors in Y175. The reference to Y183 was when the Loriyill began transferring other technology to the Singers. (OE25.51) ADDITION: Add to end:... but a surprised ship (D18.0) may not fire a sonic pulser until it has been activated (D18.3). (OE26.121) ADDITION: PRIORITY OF DAMAGE: TCBs fall after kinetic cannon-lights and before tractor-repulsor-heavies. See Annex #7E. (OE26.14) NEW RULE: FIGHTERS: Transporter-collector beams can be used on fighters, see (OJ2.74) and (OJ2.8). (OE26.25) NEW RULE: Power held in fighter capacitors (OR19.F0) or loaded into the TCB of a fighter can be held indefinitely at no cost. (OE26.313) CHANGE LAST SENTENCE TO READ: Note that Andromedans, who do not have shields, and Jindarian asteroid ships not operating their minimum shields (R16.1A), and Branthodon dragonships (OR22.0) will always receive the damage listed in the second position. (OE26.314) CHANGE TO READ: If a TCB hits a ship at the same time as other weapons, the TCB is assumed to hit first, even before energy howitzers (OE14.32), hypercannon implosion rounds (OE16.322), and plasma whips (OE11.312) for purposes of determining whether shields were available to block damage under (OE26.312). (OE26.314) CHANGE TO READ: If a TCB hits a ship at the same time as other weapons, the TCB is assumed to hit first, even before energy howitzers (OE14.32) and hypercannon implosion rounds (OE16.322), for purposes of determining whether shields were available to block damage under (OE26.312). Good point, TCBs are pretty much before everything (sayeth Darn it! From a Ryn lover&<g>) Scott Moellmer 5 April 2007 REPLY: I am pretty sure the Ryn would rather it hit after the other weapons, but someone had to make a choice of which of these weapons hit first. I am astounded that this problem does not seem to have been noticed er this. (OE ) NEW RULE: In cases of a Ryn "civil war" scenario where the target is another unit with CC-armor the number of damage points in (OE26.341) is divided by two (dropping any fractions) because the recovered material is already rich in the materials needed to replace CC-Armor. Nicely thot. ;) Scott Moellmer 5 April 2007 REPLY: Thanks. (OE ) NEW RULE: In cases of a Ryn civil war scenario where the target is another unit with CC-armor the number of damage points in (OE26.341) is divided by two (dropping any fractions) because the recovered material is already rich in the materials needed to replace CC-Armor. (OE ) NEW RULE: Material recovered from "living" targets to include living space monsters, Branthodon dragon ships, and Alunda ships whose shields have been penetrated provides only half the restorative material. In these cases divide the number of damage points in (OE26.341) by eight, but round any fractions up, i.e., the TCB will always recover at least a point of material to restore the CC-armor. (OE ) NEW RULE: Material recovered from living targets to include living space monsters, Branthodon dragon ships, and Alunda ships whose shields have been penetrated provides only half the restorative material. In these cases divide the number of damage points in (OE26.341) by eight, but round any fractions up, i.e., the TCB will always recover at least a point of material to restore the CC-armor. (OE26.355) ADDITION: FEEDBACK: TCBs never cause feedback, not even in the Qixavalor Cloud (OP1.213). (OE26.355) NEW RULE: FEEDBACK: TCBs never cause feedback, not even in the Qixavalor Cloud (OP1.213). (OE26.58) ADDITION: Add to end:... it can only be used in simulators. (OE26.581) ADDITION: The TCB requires two adjacent centerline option mounts. (OE26.582) ADDITION: The TCB increases the BPV of the ship by two points. See annex #8B. (OE27.14) NEW RULE: FIGHTERS: Focused tractor beams can be used on fighters, see also (OJ2.8). (OE27.35) ADDITION: If the target unit is not itself a Bolosco unit, the power used for negative tractor is not required to come from warp engine sources. (OE27.511) CLARIFICATION: Delete the last sentence of this rule which reads: Note specifically that there is no damage benefit if fired at a target that is at a true range of nine hexes. (OE28.121) ADDITION: DAMAGE PRIORITY: Gauss cannons are destroyed after phaser-1s, anti-fighter defense systems, and medium warp-tuned lasers for purposes of (D4.3221). See Annex #7E. (OE28.14) NEW RULE: TECHNOLOGY: GCs are Qixa only technology. They can only be used in simulator option mounts and require one option mount space. The cost of the weapon is one BPV. Mega gauss cannons cannot be used even in the simulators. (OE28.15) NEW RULE: SHUTTLES: Gauss cannons are used on shuttles but are limited to a range of 15 hexes. The Qixa did not themselves develop fighters, but sometimes employed mercenary fighters from other races. Such mercenary fighters will not be armed with gauss cannons. (OE28.2) ADDITION: Gauss cannons on Size Class 5 or smaller units (excluding ground bases) have a maximum range of 15 hexes. (OE28.22) CLARIFICATION: Gauss cannons fire during the Direct-Fire Weapons Fire Stage (6D2). 14 Feb 2007 (OE28.3) ADDITION: Add to end: A given hex of the Qixavalor cloud can only be subject to spark damage once per damage stage. If two or more gauss cannons that are spark enabled strike a target in a hex of the Qixavalor cloud, there will be only one die roll. (OE28.33) ADDITION: Gauss cannons do not otherwise generate feedback even if fired at range zero. (OE28.4) CORRECTION: The Gauss Cannon Table in this rule is incorrect, and the tables on the SSDs are correct, the Gauss Cannon only scores damage on a roll of 1 at ranges over 25 hexes. (OE29.13) NEW RULE: TECHNOLOGY: ESRs are Qixa only technology. They can only be used in simulator option mounts and require one option mount space. The cost of the weapon is one BPV. (OE29.14) NEW RULE: FIGHTERS: The Qixa are not known to have deployed fighters of their own, but had they done so, it is possible that a fighter design using this weapon might have been produced. If such a design is published at a later date, it will include the rules for arming and firing the weapon.

7 (OE29.34) NEW RULE: FEEDBACK: ESRs cause feedback damage to the firing unit if fired at range zero with more than two points of energy. If fired at three points of energy the feed back is one point of damage to the facing shield. If fired with four points of energy the feedback is two points of damage to the facing shield. This feed back damage is doubled inside the Qixavalor cloud (OP1.0). (OE29.54) REVISED RULE: SIZE CLASS SEVEN TARGETS: (OE29.541) MOVED RULE: Energy spark rings are penalized by (FD1.52) if fired at drones. (OE29.542) NEW RULE: ESRs cannot damage plasma torpedoes. (OE29.543) NEW RULE: ESRs are penalized by (M8.52) if fired at mines. (OE29.58) NEW RULE: WEBS: ESRs cannot fire through webs of greater than strength zero (G10.61), and cannot damage them. Tachyon guns can fire out of web hexes, and can damage targets stuck in webs, provided a legal line of fire exists between the firing ship and the target in the web hex. (OE30.11) CLARIFICATION: There will be a parenthetical number after the title of the Eyebeam Table that will indicate the number of Eyebeams that dragonship has. For example, the Old Dragon Ship s (OR22.7) Eyebeam Table reads OLD EYEBEAM TABLE (2), where the numeral 2 is the number of eyebeams. All dragonships in Module Omega #4 have two eyebeams, dragonships in later products might have more, or might have only one. (OE30.113) NEW RULE: The term eye-beams is used to refer to the product of a dragon-eye firing and does not refer to a new or different system. (OE30.14) NEW RULE: TECHNOLOGY: Dragon-eyes are an organic component of the space dragon on which the Branthodon ship is built. They cannot be used by any non-dragon unit, not even in the simulators. This includes their use by shuttles or fighters. (OE30.545) CHANGE: Change this rule to read: A dragonship can be on passive fire control (D19.0) and operate its dragoneyes with the natural fire control of the dragon, but cannot gain the EW benefits of passive fire control (D19.31) due to the nature of the dragon. (OE30.546) ADDITION: ECM generated by the exoskeleton protects the dragon as well as the exoskeleton. (OE31.16) NEW RULE: FIGHTERS: Caseless antimatter can be used to arm the antimatter cannons on fighters equipped with such weapons. The actual arming of the fighter is identical in all ways [except for the reduced energy cost (OE31.11)] as arming a normal antimatter cannon shot. See (OJ2.61) and (OJ2.8). (OE31.21) CLARIFICATION: Caseless antimatter cannon shots are fired during the Direct-Fire Weapons Fire Stage (6D2). 14 Feb 2007 (OFD0.0) ERRATA (OFD0.0) ADDITION: GENERAL NOTE REGARDING DRONE- LIKE SEEKING WEAPONS LISTED HEREAFTER Except where specifically provided for otherwise, all drone rules (FD0.0) apply to any weapons listed in section (OFD0.0), e.g., they have a counter which moves across the map, must be guided to their targets, can be distracted by scout channels or chaff, etc. This is by no means an all-inclusive list. In other words, these weapons work like drones except as otherwise listed in their individual rules. (OFD0.0) CLARIFICATION: GENERAL NOTE REGARDING DRONE-LIKE SEEKING WEAPONS LISTED HEREAFTER: Except where specifically provided for otherwise, all Seeking Weapon Rules (F0.0) and drone rules (FD0.0) apply to any weapons listed in section (OFD0.0), e.g., they have a counter which moves across the map, must be guided to their targets (unless equipped with self-guidance), can be distracted by scout channels or chaff, are launched when drones are launched in the Seeking Weapons Stage (6B6), etc. This is by no means an allinclusive list. In other words, these weapons work like drones except as otherwise listed in their individual rules. 14 Feb 2007 (OFD1.0) DELETION: Delete reference to Tachyon Missiles acting like drones unless otherwise noted as this is explained in the general note on drone like weapons (OFD0.0). (OFD1.12) ADDITION: See (OFD1.16) for launch restrictions. (OFD1.123) ADDITION/CLARIFCATION: A given TC rack cannot launch a missile with a quarter turn of its launching a missile on a previous turn. This means that a TC rack that launched a missile on Impulse #26 of Turn #1 cannot launch another missile any earlier than Impulse #2 of Turn #2. (OFD1.135) CLARIFICATION/NEW RULE: A destroyed rack cannot be used to resolve another drone damage point administered by the DAC even though it still has rack spaces remaining. It must first be repaired. Exception, hit-and-run raids may be made against a destroyed rack, and any successful hitand-run will destroy another rack space and the missile within it, or an empty rack space if no spaces holding tachyon missiles remain in that rack. (OFD1.135) ERRATA ITEM: I have rescinded this (since I wrote it, it does not appear anywhere else in the errata, this is just a note to let you all know) and have replaced it with (OFD1.16). (OFD1.16) CLARIFICATION/NEW RULE: The number and type of missile racks on a given unit determines the maximum rate at which it can launch missiles. (OFD1.161) CLARIFICATION/NEW RULE: Rack types TA, TB, TD, or TE must be paired. In all cases racks #1 and #2 are a pair, and racks #3 and #4 are considered a pair, and so on up to the maximum number or racks on a ship, except that any TC racks are never paired with other racks, or even with other TC racks. (OFD1.162) CLARIFICATION/NEW RULE: If a unit has an odd number of type TA, TB, TD, or TE racks, the last rack is a pair unto itself. If a unit has two racks of two different type, e.g., one TA rack and one TB (or TD or TE) rack, these will be paired. If the unit had four racks of all four different types they will be paired by their numbers, i.e., rack #1 and rack #2 are a pair. Exception: TC racks are never paired with other racks. (OFD1.163) CLARIFICATION/NEW RULE: No single rack of type TA, TB, TD, or TE can launch more than once in any two consecutive turns. For example, a unit with two type-a racks can launch a single missile from either rack on Turn #1 but cannot launch a missile from both racks on Turn #1). It cannot launch a missile from Rack #1 on Turn #1 and then launch another missile from Rack #1 on Turn #2, only Rack #2 would be able to launch on Turn #2. Note that Rack #2 could have launched on Turn #1 and Rack #1 would then be the one that could launch on Turn #2. If in either case, if a Missile was launched on Turn #1, and no missile was launched on Turn #2, either rack could launch a missile on Turn #3 so long as only one of the racks launches a missile. (OFD1.164) CLARIFICATION/NEW RULE: If a unit has both TA, TB, TD, or TE and type TC racks, the restrictions on launch rates for the TA, TB, TD, and TE racks remain. The non-tc racks cannot launch more than one missile every other turn from any given rack, and no more than one missile from each pair of such racks in a given turn. TC racks are not restricted by the presence of other racks and operate at their own rate, i.e., each TC rack may launch one missile each turn per such rack as long as each rack only launches one missile in a given turn and has a missile to launch. TC racks never count for determining the launch rate of non-tc racks on a given unit. (OFD1.165) CLARIFICATION/NEW RULE: A TA (or other non- TC rack) rack of a given pair could launch a missile on Impulse #32 of one turn, and the rack in the pair could launch a missile on Impulse #1 of the following turn. There is no quarter turn delay between the racks of a given pair launching their missiles so long as the other restrictions of the rules are met. (OFD1.17) CLARIFICATION/NEW RULE: TECHNOLOGY: Tachyon missiles are Omega technology. They can only be used

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