Weapons TableChances to Hit
Weapon TypeAbbrevCostSizeRangeDamageShipFighterMissile
Point defensePT-DEF5111-4+5+
Beam turretBEAM101113+4+-
Missile podMISSILE101123+--
Torpedo bayTPD101214+--
Centerline blasterCLB456553+4+-
Bi-directional ventral missileBDVM20412, 23+--
Torpedo bankTPD BANK30421, 1, 14+--
+1 range-51 if even #+1-
+1 damage-51-+1
AuxiliariesEffect
Frontal armorARMOR51-1 on damage when hit on front
ECM podECM101-1 on die rolls when attacked
Targeting podTARGET101+1 on attack die rolls
Jump engineJUMP101Instantly move 5 hexes ahead
Maneuvering podMANV101Freely turn 1 hex facing
Displacer podDISPL101Can make enemy weapon miss
Power-up podPWR +101Improves one weapon
Deflector shieldDEFSHLD201-1 on damage when hit
EngineENGINE100Ship speed +1
Gun mountGUN MNT5* ship#0Add weapons spaces & damage pt
Fighter bayFTR BAY51Carry 2 fighters
Damage controlDAMG CTRL100Repair battle damage

Flagship Advantage Table
2d6 RollAdvantage
2Flagship gets an axial weapon with range=5 (you may buy damage units for it).
3Flagship gets a Fighter Bay and 2 fighters.
4Flagship gets a Deflector Shield.
5Flagship gets 3 range/damage units.
6Player gets a Damage-Control counter, usable only on the flagship.
7Flagship gets a Frontal Armor or an Engine.
8Flagship gets a Maneuvering Pod, Jump Engine, or Displacer Pod.
9Flagship gets an ECM Pod or Targeting Pod.
10Flagship gets a dorsal Point-Defense and a ventral Torpedo.
11Flagship gets a Gun Mount and 2 range/damage units.
12Roll twice on this table and apply both results to the flagship. Reroll duplicates and 12's.


Ship Type Table
Ship ClassAbbrevQtyCostDamSpeedWeaponsDorsal
ScoutSC310241-
DestroyerDD6304341
CruiserCR6558392
BattleshipBB280122153
LeviathanLV1200182special5
Interceptor squadronINT610151-
Attack-craft squadronATK610151-


Critical Hit Table
RollResult
1Navigation hit, ship cannot change facing until control is restored
2Weapons hit, ship loses one weapon/auxiliary item (target owner's choice)
3Weapons hit, ship loses one weapon/auxiliary item (attacker's choice)
4Engine hit, speed reduced by 1 (never less than 0)
5Engine hit, speed reduced by 1 (never less than 0)
6Double-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.
1Roll for two "normal" critical hits on the table above (reroll 6'es)
2Secondary explosion; 1 point of damage, 1 weapon knocked out (target owner's choice)
3Weapons control hit; 2 weapons knocked out (both target owner's choice)
4Main Engineering hit; speed reduced to 0, navigation hit
5Generators hit; 1 point of damage, all auxiliaries knocked out
6Ship explodes, leaving no wreck


Turning Table
Current SpeedHex Faces that Can Be Turned
0As many as the ship's maximum speed
12, or 1 if the ship's max speed < 3
2-31
42