Weapons Table | Chances to Hit | |||||||
---|---|---|---|---|---|---|---|---|
Weapon Type | Abbrev | Cost | Size | Range | Damage | Ship | Fighter | Missile |
Point defense | PT-DEF | 5 | 1 | 1 | 1 | - | 4+ | 5+ |
Beam turret | BEAM | 10 | 1 | 1 | 1 | 3+ | 4+ | - |
Missile pod | MISSILE | 10 | 1 | 1 | 2 | 3+ | - | - |
Torpedo bay | TPD | 10 | 1 | 2 | 1 | 4+ | - | - |
Centerline blaster | CLB | 45 | 6 | 5 | 5 | 3+ | 4+ | - |
Bi-directional ventral missile | BDVM | 20 | 4 | 1 | 2, 2 | 3+ | - | - |
Torpedo bank | TPD BANK | 30 | 4 | 2 | 1, 1, 1 | 4+ | - | - |
+1 range | - | 5 | 1 if even # | +1 | - | |||
+1 damage | - | 5 | 1 | - | +1 | |||
Auxiliaries | Effect | |||||||
Frontal armor | ARMOR | 5 | 1 | -1 on damage when hit on front | ||||
ECM pod | ECM | 10 | 1 | -1 on die rolls when attacked | ||||
Targeting pod | TARGET | 10 | 1 | +1 on attack die rolls | ||||
Jump engine | JUMP | 10 | 1 | Instantly move 5 hexes ahead | ||||
Maneuvering pod | MANV | 10 | 1 | Freely turn 1 hex facing | ||||
Displacer pod | DISPL | 10 | 1 | Can make enemy weapon miss | ||||
Power-up pod | PWR + | 10 | 1 | Improves one weapon | ||||
Deflector shield | DEFSHLD | 20 | 1 | -1 on damage when hit | ||||
Engine | ENGINE | 10 | 0 | Ship speed +1 | ||||
Gun mount | GUN MNT | 5* ship# | 0 | Add weapons spaces & damage pt | ||||
Fighter bay | FTR BAY | 5 | 1 | Carry 2 fighters | ||||
Damage control | DAMG CTRL | 10 | 0 | Repair battle damage |
Flagship Advantage Table | |
---|---|
2d6 Roll | Advantage |
2 | Flagship gets an axial weapon with range=5 (you may buy damage units for it). | 3 | Flagship gets a Fighter Bay and 2 fighters. | 4 | Flagship gets a Deflector Shield. | 5 | Flagship gets 3 range/damage units. | 6 | Player gets a Damage-Control counter, usable only on the flagship. | 7 | Flagship gets a Frontal Armor or an Engine. | 8 | Flagship gets a Maneuvering Pod, Jump Engine, or Displacer Pod. | 9 | Flagship gets an ECM Pod or Targeting Pod. | 10 | Flagship gets a dorsal Point-Defense and a ventral Torpedo. | 11 | Flagship gets a Gun Mount and 2 range/damage units. | 12 | Roll twice on this table and apply both results to the flagship. Reroll duplicates and 12's. |
Ship Type Table | ||||||||
---|---|---|---|---|---|---|---|---|
Ship Class | Abbrev | Qty | Cost | Dam | Speed | Weapons | Dorsal | |
Scout | SC | 3 | 10 | 2 | 4 | 1 | - | |
Destroyer | DD | 6 | 30 | 4 | 3 | 4 | 1 | |
Cruiser | CR | 6 | 55 | 8 | 3 | 9 | 2 | |
Battleship | BB | 2 | 80 | 12 | 2 | 15 | 3 | |
Leviathan | LV | 1 | 200 | 18 | 2 | special | 5 | |
Interceptor squadron | INT | 6 | 10 | 1 | 5 | 1 | - | |
Attack-craft squadron | ATK | 6 | 10 | 1 | 5 | 1 | - |
Critical Hit Table | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Roll | Result | |||||||||||||||||||
1 | Navigation hit, ship cannot change facing until control is restored | |||||||||||||||||||
2 | Weapons hit, ship loses one weapon/auxiliary item (target owner's choice) | |||||||||||||||||||
3 | Weapons hit, ship loses one weapon/auxiliary item (attacker's choice) | |||||||||||||||||||
4 | Engine hit, speed reduced by 1 (never less than 0) | |||||||||||||||||||
5 | Engine hit, speed reduced by 1 (never less than 0) | |||||||||||||||||||
6 | Double-critical hit - roll again using the table below. Reroll if the defender's ship size is more than 1 higher than the attacker's ship size. Fighters are considered the same as Scouts for this purpose. 1 | Roll for two "normal" critical hits on the table above (reroll 6'es) | 2 | Secondary explosion; 1 point of damage, 1 weapon knocked out (target owner's choice) | 3 | Weapons control hit; 2 weapons knocked out (both target owner's choice) | 4 | Main Engineering hit; speed reduced to 0, navigation hit | 5 | Generators hit; 1 point of damage, all auxiliaries knocked out | 6 | Ship explodes, leaving no wreck | |
Turning Table | ||
---|---|---|
Current Speed | Hex Faces that Can Be Turned | |
0 | As many as the ship's maximum speed | |
1 | 2, or 1 if the ship's max speed < 3 | |
2-3 | 1 | |
4 | 2 |