No Turns. Leave Table in End Phase. Can't Be Crippled, or Have Crits 5/6 On Dilithium

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Special Actions

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.

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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

Nominate / Activate Ship


Declare Special Actions
Move Ship
Repeat for All Ships
Shuttlecraft Are Moved
Drone Markers Are Moved / Resolved

Probes X
Quick Launch
Scout
Jamming
Counter Jam

-1 modifier to be hit by drones


Suffers bulkhead on a 1-2 result
Ship has cloaking, see special action
X = + Initiative, does not stack, must not be crippled
Minimum Crew Quality is 4
Use its phasers, drones, plasma-D in Defensive Fire of friendly ship w/
8". May share Anti-drone w/ 6" max stop 8AD
Ignore 1 power drain penalty per turn.
+1 to hit this target. Can't be affect by tractor beams
# of AD for information points scan, rng 6", x2 AD if within 3"
-1 to be hit, +1 CQC vs asteroids, may make 1 45 turn before for
move, 1 free high energy turn
Number of probes on board
Can launch and recover 2 shuttles per turn
+1 Initiative roll, if no enemy scouts
36" & LOS,Remove 2AD from 1 weapon on target ship
36" & LOS,Reduce 1 weapons attack to target by 2AD
36" & LOS, Remove affects from above list.
36" & LOS,Reduce a stealth score by 2 points
36" & LOS,May fire at a ship that has been hit by max drones.
Double info points this ship gains.
If weapon used, ship sustains automatic crit. Roll for this immediately.
If # of AD equal to the Shock score, no crit.
Max spd is 8"
Roll equal to to better vs stealth score to ignore hits
Number of tractor beams, also see special action
Number of transporters, see tranport Marines special action
Only one of this this may be in your fleet.

Attack Phase

Drone Control
Recon
Shock

1 Nominate / Activate Ship


2 Declare Targets of All Weapons Onbaord Ship
3 Defensive Fire
4 Attack
5 Roll To Hit Target
6 Apply Modifiers
7 Determine Successful Attacks
8 Apply Stealth
9 Use Shields
10 Roll on Attack Table
11 Reinforce Structural Integrity Field Rolls
12 Resolve Critical Hits
Seeking Weapon Movement Phase
1 Declare targets for Seeking Weapons
2 Move Seeking Weapons to Target
3 Roll To Hit Target
4 Apply Modifiers
5 Defensive Fire (if any)
6 Determine Successful Attacks
7 Apply Stealth
8 Use Shields
9 Roll on Attack Table
10 Resolve Critical Hits
11 Reinforce Structural Integrity Field Rolls
End Phase
1 Compulsory Movement
2 Damage Control Performed
3 Escalate Damage
4 Make End Phase Crew Quality Checks
5 Remove Escaping Ships From The Board
Firing Arcs
Fore
F
90 degrees forward
Fore Half
FH
180 degrees forward
Aft
90 degree back
A
Aft Half
AH
180 degress left
Port
P
90 degrees left
Port Half
PH
180 degress left
Starboard
S
90 degrees right
Starboard Half
SH
180 degress right
Turret
T
360 degrees all round

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.

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