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Orders Tonnage Admirals


Orders Summary Tonnage Value AV Allowed Pts

Orders Turn? Fire? Thrust Spike? Light (L) 1 2 S/C/B 20

Standard Orders Yes Up to 1 Half to full Remove Minor Light 2 (L2) 2 3 S/C/B 40

Station Keeping Yes Up to 1 Up to half Add Minor Medium (M) 5 4 C/B 80

Max Thrust Yes None Full to double Add Minor Heavy (H) 10 5 C/B 100

Course Change Twice Up to 1 Half to full Add Minor Super Heavy 6 B 140
15
(S)
Weapons Free No All Half to full Add Major
Super Heavy
30
Active Scan No Up to 1 Half to full Add Major 2 (S2)
Silent Running No None Half to full Remove Major

Space Stations
Name Scan Sig Thrust Hull A PD G T Special
Small Space Station 6” 4” 0” 8 3+ 5 - - -
Medium Space Station 6” 6” 0” 12 3+ 8 - - -
Large Space Station 6” 8” 0” 16 3+ 12 - - -
Type Lock Attack Damage Arc Special
Mass Driver Armament 3+ 2 1 F/S/R -
Laser Armament 3+ 2 1 F/S/R Burnthrough (4), Flash
Missile Armament 3+ 4 1 F/S/R Close Action

Ground Assets Sectors Debris Fields


Scan Armour Attack Special Location Hull Armour Debris Damage to ships entering Penalty Penalty
Infantry 0” 5+/3+ 1 - Commercial 8 4+ Field Lock Attack Damage to Lock to Scan

Armour 0” 3+/5+ 3 - Military 6 3+ Fine 3+ 2 1 +1 -6”


Defence Industrial 4 4+ Dense 2+ 2 1 +2 -12”
0” 3+/3+ 0 Immobile
Battery
Ruins - 6+
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Crippling Damage
Crippling Damage Table
2nd Extra Hull Orbital
1st roll Result on ship Repair?
roll Damage Decay

1-2 Bright fl ash... and nothing else: Gains a Minor Spike. If using Silent Running 0 No No
special orders, Signature is returned to normal instead.
1-2
Subsystems 3-4 Fire: Inflicts 1 additional point of Hull damage in each Roundup phase. 0 Yes No

5-6 Energy Surges: May not use special orders. 2 Yes Yes

1-2 Scanners Offline: Scan reduced to 1”. 0 Yes No


3-4
Hull
3-4 Armour Cracked: Armour value suffers +2 modifier for the rest of the game. 2 No No

5-6 Hull breach: No additional effect. 2 No Yes

1-2 Engines Disabled: Thrust reduced by 50% (rounded up), and may not turn or change orbit. 2 Yes Yes
5-6
Core 3-4 Weapons Offli ine: The next time it activates it may not fire any weapons or use any launch 3 No No
Systems assets. In subsequent activations it may fire and launch assets as normal.
5-6 Reactor Overload: Roll again on the Crippling Damage Table. 3 No Yes

Catastrophic Damage
Catastrophic Damage Table (+1 for ships with starting hull 10 or more)
D6 roll Result to all ships in explosion range
1-2 Burn Up: No additional effect.
3 Blazing Wreck: Gain a Minor Spike. If using Silent Running special orders, Signature is returned to normal instead.
4 Shredded: Suffer 1 point of Hull damage. Armour and Passive Countermeasures may be used as normal.
5 Explosion: Suffer 2 points of Hull damage. Armour and Passive Countermeasures may be used as normal.
6 Radiation Burst: Suffer 2 points of Hull damage. Armour and Passive Countermeasures may not be used.
7+ Distortion Bubble: Suffer D6 points of Hull damage. Armour and Passive Countermeasures may not be used.

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