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No Turns. Leave Table in End Phase. Can't Be Crippled, or Have Crits 5/6 On Dilithium
No Turns. Leave Table in End Phase. Can't Be Crippled, or Have Crits 5/6 On Dilithium
No Turns. Leave Table in End Phase. Can't Be Crippled, or Have Crits 5/6 On Dilithium
Pg 13-15
All Hands on Deck!
PD: Yes*
CQC: Auto
+2 vs Damage Control, can attempt to repair any number of crit locations
All Power to Engines!
PD: Yes*
CQC: Auto
Add 4" to max speed. Can't do it Impulse or Dilithium have Crits
Boost Energy to Shields!
PD: Yes*
CQC: Auto
Roll 1D6 per 10 full points of starting shields, or 1D3 if shields start less than 10.
Reinforce Structual Integrity Field!
PD: Yes
CQC: Auto
Roll 5+ to ignore lost damage this turn.
Engage/Disengage Cloaking Device
PD: No
CQC: Auto
Cloak: Max Spd 6", No firing, no defensive fire, stealth 4+
Cloaked: subsequent turns Stealth 2+, Max Spd 6", No fire, only Cloak/reload orders allowed
Uncloaking: Max Spd 6", 1/45 turn, no Stealth, may fire all weapons
Enage Tractor Beam!
PD: No
CQC: 8
Defensive: CQC 8 per beam vs drone/shuttle
Objects:2" rng, Vs highest tractor wins or CQC dice off
Vs Ships: 2" rng, no move unless bigger, to break free CQC check w/damage /10 rnd dwn
High Energy Turn!
PD: No
CQC: 8
+180 turn, or extra 180 turn, Failed turn: ea 45 = Auto Impluse Crit
Intensity Defensive Fire!
PD: No
CQC: Auto
Use Phasers/Drones in defense of friendly ship in range
Special Actions
Pg 15-17
Launch Suicide Shuttle!
PD: Yes*
CQC: Auto
Launch in move phase. Must have 1 shuttle available to perform action
Maximum Warp Now!
PD: No
CQC: Auto
No turns. Leave table in End Phase. Can't be crippled, or have crits 5/6 on dilithium
Overload Weapons!
PD: No
CQC: Auto
Max spd6", Kill Zone 6, Photon torperdoes & Heavy weapons only.
Reload Weapons!
PD: Yes*
CQC: Auto
Used to reload all weapons with the Reload trait.
Take Evasive Action!
PD: Yes*
CQC: 6
enemy -1 to hit ship, including seeking weapons
Transport Marines!
PD: No
CQC: Auto
Be within 4", target no shields, transporter rank = # of marines per turn
1-2 = No effect, marine lost
3-4 = No effect, marine lives
5 = roll crit, marine lost
6 = roll crit, marine lives
Use Labs!
PD: No
CQC: Auto
6" roll 1d6 per lab, 3" roll 2d6 per lab = Info points gained
**POWER**
**DRAIN**
*****
*****
1. Only move 6" forward or 3" reverse, must be capable to move 12"
2. May only fire one phaser this turn in defense
3. May not fire Heavy weapons this turn, must be capable to fire one.
www.MongoosePublishing.com
Created by James Kerr [ADB Ranger]
Copyright Mongoose Publishing 2003-2014 and Amarillo Design Bureau 1995-2014
Attack Table
1-2: Impulse Drive
1 Bulk Head
Critical Score
1
2
3
4
5
6
2-5 Solid Hit
Extra Damage
0
1
2
3
D6
2D6
6 Solid + Critical Hit
Description
Power Relays
Thrusters Damaged
Multiple
Drive
Dilithium Chamber
Power System
Destroyed
Ruptured
Fires
Disabled
Feedback
Ruptured
System Table
Effects
-2 Spd
-2 Spd
Escalate
Ship Adrift
Dilithiums Chamber
Dmg Cntl -1
1-2 Impulse Drive
Crew Crit +1
Crit +1
3 Dilithium Chamber 3: Dilithium Chamber
4 Weapons
Critical Score
1
2
3
4
5
6
5 Crew
Extra Damage
0
1
2
3
D6
0
6 Shields
Description
Capacitors
Power
Shield
Toxic
Dilithium Chamber Dilithium Chamber
Damaged
Feedback
Failure
Leak
Overload
Breached
Stricken Ship Table
Effects
-2 Spd
1 Random Trait
Shields 0
-2 Spd, 1 Random
Ship Adrift
Ship Explodes
1-8 Ship Destroyed
-5 Shields
-5 Shields, Escalate
Trait, -1 Marine
CQ 9 or Explodes
Immediately
9-12 Explodes next turn 4: Weapons
13+ Explodes now
Critical Score
1
2
3
4
5
6
Explode = 4" radius
Extra Damage
0
1
2
3
D6
D6
Damage= Hull /2 in AD
Description
Target Systems
Power
Weapons
Power
Weapons
Weapons
Max AD is 20
Damaged
Disruption
Offline
Fluctuations
Control
Offline
Effects
All Weapons
Random weapon 4+ per weapon to fire
CQC 9 or +1
-1 AD all weapons
No Weapons
Crippled
-1 to attack
cannot fire
Escalate
Dilithium Chamber Crit
May Fire
Double turn score
5: Crew
SM = turn 6"
Critical Score
1
2
3
4
5
6
SPD is at 1/2 of current
Extra Damage
0
1
2
3
D6
D6
Fire 1 weapon bank
Description
Fires
Multiple
Localised
Secondary
Crew
Hull
roll vs all traits, 4+ it lost
Fires
Decompression
Explosions
Shaken
Breach
Effects
-1 Marine
-2 Marines
All CQC -1
No Special
Roll 4+ to
-3 Marines,No Dmg Ctrl/
Crew Quality
Escalate
Actions, -2 Marines Fire any Weapon Spcl Act, -1 Rnd Trt
Elite
6
6: Shields
Veteran
5
Critical Score
1
2
3
4
5
6
4
Extra Damage
0
1
2
3
D6
2D6
Military
Green
3
Description
Shield Relays
Power
Deflector Dish
Shield
Shields
Shields
Trainees
2
Damaged
Feedback
Damaged
Fluctuating
Down
Offline
Ship of Fools
1
Effects
-5 Shields
-5 Shields, CQC 9 or
-5 Shields,
ignore shields
Shields 0
Shields 0
Dilithium Chamber Crit
Escalate
on a 4+
Special Ships
Anti-Drone
Armoured
Cloak
Command +X
Enhanced Bridge
Escort
Fast
Immobile
Labs X
Nimble
Turn Sequence
Initiative Phase
1 Roll Initiatve
2 Apply Modifiers
3 Determine Who Has Initiative
Movement Phase
1
2
3
4
5
6
Probes X
Quick Launch
Scout
Jamming
Counter Jam
Attack Phase
Drone Control
Recon
Shock
Slow
Stealth
Tractor Beam X
Transporter X
Unique
Weapon Traits
Accurate
+X to AD roll.
Devastating +X X = +1 to Critcal Score per Critical
Energy Bleed
Over 1/2 rng -1 AD, over 3/4 range -3 AD
Heavy
Ships big guns.
Kill Zone = inchs, counts as multihit 2, or doubles existing multihit
Kill Zone
Multihit X
X = damage multiplyer for each hit.
Point-Bank X
All AD that hit will cause +1 point of damage
Precise
+1 to Attack Table
Reload
Only fires once, unless reload special action is used
Seeking Drones SPD of target /2 to hit, -1 to hit in 12"-24", Small Target
Seeking Plasma See Seeking Drones
Small Target
-1 to be hit modifier
Weak
Does no damage on ships with active shields. -1 to Attack Table
Basic Information
Attacking
4+, roll of 6 ignores shields (not including modifiers)
Attacking over half range
5+, roll of 6 ignores shields (not including modifiers)
Stationary
1 = 45 degree turn, or 90 degree turn if agile
Reversing
1/2 current max SPD, may turn 45 after move
Weapons Systems in Star Fleet
Weapon
Rng Special
Phaser-1
18 Accurate +2, Kill Zone 8, Point-Blank 4, Precise
Phaser-2
12 Accurate +1, Kill Zone 4, Precise
Phaser-3
6 Accurate +1, Kill Zone 2, Precise
Phaser-4
24 Accurate +2, Kill Zone 10, Multihit 2, Point-Blank 4, Precise
Phaser-G
6 Accurate+1, Kill Zone 2, Precise
Disruptor
24* Accurate +1, Heavy, Multihit 2, Point-Blank 8
Drone
36 Devastating +1, Multihit 6, Seeking
Photon Torpedo
15 Devastating +1, Multihit 4, Reload
Plasma Torpedo-R
16 Devastating +1, Energy Bleed, Heavy, Multihit D6, Reload, Seeking
Plasma Torpedo-S
16 Devastating +1, Energy Bleed, Heavy, Multihit D6, Reload, Seeking
Plasma Torpedo-F
16 Devastating +1, Energy Bleed, Heavy, Multihit D6, Reload, Seeking
Plasma Torpedo-D
16 Devastating +1, Energy Bleed, Multihit D6, Reload, Seeking
* Disruptors mounted on smaller vessels often have a lower range of 15.