Sunteți pe pagina 1din 57

Credits

Written By Michael Hoyt

Editing By Raphael Yeung, Phillip Wright

Playtesting By James Brown, Jason McGillis, Melissa Belanger, Chris Sulyma, Daemon Wolch, Matthew Browett

No infringement of copywrite is intended by this document. Extreme Thrust is an amateur effort that claims no profit.
Full Thrust and any ideas, images, or text from Ground Zero Games publications is copywrited and or trademarked by
GZG. All artwork and images in this book are property of their creators and in no way is claimed by the producers of
Extreme Thrust.

Developed with the participation of the RMC Wargames Club


Table of Contents
1.0 Turn Sequence 2 5.5 Reflex Field 17
1.1 Plotting Phase 2 5.6 EM Chaff 17
Plotting and Moving 2 6.0 Weapon Systems
1.2 Primary Ordinance Phase 3 6.01 Beam Batteries 19
Move Ordinance 3 6.02 Pulse Batteries 20
Launch Ordinance 3 6.03 Gatling Batteries 21
Ship to Ordinance Fire 3 6.04 Ion Cannons 22
1.3 Movement Phase 3 6.05 Needle Guns 23
1.4 Secondary Ordinance Phase 3 6.06 Submunition Packs 24
Engage with Ordinance 3 6.07 K Batteries 25
Ship to Ordinance Fire 3 6.08 Torpedo Launchers 26
Ordinance to Ordinance Fire 3 6.09 Lance Batteries 27
1.5 Combat Phase 4 6.10 Graviton Batteries 28
Ship/Ordinance to Ship Fire 4 6.11 Plasma Cannons 29
Firing 4 6.12 Capital Missiles 30
Broadside Arcs 4 6.13 Missile Warheads 31
Recording Damage 4 6.14 Salvo Missiles 32
Interference Markers 4 6.15 Nova Cannons 33
Damage Dice 4 6.16 Wave Guns 34
1.6 Damage Control Phase 5 6.17 Multiple Kinetic Penetrators 35
Critical Checks 5 6.18 Point Defence Systems 36
Repair Checks 5 6.19 Area Defence Systems 37
1 7 Misc
1.7 5 6.20
20 Scatterguns 38
2.0 Basic Ship Systems 7.0 Fighter Systems
2.1 Hull Hits/Mass 7 7.1 Fighter Operations 40
2.2 Crew 7 7.2 Fighter Roles 41
2.3 Electromagnetic Signature 7 7.3 Fighter Attributes 41
2.4 Point Value 7 8.0 Other Systems
2.5 Crew Morale 7 8.1 Area Defence Fire Controls 43
2.6 Damage Control 7 8.2 Ortillery 43
2.7 Hull Type 7 8.3 Mine Systems 43
2.8 Streamlining 7 8.4 Boarding Actions 44
2.9 Core Systems 8 8.5 Grapplers 44
3.0 Thrust Systems 8.6 Energy Grapplers 44
3.1 Drives 10 9.0 Special Manoeuvers
3.2 Thrusters 10 9.1 Roll 46
4.0 Offensive Systems 9.2 Evasive Manoeuvers 46
4.1 Sensor Arrays 12 9.3 Corkscrew 46
4.2 Targeting Arrays 12 9.4 Emergency Power 47
4.3 Teleporters 13 9.5 Emergency Thrust 47
4.4 Gravity Well Projectors 13 9.6 Tactical FTL Jump 48
5.0 Defensive Systems 9.7 Ram 48
5.1 Screens 15 10.0 Ship Design
5.2 Armour and Shields 15 10.1 Initial Decisions 50
5.3 Cloaking Field 16 10.2 Systems 50
5.4 Stealth Field 16 10.3 High/Low Tech 50
1
Turn Sequence Plotting Phase
In this phase all players plot their intended movement
Plotting Phase with all of their ships. Once all players have plotted the
Plot Ship Movement movement of all their ships play proceeds to the next
phase.
Primary Ordinance Phase
Move Ordinance Plotting and Moving
Launch Ordinance The movement of a ship is restricted by three factors; the
Ship to Ordinance Fire ships current momentum, its number of operational
drives, and its number of operational thrusters. All ships
Movement Phase have a momentum that is carried over from turn to turn
Move Ships and is expressed in inches of movement per turn; thus a
ship with a momentum of 8 will move 8 inches in a
Secondary Ordinance Phase straight line every turn until that momentum changes. All
Engage With Ordinance ships have a number of drives that determines their
Ship to Ordinance Fire capability for adjusting their current forward momentum.
Ordinance to Ordinance Fire The drives may be used to increase the ship's momentum
at a rate of 1 inch per drive. To reduce the forward
momentum the ships bow thrusters must be used; each
Combat Phase
bow thrusters allows for a reduction of 1 inch from the
momentum. To alter heading the ship must have port or
Ship/Ordinance to Ship fire
starboard thrusters. Each thrusters allows the ship to
make a single turn of 30 degrees; port thrusters are used
Damage Control Phase forr starboard
fo andd vice verse
starboard turns an turns th
verse. When a ship turns, thee
Critical Checks turn is placed evenly throughout the movement; thus a
Repair Checks ship with a momentum of 8 that makes one turn of 30
degrees would travel 4 inches, make the turn, then move
a further 4 inches. If a ship makes more than one turn
then those turns must be divided as evenly as possible
into the move; thus a ship with a momentum of 9 that
makes two turns of 30 degrees would travel 3 inches,
make one turn, travel 3 inches, make one turn, and travel
3 more inches. If the momentum does not divide evenly
by the turns then the best effort must be made to divide
the turns as evenly as possible while keeping whole
inches; thus a ship with a momentum of 8 that makes two
turns of 30 degrees would travel 3 inches, make one turn,
travel 2 inches, make one turn, and travel 3 more inches.
Note that a ship is not required to do a complete 30
degree turn but must turn at least 15 degrees. Players
should strive to record their plots in a legible consistent
format.

"Landing thrusters. If I were landing thrusters which of these would I be?" -Londo Mollari
2
Primary Ordinance Phase Secondary Ordinance Phase
Move Ordinance Engage With Ordinance
Any ordinance on the table is moved up to its maximum Ordinance now engages targets within its engagement
speed within the restrictions described for that zone. Ordinance doing so is moved to contact with the
ordinance. Ordinance is fighters and any missiles. An target. The same initiative sequence followed in the
initiative roll is made (D6) by both players and the primary ordinance phase is followed again.
higher roller must begin moving ordinance. Each player
goes back and forth moving at least 3 flights of fighters,
missile salvos, or capital missiles, or any combination, Ship to Ordinance Fire
and at most 6 of these types, until both sides are out of Ships may now fire again on any ordinance within range
ordinance. and following the restrictions of their weapons. Ships
that fired in the primary ordinance phase may fire again
Launch Ordinance in this phase. All fire on ordinance is simultaneous.
Ordinance may be launched from ships. Fighters are
launched through the use of launch bays, while missiles
are launched through their respective launch systems. Ordinance to Ordinance Fire
Ordinance may now fire on other ordinance so long as
they have engaged their target. All fire between
Ship to Ordinance Fire ordinance is simultaneous.
Any ordinance that moved into or through the range of a
ships weapons systems in this phase may be fired upon
by that ship. Firing in this phase does not preclude the
shipp from firingg in a later phase.
p

Movement Phase
In this phase players move their ships in accordance with
their plots. All movement is conducted simultaneously.

"Hold still or I'll shoot you full of little yellow bolts of light." - John Crichton
3
Combat Phase
Ship/Ordinance to Ship Fire Recording Damage
In this phase players engage each other's ships with the When a ship takes damage the hits are recorded on the
weapons on their ships and remaining ordinance. All fire SSD by marking off hull hits. These hull hits are
during the combat phasesis considered to occur arranged in 2-6 rows and damage is recorded in the
simultaneously; criticals do not take effect until the highest available row in the farthest left undamaged box.
damage control phase. The targets for all weapons fire Damage is then recorded from left to right until the row
from a ship must be declared before rolling. is complete and damage carries over to the next row at
the left. When the last box is hit the ship is destroyed.
Different weapons will record damage differently and
Firing systems such as armour and shields will affect how a
The firing of a ship is restricted by a number of factors. ship records damage.
Primary in these restrictions is the arc of the weapon
being fired. All weapons are restricted to 6 possible arcs Interference Markers
of fire. A weapon may have 1 to 6 of these arcs available To represent the EM chaos of multiple ships firing on the
to it. For a weapon to fire on another ship that ship must same target interference markers are used. Every time a
be in arc. No weapon is allowed to fire beyond 48 inches ship fires on another ship an interference marker is
(the actual range on the table not the adjusted range as placed with the target. When firing on a ship a -1 is
per the targets EMS). Range modifiers (changing the applied to all fire, except for area affect weapons, for
effective range to the target) does not affect the physical every interference marker on the ship.
maximum range of a weapon, thus if a weapon has a
maximum range of 12 inches it may never fire beyond 12
Damage Dice
inches on the table even if modifiers would seem to
Nearly all weapons incur damage on their targets through
allow
ll iit. Also
Al ini order
d for
f a ship
hi to fire
fi on anotherh ship
hi
one of two damage mechanics; energy dice and explosive
with any number of weapons it will require at least one
dice. The method of hitting the target is different for
active sensor array. A ship may fire on multiple targets,
each weapon but the damage is the same. An explosive
given that it has enough weapons, as long as it has a
die is rolled and the facing number is the number of hits
sensor array for each target. When firing on a ship the
incurred on the target. An energy die is rolled and the
Electromagnetic Signature (EMS) of the ship is
facing number is compared to the following chart with
consulted. The EMS will incur a range modifier to the
modifiers. Against ships total modifiers cannot exceed 0
firing ship. The modifier will increase or decrease the
but against ordinance they can.
effective range to the target by multiples of 6 inches.
EMS modifiers are expressed in multiples of 100 such
that: 1-99 EMS = -1, 100-199 EMS = 0, 200-299 EMS =
+1, etc. 1 0 Hits
2 0 Hits
3 1 Hit
4 1 Hit
Broadside Arcs 5 2 Hits
A ship may be constructed with broadside arcs and all of 6 2 Hits
its weapons and shields must adhere to this system. The
ship may still fight against ships with standard arcs. The A natural 6 is always a penetrating hit. The results of a
ship must still move like every other ship. penetrating hit are defined for each weapon. If modifiers
result in a natural 6 causing no hits then instead of a
penetrating hit a reroll is performed with no modifiers.

"If you value your lives, be somewhere else." - Delenn


4
Damage Control Phase
Critical Checks Repair Checks
In this phase player's make critical checks with any ships In this phase players make repair checks with crew
that received criticals during the turn. A ship receives a parties on their ships that have lost systems. For every
critical when it thresholds its hull (i.e. completes a full crew party remaining on the ship a D6 may be rolled.
row of hull hits), has penetrating damage on the last row These D6s are distributed amongst the damaged systems
of hull (i.e. a 6 is rolled for hits in the last row of hull on the ship. Multiple D6s may be rolled to repair the
hits), or from any other effect causing criticals. When same system. If any D6s applied to repair a system rolls a
making a critical check the critical chart is referenced. 6 then the system is prepared. If the ship has superior
Four D6s are rolled; one each for weapons, electronics, damage control then systems are repaired on 5 or 6.
structural integrity, and core systems. The result of the
die is compared to the chart and the appropriate damage
is taken. If a ship receives multiple criticals then a +1
modifier is applied to the three D6s for each additional
critical. The maximum modifier that can be applied is
+5. The critical chart can be found at the end of the
book.

Misc
Striking the Colors Squadrons
At the end of the turn (during the repair check phase but Players may choose to organize their ships into
before rolls for criticals) any ship which has suffered at squadrons. A squadron is comprised of a command
least one threshold must make a strike test. For each of vessel and any number of subordinate vessels.
these ships a D6 is rolled and if the modified result is Designating a ship as a command vessel is free however
less than 1 than the ship strikes its colors and is removed a point cost is payed for each subordinate vessel placed
from play as if it had been destroyed. The ship will have in the squadron equal to its mass factor multiplied by 50
a -1 for each threshold lost, a -1 for each critical it points. Ships in a squadron ignore interference markers
received this turn, a -1 if its bridge has been damaged, from ships in their squadron. Squadron ships do not need
and a -1 if it is within 6 inches of an enemy vessel. In to move together nor stay close, however so long as a
addition the ship will add its morale rating to the roll. ship is within 12 inches of its command vessel it receives
a +1 to its morale. If a command vessel is destroyed or
takes a bridge damaged critical then the squadron is
permanently dissolved. Players do not need to inform
their opponents which ships are command ships but it
Measuring in Centimeters
must be marked on the SSD. Not all ships in a fleet must
Players may opt to measure their game in centimeters
be in a squadron.
either due to a lack of space or to increase the relative
size of their playing area. Movement of ships does not
change and is merely conducted in centimeters. All other
references to distance, including ordinance movement is
modified. 6" becomes 10cm, 12" becomes 20cm, 8"
becomes 15cm, and 2" becomes 5cm.

"I did make it with a hot alien babe, in the end, is that not what man has dreamt of since he first looked up at the stars?" - Zapp Brannigan
5
Basic Ship Systems

"Until this war is over, the only easy day is yesterday." - Gunnery Sergeant Bougus
6
Hull Hits/Mass Damage Control
The physical mass of a ship is represented in the hull hits Ships will have one of two types of damage control.
it posesses. The integrity of that hull is represented in the Average damage control allows crew parties to repair
number of rows it is arranged in. Hull hits are arranged systems on a roll of 6 as described in the appropriate
in 2-6 rows. Ships with a more decentralized design with section. Superior damage control allows crew parties to
little compartmenalization have more rows. Ships with a repair systems on a roll of 5 or 6.
more centralized internal structure with key systems
deep inside and much compartmentalization have less
rows. Hull Type
Ships can have one of three types of hull. The type of
Crew hull will affect various aspects of damage receival and
control.
The size of a ships crew is represented by the number of
crew parties. These are listed at the end of each row of Artificial Hull
hull. As a ship is thresholded (loses rows) this number Artificial hulls are the standard form of hull that ships
will drop representing a loss in total crew. Crew parties are assumed to have within the game.
are used to repair damaged systems and to repel
boarders. Biological Hulls
Biological hulls act like artificial hulls in every way save
a few exceptions. A ship with a biological hull may
Electromagnetic Signature purposely lose hull hits, starting on the bottom right, to
p
repair damaged
g systems
y automatically,y, one hit for a
The primary method of targeting another starship is system. In addition, any system that requires ammunition
through its EMS. Military ships, while smaller in mass, may use hull hits as ammunition.
may be easier to target than civilian freighters due to
their massive EMS. The EMS of a ship will provide a Nanite Hull
modifier which changes the effective range for all Nanite hulls act like artificial hulls in every way save for
incoming fire in multiples of 6". one exception. A ship with a nanite hull may use its crew
parties to repair hull hits. Hits are treated like any other
system and must be repaired normally. If a repaired hull
Point Value hit would restores crew parties, they are not restored and
ignored.
The point value of a ship is used for game balance
purposes. Players can decide on a size for their game in Streamlining
terms of points and then build fleets within that value.
Starships may have a streamlined hull, either fully or
partially streamlined. This has no in game effect and is
Crew Morale only used for campaigns.

The moral fortitude of the crew has one primary effect.


When a ship attempts to perform a ram manoeuver the
crew morale provides a modifier to the roll. Values range
from 1 to 5.
"Major Carter, relativity gives me a headache." - Gen. Hammond
7
Core Systems
Bridge
The bridge represents the command and control center
for the ship, whether an actual command bridge or even a
large central nervous system. If lost due to a critical roll
a ship will be paralyzed. While a ship has no functioning
bridge it may not fire at other ships, or at ordinance that
is not attacking the ship directly. In addition the ship will
drift forward without changing its plot. Fighter
operations are impossible. Repelling of boarders and
defensive fire against attacking ordinance may still be
conducted. When the bridge is lost a D6 must be rolled
and the result is the number of turns until a secondary
command center will come online. A bridge hit can still
be repaired in the normal manner but given enough time
will repair itself.

Life Support
The life support represents the systems necessary to
protect the crew from the hard vacuum in which they do
battle. If lost due to a critical roll the ship may continue
g and manoeuver as normal. However,, when lost a
to fight
D6 must be rolled. The result indicated the number of
turns of life support remaining in which the crew can
survive. During this time the life support can be repaired
like any other damaged system. If the life support is not
repaired in time than the crew is killed and the ship is
left adrift. It may not take any action including defending
itself. If boarded their will be no resistance.

Reactor
The reactor represents the primary power source for the
ship. If lost due to a critical hit the ship may continue to
fight and manoeuver as normal. However, when lost a
D6 must be rolled. The result indicats the number of
turns until the reactor goes critical. During this time the
reactor can be repaired like any other damaged system. If
the reactor is not repaired in time than the ship is
destroyed and releases a wave of energy in every
direction. Every ship within 6 inches receives a number
of explosive dice equal to the detonating ships EMS
modifier +2. This is considered an area affect damage.

"Fantasy is the impossible made probable. Science Fiction is the improbable made possible." -Rod Sterling
8
Thrust Systems

" I have always been here." -Kosh


9
Drives

Basic Drive
Basic drives provide thrust and allow ships to accelerate.
The number of drives is the max.

Advanced Drive
An advanced drive function exactly like a basic drive
except that it can also be used to decelerate the ship.

Gravity Drive
A gravity drive functions like a basic drive but may be
used to decelerate and to turn. A single gravity drive
cannot be used to accelerate/decelerate and turn
simultaneously.

Primitive FTL Drive


A primitive FTL is necessary for normal pickup games Thrusters
but in a campaign setting is not necessarily required. A
ship with a primitive FTL must wait 6 turns between
activating its FTL.

Explanation
Thrusters are places at either the bow, the port, or the
starboard. It is these thrusters that allow the ship to slow
Advanced Drive down or to turn. The number of thrusters a ship has in its
An Advanced FTL Drive acts like a primitive drive but port and starboard arcs is the number of turns the ship
can be used for tactical FTL jumps and their is no wait may make. Both port and starboard thrusters may be used
between use. in the same turn.

"I am death incarnate, and the last living thing that you are ever going to see. God sent me." -Susan Ivanova
10
Offensive Systems

"Bastards, we may be, but clever are we." -Zorn


11
Sensor Arrays Targeting Arrays

Explanation Explanation
Sensor Arrays are a ship's means of detecting and Targeting Arrays do not replace Sensor Arrays, rather
targeting other ships. These arrays are the primary they compliment them. Targeting Arrays are used to
offensive EW systems any ship will possess. They are 'paint' targets for fire. A Targeting Array targets a ship
used to target other ships for fire, break through and breaks through 1 Screen on the target. Where a
defensive EW systems, target specific systems, etc. For a Sensor Array would break through the Screen for only
ship to fire on another ship it is required for a sensor that ship, a Targeting Array grants this bonus for all
array to target that ship. This sensor array must be from friendly ships, fighters, and missiles. Thus every friendly
the firing ship. If the targeted ship has active screens, ship would gain the benefit of breaking through 1 Screen
whether local or area, then additional sensor arrays may on the targeted ship. The maximum range of a Targeting
be used to break through these screens. Each additional Array is 48 inches.
screen used to target a ship will counter one screen. A
ship may fire on multiple targets so long as each is
targeted with a sensor array but weapons may not fire
Example
twice. Certain weapons require the use of dedicated
The USS Good Hope is firing on the ISS Vengence. The
sensor arrays.
Good Hope uses a Sensor Array to target the Vengence
and an additional Sensor Array to break through 1
g
Screen. The Vengence has 2 Screens leavingg 1 Screen to
be broken through. Another ship on the Good Hope's
side has targeted the Vengence with a Targeting Array
breaking through the last Screen. This leaves 0 effective
Example Screens for the Good Hope to fire through. Additionally
The USS Good Hope is firing on the ISS Vengence. The a group of missiles firing at the Vengence would
Good Hope has 3 sensor arrays. The Vengence has 2 normally have their engagement range reduced by 2
local screens. The Good Hope uses 1 sensor array to inches for the two Screens but the Targeting Array
target the Vengence and 1 sensor array to break through breaks through one of the Screens and their engagement
on of the screens. The 3rd sensor array is used to target range is reduced by only 1 inch.
one of the Vengence's Drives for Needle Gun fire.

"Let's make sure that history never forgets the name Enterprise." -Captain Picard
12
Teleporters Gravity Well Projectors

Explanation Explanation
Teleporters are a method of transmitting physical objects The Gravity Well Projector is a weapon that is designed
from one point is space to another. There are three to prevent ships from leaving the battle under FTL. It
applications of this system in game. A Teleporter may be functions by creating an artificially generated gravity
used to transport Marines onto an enemy ship in lieu or well near the ship to be "detained". The Gravity Well
in conjunction with Assault Fighters. The target ship Projector (GWP) has a range of 48 inches, and any ship
must be targeted by a Sensor Array and additional within range including friendly ships, are automatically
Sensor Arrays may break through any Screens. To do so prevented from entering FTL or warming up their FTL
a D6 is rolled and if the roll is greater than the number of drives. If a ship attempts to warm up its FTL drive or
active Screens has then the transport is successful and enter FTL while targeted by one or more GWPs, its FTL
the Marines may engage in a boarding action. If must make a critical check, dependent upon the number
unsuccessful then the Marines are lost to the vacuum. of GWPs targeting it; 4+ if only 1 GWP, 3+ if 2 GWPs,
Teleporters may also be used to transport Mines into 2+ if 3 GWPs, 1+ if 4 GWPs. The GWP is of more use
space or aboard an enemy ship. If placed in space the in specific scenarios and some aspects of campaign play
transport is automatic. If transporting a Mine onto an than in "pick up" or tournament games.
enemy ship then the same procedure for transporting
Marines is followed. If the transport is successful then an
explosive die is rolled for damage on the enemy ship. If a
Targeting Array
Array is used to target a specific system on th
thee
enemy ship then a Teleporter mey be used to destroy that
system. To do so either the weapons, electronics,
structure or core systems table on the critical chart is
chosen. A D6 is then rolled for the teleporter with a -1
for each active screen. Sensor Arrays may be used to
negate Screens. The result is then applied to the target as
if it had just taken a critical check. The maximum range
of any use of a Teleporter is 12 inches.

Example
The Good Hope is attempting to warm up its FTL Drive
so it may leave the game next turn. However, the ISS
Example Vengence is currently operating 2 GWPs affecting all
The USS Good Hope is attempting to use its 2 ships, friendly and enemy, within 48 inches. The Good
Teleporters to transport 2 Marines to the ISS Vengence. Hope is in range of the Vengence. As the Good Hope
The Vengence has 2 Screens but 1 is being broken warms up its FTL drive it must make a critical check on
through by a Sensor Array on the Good Hope leaving 1 its drive. Since it is 2 GWPs affecting the Good Hope if
Screen. To successfully transport the Marines a D6 is it rolls 3 or greater than it is knocked out.
rolled for each and the result must be greater than 1.

"There will be no fighting in the War Room!" -President Muffley


13
Defensive Systems

"Death to the opposition." -Worf


14
Screens Armour and Shields

Local Screens Armour


Screens are the primary defensive EW system on any In addition to the Hull hits granted by a ships physical
ship. Local Screens are defensive EW systems that only mass, additional hits from Armour may exist. Armour is
affect the ship itself. While a ship has active Screens not added on to the Hull, rather it forms additional rows
incoming fire will have reduced chance of hitting and/or of hits above the Hull. These rows will often absorb
doing damage. The actual effect of a Screen depends on penetrating hits and damage points protecting the Hull.
the weapon being fired. Most receive a -1 modifier per Some weapons are designed to penetrate through
Screen in some fashion. Some systems like Fighters and Armour. The precise interaction between Armour and
missiles will have their engagement range reduced. incoming fire is described for each weapon system.
Screens are always in competition with the offensive EW
systems of enemy ships such as Sensor Arrays and
Targeting Arrays. These systems have the ability to
break through Screens, negating them for fire.

Shields
This system will absorb most damage prior to making
contact with the Hull. Shields provide an additional layer
of hits, but unlike Armour, these hits are distributed
Area Screens between the 6 fire arcs. Incoming damage is applied to
Area Screens represent defensive EW systems with the the Shields in the appropriate arc. If damage is inflicted
ability to shelter other ships within their electronic on an arc with no Shield hits then the damage proceeds
umbrella. An active Area Screen grants the same to Armour/Hull. In order to have Shields a ship must
advantages to a ship as a Local Screen. In addition any have Shield Generators. During the repair checks phase a
ship within 3 inches of the Area Screen also benefits ship may regenerate 1 Shield hit per Shield Generator
from its protection. Area Screens can be broken through active. If a ship loses all its Shield Generators its Shield
with Sensor and Targeting Arrays just as with Local hits are crossed off as if damaged. Shields may be
Screens. Breaking through an Area Screen on one ship designed as layered. In this case the Shield hits are
does not break through the Screen on another ship within arranged, within the arcs, in layers. Penetrating hits must
the umbrella. penetrate each of these layers separately.

Example
The USS Good Hope is being fired upon by the ISS Example
Vengence. The Good Hope has 2 Local Screens A series of damage from Beam Batteries has struck the
currently active. In addition to this an Area Screen from Good Hope. 8 damage has first been done to the Good
a nearby friendly ship is also affecting the Good Hope. Hopes Shields. Penetrating hits have caused 3 damage
This results in 3 Screens on the Good Hope that the onto the 1 layer of Armour and a further penetrating hit
Vengence must now deal with. has caused 1 damage to the first row of hull.

"Only in death does duty end." -Imperial Slogan


15
Cloaking Field Stealth Field

Explanation Explanation
A ship with this system is rendered both invisible and This system is similar though different from the cloaking
blind while the field is active. To activate the field it field. When a ship is using its stealth (plotted during
must be indicated in the plot that the ship is cloaking and movement), it may not have operational screens or
how many turns it will remain cloaked. The ship is then shields. Firing on a ship that is using stealth requires a
removed from the table and a counter placed on its lock on. The firing ship attempts to achieve lock on with
current position. The movement is continued to be the roll of a D6 and a roll of 6 or greater must be
plotted each turn but the counter is not moved. When the achieved. A Sensor Array is required to target the ship as
designated number of turns has expired the plots are normal. This roll will have a +1 modifier for each
carried out from the counter and the ship placed back on additional Sensor Array applied to the ship and a -1
the table. modifier for each increment of 6 inches between the two
ships. Each ship must achieve individual lock on, but a +
1 modifier is applied to its lock on if the target has
already been fired on that turn. If the stealth ship fires
than all ships gain a +4 modifier to lock on in the next
turn if the ship remains in stealth. If a stealth ship is
targeted by a Targeting Array then all lock on rolls
receive a +2 modifier.

Example
The USS Good Hope is attempting to fire on the ISS
Example Vengence. The Vengence is currently using its Stealth
The USS Good Hope has plotted that it will activate its Field. This requires the Good Hope to achieve lock on.
cloak this turn. Prior to moving the plot the ship is The distance between the two ships is between 12 and 18
replaced with a counter. The counter is not moved. The inches. This incurs a -2 to the roll. However the
Good Hope then continues to plot every turn until the Vengence fired last turn giving the Good Gope a +4 to
number of turns specified in its original cloak order has its lock on attempt. The Good Hope uses 1 Sensor Array
expired. On that turn the counter is replaced with the to target the Vengence and and additional Sensor Array
ship. The movement orders of the previous turns are to increase its lock on roll by +1. The total modifier is
then carried out in succession until the ship reaches its now +3. This means the Good Hope now needs a 3 or
current position. Play then continues as normal. greater on a D6 to lock on to the Vengence.

"I pray with all my faith that some great catastrophe will annihilate them."-Imperial High Lord Xanthias
16
Reflex Field EM Chaff

Explanation Explanation
This system is a variation on standard shielding The EM Chaff is a one use defensive EW system. Each
technology as it can actually reflect power back against time an EM Chaff is used it must be crossed off the ship
the firing ship. The use of a reflex field must be noted in display. A ship may have more than one EM Chaff but
the plot. While active the ship may not fire nor perform each is one time use. Use of an EM Chaff or Chaffs must
any fighter operations. When fired upon by a ship the be noted in the plot. For the turn that a EM Chaff is
player rolls a D6 consulting the following results: activated the ship counts as having two additional active
On a roll of 1 the Field has no effect: full damage is screens for all incoming fire. The ship itself also counts
applied to Target ship as normal. all its fire as being against two additional screens.
On 2, the Field stops some damage the target receives
only HALF the normal damage (rounded up).
On rolls of 3 or 4, the Field absorbs all the damage, and
none is applied to the target.
On a 5, no damage is applied to the TARGET, but HALF
(rounded up) is reflected back to the FIRING ship.
On a 6, the Field reflects the FULL damage back to the
firer!
Should a ship with an active reflex field ram or be
rammedd than the field will collapse prior to contact
ramme contact.

Example
The USS Good Hope has been fired upon by the ISS
Vengence. The incoming fire has dealt 13 damage to the
Good Hope. However, the Good Hope has an active Example
Reflex Field this turn. A D6 is rolled to determine the The Good Hope has determined that this turn it is likely
results of the field. The roll is a 5 reflecting half the to come under a flurry of fire from the ISS Vengence. In
damage back at the Vengence (6 damage). Any other fire its plot it activates an EM Chaff. When the Vengence
on the Good Hope this turn will require a further roll inevitably unleashes its firepower this turn it must deal
for each source. with an additional 2 Screens on the Good Hope.

"Strength without determination means nothing. Determination without strength is equally useless." -Magus
17
Weapon Systems

"Knowledge is a weapon. I intend to be formidably armed." -Richard Cypher, The Lord Rahl
18
Beam Batteries

Icons

To Hit Mechanic: None

Damage Mechanic: 1 energy die per class level

Modifiers: -1 energy die per 12" to target

Penetrating Hits: Hit next level of hull/armour, if no


more rows then critical

Armour: Full damage to armour, penetrating


hits strike next row

Shields: Full damage to shields, penetrating Example


hits strike armour/hull The USS Good Hope is firing upon the ISS Vengence.
The Good Hope has a class 3 Beam Battery and 2 class
Screens: -1 to energy die rolls per screen 2 Beam Batteries in arc to strike the Vengence. The
Vengence is currently between 12 and 24 inches away
Explanation ffrom the Good Hope. p This leaves each off the class 2s
These represent any generic laser or particle beam with only 1 energy dice each and the class 3 with 2
weaponry. A Beam Battery will have a strength listed energy dice giving the Good Hope 4 energy dice in total
from 1 to infinity. This strength is the number of energy with which to strike the Vengence. The Vengence has 1
dice the battery rolls. A Beam Battery will lose 1 ED per Local Screen operating providing a minus 1 to the die
12 inches to the target. Thus a strength 3 beam battery rolls. The 4 energy dice are rolled with the result being
will roll 3 dice under 12 inches, 2 dice under 24 inches, 1, 3, 5, and 6. This would normally result in 1 hit from
and 1 die under 36 inches. When a ship fires Beam the 3 and 2 hits from each of the 5 and 6 plus a
Batteries at another ship, the dice from all the batteries penetrating hit from the 6, however with the minus 1 the
firing are rolled together. Penetrating hits cause normal result is different. With the modifier the rolls are 0, 2, 4,
damage but also grant a second roll against the target on and 5 resulting in 1 hit from the 4 and 2 hits from the 5.
the next row of Hull. This roll can in turn cause another A penetrating hit is still achieved from the natural 6.
penetrating hit. Each penetrating hit will hit a lower level The Vengence has a row of Armour where it takes the 3
of Hull. If a penetrating hit is rolled on the last row of hits. The penetrating hit is rolled for again, with no
Hull, no damage is applied but the ship receives a modifiers, and a 6 is rolled. This results in 2 damage to
critical. Rows of Armour act like rows of Hull to Beam the next row of Hull/Armour, which on the Vengence is a
Battery and must be penetrated in turn. Penetrating hits row of Hull, and another penetrating hit. This next
against Shields will move on to Armour or Hull. Class 1 penetrating hit is rolled for with a 4 being the result.
Beam Batteries may be used to fire at ordinance using 1 This incurs 1 damage to the Vengence's 2nd row of Hull.
energy die but receive a -1. Screens incur a minus 1
modifier per Screen to the result of the die rolls.

"When one overcommits, one becomes vulnerable to counterattack. Achieveing balance in combat, achieves balance in life." -Master Bratac
19
Pulse Batteries
Example
Icons The USS Good Hope is firing upon the ISS Vengence.
The Good Hope has 3 single mode Pulse Batteries and 1
double mode Pulse Battery in arc to fire on the
To Hit Mechanic: None Vengence. Of the 3 single mode Pulse Batteries 1 is set
to long mode, 1 is set to medium mode, and one is set to
Damage Mechanic: 4 energy dice close mode. The double mode Pulse Battery is set to
on mode of pulse battery close/long mode. The Vengence is between 12 and 24
inches from the Good Hope. The close mode Pulse
Close Mode: 6 energy dice to max 12 inches Battery cannot engage it, the medium mode Pulse
Medium Mode: 2 energy dice to max 24 inches Battery gets 2 energy dice, and the long mode gets 1
energy dice. The close/long mode operates in long mode
Long Mode: 1 energy die to max 36 inches
at this range at gets 1 energy die. This results in a total
of 4 energy dice. The firing of these energy dice follows
Modifiers: None
the same mechanics as a Beam Battery.

Penetrating Hits: Hit next level of hull/armour, if no


more rows then critical

Armour: Full damage to armour, penetrating


hits strike next row of armour/hull

Shields: Full damage to shields, penetrating


hits on 5 and 6s if hit, penetrating
hits continue to hit shields

Screens: -1 to energy die rolls per screen

Explanation
The Pulse Battery is similar in many respects to Beam
Batteries. When designed a Pulse Battery will have 1 to
3 firing modes. The firing modes available are close,
medium, and long. When operating in long mode a Pulse
Battery fires from 0 to 36 inches with 1 energy die; in
medium mode a Pulse Battery fires from 0 to 24 inches
with 2 energy dice; in close mode a Pulse Battery fires
from 0 to 12 inches with 6 energy dice. The mode(s) a
Pulse Battery will use must be chosen during design.
Penetrating hits are conducted as per Beam Batteries.
Armour affects Pulse Batteries the same as Beam
Batteries. Against Shields Pulse Batteries cause
penetrating hits on 5s and 6s but do not go through. Pulse
Batteries operating in close mode can be used to fire at
ordinance with 2 energy dice and a -1 modifier.

"Violence is the supreme authority from which all other authority is derived." -Drill Seargeant Zim
20
Gatling Batteries

To Hit Mechanic: None

Damage Mechanic: 4 energy dice

Modifiers: None

Penetrating Hits: Hit next level of hull/armour, if no


more rows then critical

Armour: Full damage to armour, penetrating


hits strike next row of armour/hull

Shields: Full damage to shields, penetrating


hits strike armour/hull

Screens: -1 to energy die rolls per screen

Explanation
The Gatling battery is a variation on the standard beam
battery. It rolls its energy dice the same as a beam battery
and takes into account all the same modifiers. Gatling
batteries interact with screens, armour, and shields in the
same manner and penetrating hits are conducted the Example
same. However Gatling Batteries do not have a class The USS Good Hope is firing upon the ISS Vengence.
instead always getting 4 energy dice. The maximum The Good Hope has 2 Gatling Batteries in arc with
range of a Gatling battery is 8 inches. A Gatling battery which to strike the Vengence and is within 8 inches. The
may be used to fire on ordinance with 2 energy dice and Good Hope rolls 8 energy dice in the same manner as
a -1 modifier. energy dice from Beam Batteries.

"Evil Will Always Triumph, because Good is Dumb." -Dark Helmet


21
Ion Cannons
Example
The USS Good Hope is firing upon the ISS Vengence.
The Good Hope has a class 3 Ion Cannon and 3 class 1
Ion Cannons in arc. The range to the Vengence is under
To Hit Mechanic: None 12 inches. The class 3 grants 3 ED while the class 1s
grant 1 ED each. This results in 3 ED being rolled
Damage Mechanic: 1 energy die per class level against the Vengence. The Vengence has no screens so
no modifiers are incurred. The results of the 6 rolls are:
Modifiers: -1 energy die per 12" to target 1,3,3,5,6,6. This results in 8 damage to the Vengences
Armour. The two penetrating hits are rerolled against
Penetrating Hits: D6 roll with a 6 causing a critical the Vengences Hull. The result is a 4 and a 6. 3 damage
is inflicted onto the first row of hull. The next
penetrating hit is not rolled as normal as the damage is
now on the hull. Instead the die is rerolled and if a 6 is
Armour: Full damage to armour, penetrating
rolled then a critical hit is caused.
hits strike next row

Shields: Full damage to shields, penetrating


hits strike armour/hull

Screens: -1 to energy die rolls per screen

Explanation
The Ion Cannon, like a Beam Battery, has a class which
determines the number of energy dice rolled. An Ion
Cannon loses 1 ED per 12 inches to the target.
Penetrating hits are rerolled and instead of rolling for
further damage, a further D6 is rolled and on a 6 a
critical is caused. When firing on Shields or Armour
penetrating hit will cause another ED to be rolled against
the Hull and a further penetrating hit will cause a critical.
If firing on a ship with both Armour and Shields, the
Shields must be penetrated and the Armour must also be
penetrated before criticals can be caused.

"Time is a luxery you do not have." -Khan


22
Needle Guns

To Hit Mechanic: None

Damage Mechanic: 1 energy die

Modifiers: -1 energy die per 6" to target

Penetrating Hits: D6 roll with a 6 causing a critical

Armour: Full damage to armour, penetrating


hits strike next row

Shields: Full damage to shields, penetrating


hits strike armour/hull

Screens: -1 to energy die rolls per screen

Explanation Example
The Needle Gun is designed to knock out enemy systems The USS Good Hope is firing upon the ISS Vengence.
similar to the Ion Cannon but with far greater precision. The Good Hope has 3 Ion Cannons in arc to target the
Needle Guns roll a single ED in the same manner as Vengence with. Each of the Ion Cannons rolls a single
Beam Batteries but incur a -1 modifier for every 6 inches energy die. The range to the Vengence is between 6 and
to the target. When fired a Needle Gun requires a sensor 12 inches. This incurs a -1 to the ED rolled. The Good
array to target a specific system on the target ship. Hope uses a sensor array to target one of the Vengences
Multiple Needle Guns may fire on the same system using Local Screens. All 3 Ion Cannons are fired on the same
the same sensor array. Core systems may not be targeted. system using this sensor array. The result of the ED is
If the target ship possesses multiple of the same system 3,5,6. Normally this would cause 5 damage but the -1
each must be targeted with a separate sensor array. When modifier makes this roll 2,4,5 resulting in 3 damage. The
fired, Needle Guns operate the same as Ion Cannons but natural 6 still causes a penetrating hit. The Vengence
instead of causing criticals will knock out the targeted does not possess shields or armour so a further D6 is
system on a roll of 6 after causing a penetrating hit. rolled and if a 6 is rolled then the Local Screen is
Needle Guns may not be used against ordinance. knocked out.

"Initiating "getting the hell out of here" maneuver." -Lennier


23
Submunition Packs
Example
The USS Good Hope is firing upon the ISS Vengence.
The Good Hope has 2 Submunition Packs in arc. The
range to the Vengence is between 6 and 12 inches. At
To Hit Mechanic: None this range each Submunition Pack grants 2 ED resulting
in 4 ED total. These are rolled in the same manner as
Damage Mechanic: 3 energy dice Beam Battery fire with the exception that the 1 Local
Screen the Vengence has is ignored by fire from
Modifiers: -1 energy die per 6" to target Submunition Packs.

Penetrating Hits: Hit next level of hull/armour, if no


more rows then critical

Armour: Full damage to armour, penetrating


hits strike next row of armour/hull

Shields: Full damage to shields, penetrating


hits strike armour/hull

Screens: -1 to energy die rolls per screen

Explanation
Submunition Packs represent a salvo of unguided rockets
or one use beam weaponry. Submunition Packs fire 3 ED
and lose 1 ED per 6 inches to the target. They interact
with Shields, Armour, and Screens as normal and cause
penetrating hits as normal. Submunition Packs always
ignore 1 level of Screen. Once a Submunition Pack has
been fired it is crossed off the ship display and may not
be used again. Submunition packs may not be used
against ordinance.

"Arm quantum torpedoes. Drop the cloak and raise shields. We're going in." -Benjamin Sisko
24
K Batteries
Example
The USS Good Hope is firing upon the ISS Vengence.
The Good Hope has 4 class 3 K Batteries in arc to hit
the Vengence. The range to the Vengence is between 12
To Hit Mechanic: D6 roll greater than 1 and 18 inches. At this range a -2 modifier is applied to
the to hit rolls of the K Batteries. The 1 screen of the
Modifiers: -1 per 6 inches to target Vengence incurs an additional -1 for a total -3. The K
Batteries roll a 3,4,5, and 6. With the -3 only the 5 and 6
Damage Mechanic: D6 roll, 6 or greater than class = hit. Two damage rolls are then rolled with the result
class, less than class = double class being a 2 and a 6. The 2 is less than the class of the K
Battery (class 3) and therefore does 6 damage. The 6 is
greater than the class of the K Battery and does 3
damage (natural 6s always deal damage equal to the
Modifiers: None
class). This results in 9 damage total. The Vengence has
1 row of armour. Each of the two hits does 1 damage to
Penetrating Hits: None
the armour and the remainder to the hull. This means 2
damage is inflicted on the Armour and 7 damage on the
Armour: 1 damage to each armour row, Hull.
remainder to hull

Shields: Full damage to shields

Screens: -1
1 to hit rolls per screen

Explanation
K Batteries represent any kinetic weapons such as rail
guns. When firing a K Battery a to hit roll is made and
then a roll for damage. To hit the target, a roll greater
than a 1 must be rolled on a D6. Every 6 inches to the
target applies a -1 modifier to the to hit roll. The class of
a K Battery has no affect on its chances of hitting. The K
Battery inflicts damage in a unique form. If the K Battery
hits then a D6 is rolled, if the roll is greater than the class
of the battery or a natural 6 then the damage inflicted is
equal to the class of the battery otherwise the damage
inflicted is equal to twice the class. K Batteries never get
penetrating hits. Against Shields K Batteries do standard
damage, against Armour K Batteries deal 1 hit to each
row of Armour and the remainder is dealt to hull. Class
one K Batteries may fire at ordinance using an energy
die but receive a -1 to hit.

"I've always wanted to fight a desperate battle against incredible odds." -Grig
25
Torpedo Launchers

Number in black is burst, in white is strength

To Hit Mechanic: D6 roll greater than 1

Modifiers: -1 per 6 inches to target

Damage Mechanic: 1 explosive dice per strength

Modifiers: None

Penetrating Hits: None

Armour: 1/2 damage (rounded up) to


armour, remainder to hull

Shields: Full damage to shields

Screens: -1 to hit rolls per screen


Example
Explanation The USS Good Hope is firing upon the ISS Vengence.
This weapon fires an unguided energetic charge which The Good Hope has 2 Torpedo Launchers in arc to hit
detonates on contact. When fired, a Torpedo Launcher the Vengence. One Launcher is a strength 1 burst 2
must roll to hit and then roll to damage. To hit the target launcher, the second is a strength 2 burst 1 launcher.
a roll greater than 1 on a D6 must be rolled. Every 6 This means 3 torpedoes will be fired at the Vengence.
inches to the target applies a -1 modifier to the to hit roll. Two of these Torpedoes will deal 1 explosive die each
Every screen on the target also apply a -1 modifier. Once and the third will deal 2 explosive dice. The range to the
the Torpedo has hit the damage is determined by an target is between 6 and 12 inches and the Vengence has
explosive die with the result being the damage dealt. no Screens. This incurs a -1 modifier to the to hit rolls.
Torpedoes deal half their damage (rounded up) to The strength 1 Torpedoes roll a 1 and a 5, while the
Armour and half to Hull and deal full damage to shields. strength 2 Torpedo rolls a 4. One of the strength 1
Torpedo Launchers may not cause criticals. Torpedo Torpedoes hits and the strength 2 Torpedo hits resulting
Launchers may be designed as burst fire allowing them in 3 explosive dice rolled against the Vengence. The
to fire multiple shots per turn at the same target. They result of the rolls is 2,3, and 6. This results in 11
may also be designed with a higher strength round which damage to the Vengence. 6 damage (1/2 rounded up) is
allows for multiple explosive dice. These two features dealt to the Vengence's Armour (regardless of rows) and
may be combined, e.g. a 3 burst strength 2 torpedo 5 is dealt to the Hull.
launcher would fire 3 torpedoes (3 to hit dice) and each
hit would cause 2D6 damage.

"Welcome to the Federation Starship SS Buttcrack!" - John Crichton


26
Lance Batteries
Explanation
This highly focused beam of energy is designed to
penetrate deep into the heart of a ship rather than dealing
damage to surface systems and structure. When fired a to
To Hit Mechanic: D6 roll greater than 1 hit roll is required followed by a damage roll. To hit the
target a D6 is rolled for each Lance Battery and a roll
Modifiers: -1 per 6 inches to target greater than 6 is required. A -1 modifier is applied to this
roll for every 6 inches to the target as well as a -1 per
Damage Mechanic: 1 explosive dice per class Screen the target has. Once hit a number of explosive
dice are rolled equal to the class of the battery. The
Modifiers: None result of the die is the damage dealt. The damage from
these dice is recorded vertically rather than horizontally.
Starting with the first row of Armour, 1 damage is dealt
Penetrating Hits: None
to each row of Armour and Hull with the total damage
not exceeding the roll. If every row receives a hit and
Armour: 1 damage to each row
damage remains the remaining damage is discarded and a
critical is caused. Each explosive die deals damage in
Shields: Full damage to shields this way and they are not added together. Shields will
absorb all of a Lance Batteries damage until depleted. If
Screens: -1 to hit rolls per screen Shields run out of hits and damage remains then the
vertical procedure is followed. Damage from the
explosive dice should be recorded from the highest rolls
to the lowest.
lowest Lance Batteries may not be used to fire on
ordinance.

Example
The USS Good Hope is firing upon the ISS Vengence.
The Good Hope has 3 class 2 Lance Batteries. The
range to the Vengence is between 18 and 24 inches. This
incurs a -3 modifier to the to hit rolls. The Vengence has
no screens. The result of the to hit rolls are 4,5,6. This
results in 2 hits on the Vengence. The class 2s each deal
2 explosive dice granting 4 dice total. The result of these
die rolls is 1,3,4,6. The Vengence has one row of armour
and 4 rows of hull. The 6 deal damage first dealing one
damage to the row of Armour and one damage to each
row of Hull. One damage is left over resulting in a
critical. The 4,3, and 1 each do damage in the same
manner but do not penetrate deep enough to cause a
critical.

"If only we had a magical tool that could slow down time. I foolishly left mine on Earth. Did you bring yours?" -Dr. McKay
27
Graviton Batteries
Example
The USS Good Hope is firing upon the ISS Vengence.
The Good Hope has 4 class 2 Graviton Batteries in arc
to hit the Vengence. The range to the Vengence is
To Hit Mechanic: None between 16 and 24 inches. The Vengence has 4 rows of
hull giving no modifiers to the rolls. With no Screens on
Modifiers: None the Vengence this results in a -2 to the die rolls. Each
class 2 grants 2 explosive dice for a total of 8 explosive
Damage Mechanic: 1 explosive dice per class dice. The results of the die rolls are 1,1,3,3,4,5,5,6.
Applying the modifiers the damage dealt is
Modifiers: -1 per 8 inches to target 0,0,1,1,2,3,3,4 for a total of 14 damage. The Vengence
has Shields but these are ignored by the Graviton
Batteries and the damage is dealt straight to the Hull.
Penetrating Hits: None

Armour: Normal damage

Shields: Ignore 1st layer of shields

Screens: -1 to damage rolls per screen

Explanation
A Graviton Battery represents any gravity based weapon
system that damages a ship through gravitational shear.
There is no to hit mechanic for a Graviton Battery. The
damage dealt by a Graviton Battery is determined
through explosive dice. A Graviton Battery rolls one
explosive dice per class. A -1 modifier is applied for
every 8 inches to the target. The number of hull rows the
target ship has also affects the damage dealt. 2 rows of
hull incur a -2, 3 rows incur a -1, 5 rows incur a +1, and
6 rows incur a +2 to the explosive dice. Natural rolls of 6
that deal damage receive a reroll with no modifiers. Each
level of Screen on the target is a -1 modifier (no modifier
for Screens on re-rolls). Graviton Batteries deal damage
to Armour normally but ignore 1 layer of shields
completely. Graviton Batteries may not fire on
ordinance.

"Half of writing history is hiding the truth." -Capt. Malcolm Reynolds


28
Plasma Cannons

To Hit Mechanic: None

Modifiers: None

Damage Mechanic: 1 explosive dice per strength

Modifiers: None

Penetrating Hits: None

Armour: Normal

Shields: Normal

Screens: Ignore screens

Explanation
A Plasma Cannon fires a plasma charge that explodes at
a set co-ordinate damaging all ships within range. Example
Maximum range for a plasma cannon is 24 inches. The The USS Good Hope is firing near the ISS Vengence.
class of the Plasma Cannon determines the strength of The Good Hope has 2 class 2 Plasma Cannons. The
the plasma charge. When fired the player places the Good Hope fires the Plasma Cannons and places the 2
plasma charge anywhere in range and arc with the strength 2 plasma charges within 6 inches of the
strength indicated. The plasma charge is treated as Vengence as well as other nearby ships. The Vengence
ordinance and may be fired on with a -1 modifier with fires defensive fire at the charges in an attempt to
each hit reducing the strength of the charge by 1. Once eliminate them. The defensive fire reduces one of the
all defensive fire is complete the charge explodes and charges by one strength level. After defensive fire the
attacks every ship within 6 inches with a number of charges explode with a total of 3 explosive dice. The
explosive dice equal to the strength of the charge. Vengence's Screen is ignored by the plasma charges. the
Screens do not affect plasma charges. Any fighters three explosive dice are rolled and result in 9 damage to
caught within the explosion of a plasma charge will have the Vengence. The damage dealt is rerolled for every
an explosive dice per strength rolled against each flight ship within range. Any fighters in range also receive
with modifiers for heavy, light, etc. The result of the die damage from the charges. The Good Hope will not be
is the number of fighters lost. A Plasma Cannon is fired able to fire the Plasma Cannons next turn as they
during the primary ordinance phase and can only be used recharge.
every other turn.

"Hokey religions and ancient weapons are no match for a good blaster at your side, kid." -Han Solo
29
Capital Missiles
Explanation
These represent large missiles with powerful explosive
warheads such as nuclear or fusion warheads. Capital
Missiles are 1 shot weapons and are crossed off the ship
To Hit Mechanic: Table movement status display after being fired. Unlike Beam Batteries,
Capital Missiles are not fired in the combat phase; rather
Damage Mechanic: 2 explosive dice they are fired in the primary ordinance phase. In this
phase, after plotting but before movement, all ships may
Modifiers: None fire ordinance including Capital Missiles. Capital
Missiles do not have an arc and thus may be fired in any
Penetrating Hits: None direction. When firing a Capital Missile, an appropriate
counter or model is placed up to 24 inches away from the
firing ship. During the secondary ordinance phase, the
Armour: Normal
missile may engage any target within 6 inches of itself
(minimum of 1 inch after modifiers). There is no limit to
Shields: Normal
how many missiles may engage a single target. Missiles
must strike the closest arc of the target. If the player
Screens: -1 to engagement range per screen chooses not to engage a target or there is no target then
the missile remains on the table. All capital missiles have
2 turns to engage a target (the turn they are launched and
the subsequent turn). If at the end of the missiles second
turn it has not engaged a target it is removed from the
game Capital Missiles may move a further 24 inches on
game.
their second turn along a path in their front 180 degrees.
The path of movement for all missiles is a straight line
from origin to destination. During the ordinance to
ordinance phase and the ship to ordinance phase the
opposing player will have an opportunity to destroy any
Example incoming Capital Missiles. Any missiles that survive the
The USS Good Hope is firing Capital Missiles. During defensive fire will inflict damage upon the target. A
the primary ordinance phase 2 missiles are placed 24 capital missile will roll 2 explosive dice and total the
inches away from the Good Hope. During the secondary results; this total is the damage inflicted on the target.
ordinance phase the missiles are not within 6 inches of The engagement range (6 inches) is reduced by 1 inch
any enemy ship and are left on the table. The subsequent for every screen the target has. Damage is dealt normally
turn the missiles are moved again within their front 180 to Armour and Shields. Capital Missiles may not be used
degree arc where the Vengence is likely to be. During to fire on ordinance. Capital Missiles may be extended
the secondary ordinance phase (after ship movement) range in which case they move 36 inches.
the Vengence ends up within 4 inches of the two
missiles. The Vengence has 1 screen reducing the
engagement range of the missiles to 5 inches. Still within
range the missiles are moved to attack the Vengence's
Port-Bow arc. Defensive fire fails to destroy the missiles
and they each deal 2 explosive dice in damage.

The line must be drawn here! This far, and no further! And I will make them pay for what they've done!" - Captain Picard
30
Missile Warheads
Explanation
Capital Missiles may be equipped with different
warheads for different purposes. The basic missile
described under Capital Missiles is the Nuclear
Warhead.

Static Warhead
A Static Missile is fired like any other missile but is not
required to target a ship. The player may detonate the
missile after after all defensive fire. When detonated the
missile creates a 6 inch radius zone which affects all fire
crossing through the zone. Such fire counts its target as Blinder Warhead
having 2 more screens. This zone will last until the end The Blinder Missile is a weak EMP weapon designed to
of the subsequent turn. disable the sensor systems on the target vessel. The
Blinder Warhead can only affect relatively sensitive
instruments, those which rely on measuring the outside
environment. Hits by Blinder Missiles do 1 pt of
damage. Their other affects are confined to Sensor
X-Ray Warhead Arrays and Targeting Arrays. Each Blinder hit causes an
X-Ray Missile is an area affect missile similar to the instantaneous D6 roll on all Sensor and Targeting Arrays
Static Missile. The player may detonate the missile after requiring a roll of 4 to damage them.
all defensive fire. When detonated the X-Ray missile
affects all ships, friendly or enemy, within 6 inches, with
1 explosive rolled for damage on each ship. X-Ray
missiles are not affected by screens.

Needle Warhead
The Needle Missile is a very accurate missile capable of
taking out specific systems, including core systems, on a
EMP Warhead ship. Needle Missiles target ships just like Capital
The EMP Missile is an area affect missile similar to the Missiles but upon detonation release a very powerful
Static and X-Ray Missiles. The player may detonate the burst of energy in a specific direction (usually directly at
missile after defensive fire. When detonated the missile the desired system) this causes a single hit and knocks
affects all ships within 6 inches. For each ship affected a out a system of choice. If the system chosen is a core
D6 is rolled and on a 6 a critical is caused. system it is only taken out on a further roll of 4+.

No matter how fast light travels, it finds the darkness has always got there first, and is waiting for it." -Reaper Man
31
Salvo Missiles
Example
Icons The USS Good Hope is firing Salvo Missiles. During the
primary ordinance phase 3 salvos are placed 24 inches
away from the Good Hope. During the secondary
Black salvos are ER ordinance phase the Vengence ends up within
engagement range of the salvos despite its screens. Each
salvo is rolled for and a total of 11 missiles reach the
To Hit Mechanic: Table movement Vengence. Defensive fire destroys 3 missiles leaving 8 to
damage the Vengence. This results in 8 explosive dice to
Damage Mechanic: 2 explosive dice damage the Vengence.

Modifiers: None

Penetrating Hits: None

Armour: Normal

Shields: Normal

Screens: -1 to engagement range per screen

Explanation
Salvo Missiles are smaller more numerous versions of
Capital Missiles. They are fired and moved in the same
manner as Capital Missiles but do not remain on the
table for two turns. Their engagement range is still 6
inches and they are affected by screens in the same
manner. When a Salvo Missile pack engages a target a
D6 is rolled. The result is the number of missiles that
reach the target. Each missile must be destroyed by
defensive fire individually. Each missile that survives
defensive fire inflicts 1 explosive die for damage. Salvo
Missiles in a rack are one shot but when launched from a
launcher they must have a magazine connected. Only one
salvo may be launched from a launcher per turn but a
magazine will allow for multiple turns of fire. When
fired a salvo must be crossed of the magazine. More than
one launcher may be connected to the same magazine but
a launcher may only be connected to one magazine.
Salvos may be designated as Extended Range in which
case they may move 36 inches. Salvo Missiles may not
be used against ordinance.

"Ah, screw it. But I am not Kirk, Spock, Luke, Buck, Flash or Arthur frelling Dent. I'm Dorthy Gale from Kansas." - John Crichton
32
Nova Cannons

To Hit Mechanic: Moving plasma charge

Damage Mechanic: 6/4/2 explosive dice

Modifiers: None

Penetrating Hits: None

Armour: Normal damage

Shields: Normal Damage

Screens: Ignore screens

Explanation
The Nova Cannon is a massive weapon that can only be
mounted in the spinal core of a ship and fires only
directly forward, not just through the fore arc, but
directly forward. To fire a Nova Cannon it must be noted
it in the plot. During the turn it is fired the ship may not
fire any other weapons nor use any other system,
defensive or otherwise including Screens, Shields and
Drives. If the Nova Cannon is not fired then the arming Example
is lost and must be done again next time it is to fire. The USS Good Hope is firing its Nova Cannon. It has
When the Nova Cannon is fired a marker for a plasma noted in its plot that it will do so and has not used any
charge is placed 6 inches in front of the ship (the arming drives or thrusters. In addition no screens, shields,
distance). This marker is then moved 18 inches forward. targeting arrays, sensor arrays, other systems, or
Any ship within a 1 inch radius along the movement path weapons are operating. A plasma charge is placed 6
is struck by 6 explosive dice which are not affected by inches in front of the Good Hope. It is then moved 18
Screens but are affected by Armour and Shields as inches forward and deals 6 explosive dice in damage to
normal. The next turn the radius increases to 2 inches, is any ship, friendly or enemy, within 2 inches of the
moved forward another 24 inches, and deals 4 explosive charge along its path. The next turn after all ships have
since. On the third turn the radius increases to 3 inches, moved the charge is moved 24 inches forward in a
moves forward another 24 inches, and deals 2 explosive straight line and deals 4 explosive dice to all ships
dice. After three turns the marker is removed. Any within 3 inches. On the final turn the charge is moved 24
fighters caught in the blast radius of a Nova Cannon are more inches and deals 2 explosive dice to all ships
automatically destroyed. within 4 inches.

"All I ask is a tall ship...and a load of contraband to fill her with." -Quark
33
Wave Guns
Example
The USS Good Hope is firing its Wave Gun. The
capacitor has been charged over the previous turns. A
triangular template, 26 inches long and 4 inches wide at
To Hit Mechanic: Template the base, is placed in front of the Good Hope. The
Vengence falls under this template and the range is
Damage Mechanic: 4/3/2 explosive dice between 12 and 24 inches. This results in the Vengence
being struck by 3 explosive dice.
Modifiers: None

Penetrating Hits: None

Armour: Normal damage

Shields: Normal Damage

Screens: Ignore screens

Explanation
The Wave Gun is in many ways a miniature Nova
Cannon but important differences do exist. A Wave Gun
fires directly forward like the Nova Cannon and the ship
may not fire any other weaponry on the turn it is fired
but it may use other systems including defences and
Drives. When fired a triangular template 36 inches tall
and 4 inches wide is placed directly in front of the ship.
Any ship under the template is struck with a number of
explosive dice depending on range; 0-12 = 4, 12-24 = 3,
24-36 = 2. Screens do not affect the damage dice. Prior
to firing a Wave Gun needs to be charged. If is noted in
the plot that the wave gun is charging then a D6 is rolled
and the result added to the capacitor. When the capacitor
equals 6 then the weapon may be fired. Firing the Wave
Gun empties the capacitor. If the Wave Gun is knocked
out by a critical (or otherwise) while it has any charge,
the ship suffers damage equal to the current charge in the
capacitor. Fighters caught under the template are
automatically destroyed.

"I find your lack of faith disturbing." -Lord Vader


34
Multiple Kinetic Penetrators
Example
Icons The USS Good Hope is firing on the ISS Vengence. The
Good Hope has 3 MKPs in arc and range of the
Vengence. The Vengence has 2 screens. The MKPs
To Hit Mechanic: None ignore the first screen but receive a -1 to their die rolls
for the second. The results of the rolls are 2,5,6. With
Damage Mechanic: D6 roll, 1-3=0 hits, 4-5= 1 hit, 6=2 modifiers the results are 1,4,5. This results in 2 hits.
hits, 1 hit = 4 damage Each hit incurs 4 damage giving the Vengence 8
damage. The first point of damage from each hit is
Modifiers: None scored on the Vengence's 1 row of Armour and the
remainder is scored on the Hull.
Penetrating Hits: None

Armour: 1 damage to each row Explanation


The MKP is similar to the Submunition Pack, it has only
Shields: Normal Damage one arc and is one use only. An MKP has a maximum
range of 12 inches. There is not to hit mechanism.
Screens: ignore 1 screen, -1 per screen Damage is dealt on the result of a D6 rolled per MKP.
On a 1-3 no hits, 4-5 1 hit, and a 6 2 hits. Each hit deals
4 damage. For each hit scored the first damage is dealt to
Armour and the remainder to Hull. Multiple rows of
armour each receive 1 damage. MKPs ignore 1 screen
but additional screens incur a -1 to the roll. Armour and
Shields affect MKPs normally. MKPs may not be used to
fire on ordinance.

"I aim to misbehave." -Capt. Malcolm Reynolds


35
Point Defence Systems
Example
The USS Good Hope is being attacked by two fighter
flights and a salvo missile group from the ISS Vengence.
The Good Hope has 4 PDS ready to defend the ship. 1
To Hit Mechanic: None PDS is applied to each fighter flight and 2 PDS are
applied to the missiles. The PDS firing on the ship roll a
Damage Mechanic: 1 energy die 2 and a 6 resulting in o fighters lost in one flight and 2
lost in the other. The PDS firing on the missiles roll a 3
Modifiers: -1 versus ships and a 5 resulting in 3 destroyed missiles.

Penetrating Hits: None

Armour: Normal Damage

Shields: Normal Damage

Screens: -1 per screen

Explanation
The PDS is the primary weapon used against ordinance.
There is no to hit mechanism. For damage a single
energy die is rolled. The result is the number of
ordinance destroyed. Each PDS must be focused on a
distinct ordinance target. This means that a single PDS
may not be used to target two different fighter flights or
a fighter flight and a missile. A PDS may be used to fire
on ships using its energy die but a -1 modifier is applied.
Armour and Shields affect PDS in the normal manner.
Screens provide a -1 to the energy die. PDS do not cause
penetrating hits versus ordinance or ships. PDS may fire
in any arc. PDS may fire on any ordinance attacking
there own ship or any ordinance not attacking a ship
within 6 inches.

"I've seen things. Attacks ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate." -Roy Baty
36
Area Defence Systems
Example
Near the USS Good Hope a group of Capital Missiles
are inbound towards a target. The Good Hope has 3
ADS in arc to fire at those missiles. The missiles move
To Hit Mechanic: None through the range of the ADS during the primary
ordinance phase at a range between 6 and 12 inches.
Damage Mechanic: 1 energy die Each of the ADS fires 1 energy die at this range. The
result of these rolls is 2,4,6. This results in 3 missiles
Modifiers: -1 versus ships destroyed.

Penetrating Hits: None Explanation


The ADS is essentially a longer ranged more powerful
Armour: Normal Damage PDS. ADS can attack any ordinance attacking its own
ship or any ordinance within 12 inches. Under 6 inches
Shields: Normal Damage an ADS fires 2 energy dice and under 12 inches fires 1
energy die. Firing is conducted as per PDS. Unlike PDS,
Screens: -1 per screen ADS have arcs and must adhere to them like other
weapons.

"There's an old saying ... fortune favors the bold. Well, I guess we're about to find out..." -Captain Sisko
37
Scatterguns
Example
The USS Good Hope is defending itself from a large
fighter attack. It has 3 Scatterguns, 2 of which are
chosen to be used. Each of the 2 Scatterguns target a
To Hit Mechanic: None different fighter flight. The rolls are 3 and 5. One flight
loses 3 fighters while the other loses 5.
Damage Mechanic: 1 energy die

Modifiers: -1 versus ships Explanation


The Scattergun is a one use anti ordinance weapon. They
Penetrating Hits: None may fire at ordinance attacking the ship or any ordinance
not attacking a ship within 6 inches. When fired an
Armour: Normal Damage explosive die is rolled and the damage result is the
number of ordinance destroyed. A single Scattergun
Shields: Normal Damage must target a single ordinance target as with PDS. If
fired against a ship a -3 is applied to the roll. Scatterguns
Screens: -1 per screen may fire into any arc. After use a Scattergun is crossed
off the ship display.

"Dont be so proud of this technilogical terror you've constructed." -Darth Vader


38
Fighter Systems

Im sorry, Dave. Im afraid I cant do that. HAL


39
Fighter Operations
The operating of fighters goes beyond combat. When fighter flights engage enemy ships they must be
Launching, recovering, rearming, moving, and placed in the arcs of the target ship. Fighter flights may
intercepting of fighters is crucial. not attack a ship in an arc that is being attacked by
missiles. A fighter flight may not attack an arc that has
more fighter flights attacking it then other arcs not being
To carry fighters a ship must have a hanger bay with a
attacked by fighters, i.e. a fighter flight could not attack
carrying capacity denoting how many fighters it holds.
the stern arc of a ship while the stern arc is already being
Launching fighters requires a connecting launch bay
attacked by a fighter flight but the bow arc is not being
which has a launching capacity per turn. Recovering
attacked.
fighters requires a recovery bay which has a recovery
capacity per turn. A ship may both launch and recover
fighters in the same turn. Against all targets fighters roll 1 energy die each and are
treated like beam batteries. Against missiles a roll of 1
Fighters are launched in the primary ordinance phase. A destroys the fighter.
ship may launch a number of fighters equal to the total
launching capacity of the ship. There must be fighters All fighters have a Combat Endurance Factor (CEF) of 3
remaining in the hanger bay for fighters to be launched. that limits their time on the field. Every time a fighter
When launched fighters should be grouped into flights of engages in combat its CEF is reduced by 1. Additionally
4-6 fighters and placed in contact with the ships base. during the secondary ordinance phase a fighter may
expend 1 CEF to extend its engagement zone to 12
inches.
Fighters are recovered in the secondary ordinance phase.
To be recovered a fighter must be within 6 inches of the A fighter flight that is in contact with a ship during the
ship. A ship may recover a number of fighters equal to primary ordinance phase may instead of moving declare
the recovery capacity of its recovery bay so long as the that it is following the ship. If the ship moves more than
recovered fighters do no cause the hanger bay to exceed the fighters speed than the fighter flight is moved its full
its capacity. Recovered fighters may be launched after speed but left behind.
spending the next full turn in the hanger bay.

A ship may be equipped with fighter racks rather than


During the primary ordinance phase, fighters that are the normal bay systems. Fighters loaded on racks may be
already on the table may be moved up to 24 inches. launched but not recovered and do not require launch or
During the secondary ordinance phase, fighters may recovery bays. Each fighter rack may hold 6 fighters.
engage any target within their 6 inch engagement zone. If
during movement a fighter flight pr missile moves within A drone womb is like a fighter bay, it carries fighters and
the engagement zone of another flight, that flight may is designed with a capacity, however drone wombs only
intercept it so long as it has not yet moved. The work with a biological hull. Drone Wombs cannot have
offending flight may choose to ignore the interceptors in fighters placed inside them, instead they generate
which case the interceptors have the option of firing on fighters at the expense of hull points, 1 hull point/fighter.
the offending flight immediately in addition to its normal The fighters generated in this manner may be any role
firing. A flight may only take one interception shot per but may not have attributes. To generate fighters a drone
turn. A fighter flight may not engage another flight that womb must expend an entire turn. Fighters that are
is already engaged by 3 flights. recovered may be reabsorbed as hull hits. Drone Wombs
still require launch bays and recovery bays.

Fantastic! The Doctor


40
Fighter Roles Fighter Attributes
Explanation Explanation
Fighters may have any one of the following roles that Fighters may also have a number of attributes which may
determines their effectiveness against certain targets. enhance/degrade their capacities.

Standard: No special rules Heavy: -1 to all attackers

Interceptor: These fighters have no capacity to Light: +1 to all attackers


hurt ships but receive a +1 to hit
fighters Long Range: CEF of 5

Superiority: These fighters receive a -1 to hit Short Range: CEF of 2


ships and a +1 to hit fighters
Fast: Move of 36 inches
Attack: These fighters receive a -1 to hit
fighters and a +1 to hit ships Slow: Move of 18 inches

Torpedo: These fighters have no capacity to FTL: These fighters have their own FTL
hit fighters but when attacking capability and can start the game
ships make a one time attack using launched and may even perform
a single explosive die per fighter tactical FTL jumps in game
with a -1 per screen

Assault: These fighters have a -2 to hit Shielded: These fighters have their own
fighters and ships but may land on shields; half the number of hits
any ship with at least one arc with (rounded up) on these fighters are
no shields and deposit a marine or ignored every turn
crew party taken from the mother
ship Stealth:
These fighters cannot be attacked
by ships unless they are attacking
that ship (regardless of system) and
may freely move through zones of
control without interception

No matter where you go, there you are. Buckaroo Banzai


41
Other Systems

This episode was BADLY written! -Gwen


42
Area Defence Fire Controls Ortillery

Explanation Explanation
The ADFC is a targeting and control system that links This is a campaign system, one that is used to bombard
with other ships targeting systems. This allows the ship planets.
to fire at ordinance firing at other ships in range.

Mine Systems

Icons

Minelayers Minesweepers
This system allows the ship to lay mines along its Another method of destroying mines is through a
movement path. A minelayer may only lay one mine per minesweeper. A ship equipped with a minesweeper may
turn but may have as many mines in its magazine as the have its minesweeper active at any time, as written in its
player is willing to pay for. A ship with multiple plot, but may not fire weapons, perform fighter
minelayers may lay more than one mine per turn. Mines operations, or have active screens or shields while in use.
are not active the turn they are placed. Once active a While using the minesweeper the ship may attempt to
mine will detonate upon any enemy ship entering within destroy any number of mines within 6 inches of the ship
a 3 inch radius. The detonation of the mine will cause the anywhere along its movement path. This attempt is made
ship or ships to be struck with an explosive die worth of with a D6 roll and consulting the following results:
damage, screens provide no protection. Fighters entering 1-2 = No Effect
the radius of a mine will also set off the mine and be 3-6 = Mine Destroyed
destroyed automatically. Cloaked or stealth ships will Mines destroyed by a minesweeper do not detonate. A
not set off mines. All movement should be completed ship equipped with a minesweeper will still activate and
before rolling for damage from mines to determine detonate a mine if it moves within 3 inches of a mine.
which and how many ships are affected by each mine.
Mines are destroyed through their own detonation, by
any blast effect which they are caught in, and by direct
targeting with weapons. A ship may target a mine
directly with its weapons using a sensor array per mine
and counting it as having 2 local screens. PDS and ADS
systems ignore the screen level. When destroyed mines
detonate. A mine can be destroyed by the detonation of
another mine.

"Great leaders are not those who seek great power, but rather, those who have great power thrust upon them." -Worf
43
Boarding Actions

Explanation
There is more than one way of boarding an enemy ship
(Teleporters or Assault Fighters) but they both result in a
firefight. In this firefight are two types of actors, first are
crew parties (the same parties used for damage control)
and marine parties. In the event of a boarding action both
sides will roll a D6 for each crew party and marine party.
Crew parties cause hits on a 6 while marine parties cause Energy Grappler
hits on a 4+. Each player determines the targets of his
hits. If both sides have parties remaining then the
boarding action will continue into the next turn and the
ship may continue as normal. If the attacker has no
parties remaining then the ship remains as normal. If the
attacker eliminates all the defenders and has at least 1
Explanation
party then he causes a permanent and unfixable bridge
The energy grappler is a more advanced form of the
hit. A ship may begin the game with marines on board.
basic grappler. It may perform all the actions of a normal
grappler with the same restrictions. In addition an energy
ggrappler
pp can be used in gameg to modifyy the plot
p of other
ships. This can be used on friendly and enemy ships
Grappler alike. An energy grappler must be used in the combat
phase like any other weapon and will affect the plot of
the targeted ship in the next plotting phase. A sensor
array is still required to target the ship. An energy
grappler is granted a number of points with which to
modify the plot. The number of points is determined by
the relative mass of the ship and its target. If the target
Explanation
ship is within 20 hull hits of the grappling ship then 3
points are awarded. For every 20 hull hits the target ship
The grappler is a system which allows a ship to tow is smaller than the grappling ship, +1 points are granted.
another ship into battle. This system cannot be used in For every 20 hull hits the target is larger, than -1 point is
the course of the game but allows for ships to be brought awarded. These points may be used to
to a game that do not have an FTL drive. The towing accelerate/decelerate 1 inch per point or turn the ship 1
ship must still have an FTL drive. Ships that are towed turn per 2 points. Multiple energy grapplers from the
into the game must be deployed within 3 inches of the same ship or different ships may be combined to alter the
mothership unless the scenario dictates otherwise. The plot more significantly. Combining energy grapplers
maximum size of ship a ship may tow into battle is from the same ship does not change the point calculation,
determined by its hull hits. A ship may tow another ship however, combining from multiple ships their hull hits
that has hull hits equal to or less than 10% of its own are added together for the calculation and the points is
hull hits. Each grappler allows for a ship no larger than the total to be applied.
10% to be brought into the game. Multiple grapplers may
not be combined to tow a ship greater than 10%.
"And remember my friend, future events such as these will affect you in the future. -Criswell
44
Special Manoeuvres

"All right, that's it! No more Mr. Nice Gaius!" - Dr. Baltar
45
Roll Corkscrew

Icon

Explanation Explanation
A roll is a manoeuvre whereby the ship rotates along its The Corkscrew manoeuvre is a more extreme version of
center axis 180 degrees often to bring new weapons to the Roll manoeuvre, instead of simply rolling through
bear or present a new shield arc. To perform a roll a note 180, the ship spins through a whole 360 allowing both
must be made in the plot. A roll requires 1 thrust from Port and Starboard facing weapons to bear upon any
both the port and starboard thrusters. When the roll is target in either of the Port or Starboard fire arcs (FP, AP,
performed a note must be made on the ship display. FS, AS). This can increase the total number of weapons
From that point forward the ship display should be that can be brought to bear upon a particular target,
treated as if it was flipped 180 degrees. however, at a cost that this radical manoeuvre does cause
targeting problems for all weapons fire from the
Corkscrewing ship in that turn.
To perform a Corkscrew, the player simply notes CO in
Evasive Manoeuvres his movement orders for that turn; the Corkscrew
expends 3 thrust from both the port and starboard
thrusters. A ship performing a Corkscrew may accelerate
or decelerate without penalty.
Icon A Corkscrewing ship suffers a -1 penalty to all weapons
fire it makes (-1 per dice for beamtype weapons, -1 to
thee 'to hit' dice fo
th forr torped
torpedoo Launchers an
andd kbatteries)
batteries).
Explanation At the end of the turn, roll 1D6, if the result is odd, then
By making radical manoeuvres, and 'jinking' a ship may the ship is inverted, as if it had performed a Roll
attempt to throw off targeting locks by an enemy. This manoeuvre, while if the result is even, the ship is
does, however, tend to penalise the aim of the evading "upright".
ship as well.
To perform Extreme Manoeuvres, the order EM,
followed by the number of thrust, from both port and
starboard thrusters, to be spent on Extreme Manoeuvres,
is written in the plot for that turn. Thrust spent on
Extreme Manoeuvres have no effect on the overall
movement of the ship.
Each thrust used for Extreme Manoeuvres adds 6 inches
to the effective range from an enemy ship to the evading
ship for the purpose of resolving weapons fire. When the
evading ship attempts fire the range is increased by 6
inches for each thrust as well. Missiles attacking the
evading ship do not have their primary ranges affected,
but have their 'lock-on' ranged reduced by 1 inch per
thrust used for Extreme Manoeuvres.

Always plan for the worst; that way, all your surprises will be pleasant ones. Robert Jordan
46
Emergency Power Emergency Thrust

Icon Icon

Explanation Explanation
Emergency Power allows a ship to exceed the normal Emergency Thrust allows a ship to exceed the normal
acceleration/deceleration capabilities of its drives and turning capabilities of its drives and thrusters. To
thrusters. To perform an Emergency Power, EP must be perform an Emergency Thrust, ET must be written in the
written in the plot. An Emergency Power will allow the plot. An Emergency Thrust will allow the ship to use
ship to either use 50% more thrust than its drives would 50% more thrust (rounded up) than its drives/thrusters
allow to accelerate or 50% more thrust (rounded up) than would allow for turning in one direction. After the ship
its drives/bow thrusters would allow for deceleration. has been moved a D6 must be rolled and the following
After the ship has been moved a D6 must be rolled and results consulted:
the following results consulted: Roll of 1 = No effect
Roll of 2 = No effect
Roll of 1 = No effect Roll of 3 = 1 drive/thruster lost (whichever used)
Roll of 2 = No effect Roll of 4 = 1 drive/thruster lost (whichever used)
Roll of 3 = 1 drive/bow thruster lost (whichever used) Roll of 5 = 1D6 drive/thrusters lost (whichever used)
Roll of 4 = 1 drive/bow thruster lost (whichever used) Roll of 6 = All drives/thrusters lost (whichever used)
Roll of 5 = 1D6 drive/bow thrusters lost (whichever
used)
Roll of 6 = All drives/bow thrusters lost (whichever
used)

Reality is the part that refuses to go away when I stop believing in it. Phillip K. Dick
47
Tactical FTL Jump Ramming

Icon Icon

Explanation Explanation
A ship with an advanced FTL drive may attempt a short To ram another ship RAM must be written in the plot
range tactical jump during the game. To perform a along with a movement. Prior to moving the ship a D6
tactical jump, the ship must first spend a turn engaging must be rolled adding the crew's morale. If the roll is
its FTL drive. The next turn the tactical jump takes place greater than 6 after modifiers the RAM is allowed (the
at the beginning of ship movement, before any ships captain convinced the crew), on any other result the
have moved. In the plot JUMP must be written and how RAM is not allowed (the captain didn't convince the
many D6s to be rolled for the jump. When the jump is crew), and on a natural 1 the RAM is not allowed and the
performed the specified number of dice are rolled and ship may not fire this turn except for at ordinance (the
the ship is moved the total distance in a straight line. The first officer relieved the captain of duty). If the RAM is
ship does not perform any other movement that turn and allowed then a target ship must be declared. The
retains its momentum into the next. Any fire from the ramming ship and the target are moved simultaneously
jumping ship or at it has a -1 on the die roll. FTL capable and if they come within 2 inches of each other at any
fighters may perform this manoeuvre in place of moving point during the move than the RAM can be attempted.
during the primary ordinance phase and do not have to Each player rolls a D6 and adds their number of
spend a turn spooling up but may not jump more than port/starboard thrusters. If the Ramming ship rolls higher
15D6. The fighters may go in any direction. than the RAM is successful. The target ship then rolls a
D6 and on a 4 or better it may fire any weapons it
chooses at th thee incom
incoming
ing ship.
ship If the rammer
rammer ma makes
kes it
through then damage is dealt. Two factors are multiplied
to get a number of damage dice for each ship. First each
ship has a mass factor equal to its hull hits divided by 10
and rounded. The second factor is speed. If the rammer is
in the targets rear arc then the rammers speed minus the
targets speed is used. If the rammer is in the targets front
arc then the speeds are added. If in any other arc then
just the rammers speed is used. The damage dice rolled
against the target are equal to the rammers mass factor
multiplied by the speed. The damage dice rolled against
the rammer are equal to the targets mass factor
multiplied by the speed. If either ship survive they
continue on their plots. Weapons fired on a ramming
ship may not be used later in the turn.

M.I. does the dying. Fleet just does the flying. Johnny Rico
48
Ship Design

"Fire Everything!" -Nero


49
Initial Decisions Systems
EMS Rating The choosing of systems for a ship is the heart of the
The basics of designing a ship for Extreme Thrust begins design process. Most systems will take a set amount of
with the EMS rating of the ship. A designer must first EMS and points. However, some systems will take a
choose the power of the ship to be designed. This will percentage of the overall EMS making the calculation
determine the what and how many systems can be built somewhat more complex. Once the systems have been
into the design. It should be noted that some systems take chosen, their EMS added together and their points cost
a percentage of total EMS making choosing the EMS totaled the ship is nearly complete. The final step is to
rating to fit the systems somewhat problematic. build the ship display. This display is a graphic
Rounding of EMS for systems should not occur until the representation of the ship and its systems. It is
final step. constructed from the individual images representing each
system.
Hull Hits
After the EMS has been decided on, the mass of the ship
should be decided. The mass of the ship is represented High/Low Tech
by the number of hull hits it has. These hits must also be
arranged in 2 - 6 rows. The arrangement of hull rows When placing componenents on a ship, and even
does not take power or cost points and is simply a matter choosing the size of the hull, considerations for tech
of design. In addition the type of hull must be chosen; level must be taken. The description for all systems is for
artificial, biological, or nanite. a mid tech version of that system. Should it be decided
that a high or low tech version of that system is required
the EMS and points cost of the system will change. A
Armour Hits y
low tech system q
will have its EMS requirement
The addition of armour to the ship is a vital multiplied by 1.5 while its points cost is multiplied by
consideration. When designed, armour must be placed in 0.5. A high tech system will have its EMS requirement
rows just as with hull. These rows are arranged based on multiplied by 0.5 while its points cost is multiplied by
the number of hull hits in rows. Each row of armour may 0.5.
not have more hits than a row of hull and a new rows can
only start after meeting that number.

Drives and Thrusters


The movement capabilites of a ship must next be
considered. The use of basic, advanced or gravity drives
for thrust and the use of thrusters in the bow, port and
starboard for turning.

Crew
Before moving on to the many systems and components
of a ship consideration for its crew must also be made.
Firstly the crew density must be chosen; low, average, or
high. This will determine the number of crew parties on
board the ship. The morale of the crew must also be
chosen, from 1 to 5. Lastly the damage control rating of
the crew is important, whether average or superior.

"This is it. That moment they told us in high school where one day, algebra would save our lives." -Dr. Burchenal
50
System EMS Cost System EMS Cost
Structure Personnel
Hull Hit 1 2 Avg Damage Control 0 0
Artificial Hull - - Sup Damage Control 0 Crew x10
Biological Hull 25% x4 Marines 0.5 2
Nanite Hull 50% x4 Low Crew Density 0 EMS x -25%
Partial Streamlined 5% x2 Avg Crew Density 0 0
Fully Streamlined 10% x2 High Crew Density 0 EMS x 50%
Armour Hit 1 2 Crew Morale 1 0 0
Engines Crew Morale 2 0 5%
Primitive FTL Drive 10% (min 1) x2 Crew Morale 3 0 10%
Advanced FTL Drive 10% (min 1) x3 Crew Morale 4 0 15%
Basic Drive 2% x2 Crew Morale 5 0 20%
Advanced Drive 3% x3 Weapons
Gravity Drive 4% x4 PDS 1 3
Thruster 1.5% x2 Wave Gun 12 36
Internal Capacity Nova Cannon 20 60
Fighter Rack 6 24 Submunition Pack 1 3
Hanger Capacity 1 3 MKP Pack 1 4
Launch Capacity 1 1.5 Scattergun 1 5
Recovery Capacity 1 3 ADS 1 + 0.5/arc 3 + 3/arc
Drone Womb 1 1.5 Gatling Battery 0.5/arc x3
Cargo Bay 1 0 Needle Gun 1 + 1/arc x3
Passenger Bay 1 0 Salvo Missile Launcher 1/arc x3
EW Systems Salvo Missile Rack 1 + 1/arc x3
Sensor Array 2% (min 1) x4 Salvo Missile 2 6
ADFC 3% (min 2) x4 Salvo Missile ER 3 9
Local Screen 5% (min 3) x2 Capital Missile 2 6
Area Screen 20% (min 10) x3 Capital Missile ER 3 9
EM Chaff 2.5% (min 1) x3 Beam Battery
Targeting Array 2.5% (min 10) x4 Class 1 1/6 / arc x3
Cloaking Field 10% (min 2) x10 Class 2 1 + 1/3 /arc x3
Reflex Field 10% (min 10) x6 Class 3 3 + 1/arc x3
Stealth Field 20% (min 4) x6 Class 4 5 + 1/arc x3
Shield Generator 5% (min 3) 0 Class 5 7 + 1/arc x3
Layer 1 Shield Points 0 1 Lance Battery
Layer 2 Shield Points 0 2 Class 1 4 + 2/arc x3
Layer 3 Shield Points 0 3 Class 2 6 + 3/arc x3
Other Systems Class 3 8 + 4/arc x3
Minelayers 2 6 Class 4 10 + 5/arc x3
Mines 1 2 Class 5 12 + 6/arc x3
Minesweepers 5 15 Graviton Battery
Ortillery 3 9 Class 1 3 + 1/arc x3
Gravity Well Projectors 12 36 Class 2 4 + 2/arc x3
Teleporters 1 10 Class 3 5 + 3/arc x3
Grapplers 10 10 Class 4 6 + 4/arc x3
Energy Grapplers 5 30 Class 5 7 + 5/arc x3
"This isn't a war anymore, than there is a war between and men and maggots. This is an extermination." -Ray Ferrier
51
System EMS Cost
Pulse Battery
1 Mode 1 + 1/arc x3
2 Mode 1.5 + 1.5/arc x3
3 Mode 2 + 2/arc x3 Beam Battery K Battery
K Batteries
Class 1 1/3 /arc x3
Class 2 2 + 1/arc x3 ADS Gattling Battery
Class 3 4 + 1/arc x3
Class 4 7 + 1/arc x3
Class 5 10 + 1/arc x3 Graviton Battery Ion Cannon
Ion Cannons
Class 1 1/2 /arc x3
Class 2 1 + 1/2 /arc x3 Lance Battery Needle Gun
Class 3 4 + 1/2 /arc x3
Class 4 5 + 1/2 /arc x3
Class 5 6 + 1/2 /arc x3 Plasma Cannon Pulse Battery
Plasma Cannons
Class 1 3 + 1/arc x3
Class 2 4 + 2/arc x3 PDS Scattergun
Class 3 5 + 3/arc x3
Class 4 6 + 4/arc x3
Class 5 7 + 5/arc x3 Nova Cannon Wave Gun
Torpedo Launchers
Burst 1 3 + 1/arc x(strength x2 +1)
Burst 2 7 + 1/arc x(strength x3 +1) MKP Pack Beam Battery
Burst 3 11 + 1/arc x(strength x4 +1)
Burst 4 15 + 1/arc x(strength x5 +1)
Burst 5 19 + 1/arc x(strength x6 +1) Salvo Missile Launcher Salvo Missile Rack

Local Screen Area Screen Submunition Pack Capital Missile

Cloak Field Stealth Field Basic Drive Advanced Drive

Reflex Field EM Chaff Gravity Drive Thrusters

Grappler Energy Grappler Sensor Array Targetting Array

Gravity Well Generator Marine ADFC Teleporter

Shield Generator Mine Systems Primitive FTL Advanced FTL


"Concentrate all fire on the super star destroyer." -Admiral Ackbar
52
Example SSD

"You have failed me for the last time, Admiral." -Darth Vader
53
Critical Chart
Weapon Systems Structural Integrity
Roll Result Roll Result
Power Fluctuation Hull Scoring
1 No Weapons Lost 1 No Damage
Minor Power Loss Minor Hull Breach
2 2+EMS Modifier Weapons Lost in 1 Random Arc 2 1D6+EMS Modifier Hull Hits
Magazine Breach Minor Structural Damage
3 4+EMS Modifier Weapons Lost in 1 Random Arc 3 1 Critical For Next Turn
Major Power Failure Major Hull Breach
4 All Weapons Lost in 1 Random Arc 4 2D6+EMS Modifier Hull Hits
Power Node Burnout Minor Plasma Fire
5 2+EMS Modifier Weapons Lost in Each of 2 Random Arcs 5 Minor Structural Damage & Major Hull Breach
Magazine Fire Internal Buckling
6 4+EMS Modifier Weapons Lost in Each of 2 Random Arcs 6 1D6+2xEMS Modifier Hull Hits
Catastrophic Power Failure Major Structural Damage
7 All Weapons Lost in 2 Random Arcs 7 2 Criticals For Next Turn
Cascade Power Loss Internal Support Collapse
8 2+EMS Modifier Weapons Lost in Each of 3 Random Arcs 8 2D6+3xEMS Modifier Hull Hits
Ship Wide Power Loss Major Plasma Fire
9+ All Weapons Lost 9+ Major Structural Damage & Internal Support Collapse

Electronic Systems Core Systems


Roll Result Roll Result
Minor Grid Damage Minor Core Damage
1 No Systems Lost 1 No Systems Lost
Minor Defensive Grid Damage Landing Control Destroyed
2 1D3 Local Screens, 1D3 Area Screens, 1D3 Shield Generators + All Fields Damaged 2 Launch, Hanger, and Recovery Bays Damaged
Minor Offensive Grid Damage Minor Engine Damage
3 1D3 Sensor Arrays, 1D3 Targeting Arrays, 1D3 ADFCs Damaged 3 1D3 Drives, 1D3 Port, Bow, & Starboard Thrusters Damaged
Computer Core Overload FTL Drive Damaged
4 1D3 Teleporters, 1D3 Energy Grapplers Damaged + All GWPs 4 FTL Damaged
Major Defensive Grid Damage Major Engine Damage
5 1D3+3 Local Screens, 1D3+3 Area Screens, 1D3+3 Shield Generators + All Fields Damaged 5 All Drives and Thrusters Damaged
Major Offensive Grid Damage Command Functions Disrupted
6 1D3+3 Sensor Arrays, 1D3+3 Targeting Arrays, 1D3+3 ADFCs Damaged 6 Bridge Destroyed
Cascade Computer Failure Atmospheric Venting
7 All Teleporters, Energy Grapplers, GWPs Damaged + 1 Critical For Next Turn 7 Life Support Damaged
Primary Computers Destroyed Power Core Damaged
8 Major Defensive and Offensive Grid Damage 8 Reactor Damaged
Complete Computer Failure Power Core Overload
9+ All Electronic Systems Lost 9+ Reactor Explosion
Group: Group: Group:
Turn Velocity Orders Turn Velocity Orders Turn Velocity Orders
0 0 0
1 1 1
2 2 2
3 3 3
4 4 4
5 5 5
6 6 6
7 7 7
8 8 8
9 9 9
10 10 10
11 11 11
12 12 12
13 13 13
14 14 14
15 15 15
16 16 16
17 17 17
18 18 18
19 19 19
20 20 20

L = Left Turn RL = Roll ET = Emergency Thrust


R = Right Turn EM = Evasive Maneuvers FTL = Warming FTL Drive
+/-? = Increase/Decrease Speed CS = Corckscrew FTL * = FTL Retreat
RAM = Ram EP = Emergency Power FTL (?) = Tactical FTL Jump

S-ar putea să vă placă și