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die per rack of bombs and subtract make only one roll for hits. if one hits. however. while the third is optional. never saves. add the armor value of the ship to the small arms save number. Small Arms Fire: When firing at armored ships. if 40 tons of weapons are mounted on the port side. Collisions: A ship may maneuver to avoid a collision in the same manner in which it maneuvers to avoid a ram. but one hit is scored with any positive number. Allowed Numbers of Marines: Due to limitations on deck size. a maximum of five marines may be carried per hull size. but the dam. 41 . Armor also does not protect boarding parties. Bombs are dropped durper hull size number per turn. A drogue torpedo may be released and used as a bomb (see below). For example. 40 tons must also be mounted on the starboard side. the same procedure is followed as when determining a bomb hit. all mines detonate. regardless of the armor value of the ship. Drogue Torpedoes: If a ship has more than one drogue torpedo deployed. Normally these will consist of fortresses. If tether mines are ment points most recently exreleased. if the damage value is 6 or more.is moving. If the ship has already moved for this turn. and Variants.Sky Galleons of Mars: Errata. That is. this article also includes new modifications to the game. but the damage values of all the torpedoes are added together. If the target counts as a single hit. roll separately for each pended) as well. When using a drogue torpedo as a bomb. cities. Boarding Actions: No ship may fire at another ship which has a friendly boarding party on it. Any troops in addition to this are carried as passengers belowdeck and may not participate in combat. Bomb Racks: Bombs are carried in racks and dropped on targets below the vessel. however. Balanced Armament: Due to stability requirements on the vessel. not the damage value. The favorable modification due to hull size is made to the die roll. Intended to be a consolidation of all errata and changes published to date. The first two sections should be considered official. ships at anchor. The article is divided into three parts: Ship Design. roll one more than one tether mine raised. This the ship and its target. Damage: When rolling to recover from a trim critical hit. The drogue retains its own penetration and damage values. the movement expended to avoid the collision is subtracted from its next turn’s allowance. SHIP COMBAT Official modifications to Sky Galleons of Mars are as follows. A 6. all the torpedoes deployed detonate. or aerial vesThrockmorton Conveyors: sels on the ground. This counts as a single hit. SHIP DESIGN Official modifications to Sky Galleons of Mars are as follows. all armament must be balanced (by weight) on each side. make only one roll for hits. a ship with a hull value of 5 which suffers a trim critical with a damage value of 7 recovers on a roll of 5 or 6. subtract its current age values of all the mines are movement (the number of moveadded together. Each mine to see if it hits. not just a 6. clarifications and variants are based on gamer feedback and suggestions we have received since publication of Sky Galleons of Mars (Space: 1889). on aerial or conveyor may take off from a ship naval vessels either moving or stationary. if he rolls a 6. Ship Combat. if one the difference in altitude between mine hits. ing movement in the same manTether Mines: If a ship has ner as Martian liquid fire. The result is the number of bomb hits scored. Bombs may be A maximum of one Throckmorton dropped. Clarifications & Variants Originally Published in Challenge #43 by Frank Chadwick The following errata. the ship recovers if the player rolls higher than the damage value of the damage—or.