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Activate Jump Gate!

Crew Quality Check: Automatic (or Opposed


against Crew Quality 6)
Efect: The vast network of jump gates present
throughout the galay are what makes
interstellar commerce and communication truly
possi!le" #ee page $% for more information on
using jump gates"
All Hands on Deck!
Crew Quality Check: Automatic
Efect: The Captain orders the entire
engineering division to alert" &f successful' the
ship gains ($ modi)er when attempting
*amage Control and can attempt to repair any
num!er of critical hits in this +nd ,hase" Only
one weapon system may!e )red in this turn"
All ower to En!ines!
Crew Quality Check: Automatic
Efect: *iverting all power away from side and
station-keeping thrusters' the Captain orders
his crew to make !est speed" The ship adds
(./0 to its #peed for this turn" 1o turns may
!e attempted"
All "top!
Crew Quality Check: Automatic
Efect: Once a position of advantage has !een
gained' the Captain may !e reluctant to
relin2uish it" The ship may move !etween /
and half of its #peed !ut no turns may !e
attempted" &f the ship is in a gravity well at the
time' another #pecial Action may !e attempted
in the same turn"
All "top and ivot!
Crew Quality Check: Automatic
Efect: #o long as the ship used the All #top3
#pecial Action or otherwise did not move in its
last turn' you may use All #top and ,ivot3 in its
current turn" The ship may not !e moved any
distance and it may only )re one weapon
system" 4ou may turn the ship up to dou!le its
normal turn rate' in any direction"
Close #last Doors and Activate
De$ence Grid!
Crew Quality Check: Automatic
Efect: #ecuring all !ulkheads and !ringing
online short range defensive systems' the crew
prepares to withstand a !rutal attack" &f
successful' the ship may only )re one weapon
system and ships with only one weapon system
may not )re at all" 5owever' for each point of
*amage or Crew taken this turn' roll one dice"
On a . or more' the point is ignored"
Come A%out!
Crew Quality Check: 6
Efect: ,ushing the ship7s thrusters to
dangerous levels' the Captain orders his ship to
turn hard to gain a position of advantage" The
ship can either make one more turn than
normal (following the usual rules for turning on
page 6) or may increase one eisting turn !y
an etra 8.o" #hips with the 9um!ering trait
may only increase an eisting turn !y 8.o" They
may not gain an etra turn"
Concentrate All &ire'power!
Crew Quality Check: :
Efect: ;y ordering well practised )ring
solutions' the Captain concentrates his ship7s
weapons onto a single target' with devastating
e<ect" 1ominate one enemy target
immediately" All Attack *ice used !y the ship
that miss this target may !e re-rolled" 1o other
target can !e attacked" =eapons with the
;eam' +nergy >ine' or Twin-9inked traits may
not !ene)t from this #pecial Action"
Give (e )ammin! "peed!
Crew Quality Check: 6
Efect: &f a ship is Crippled' its Captain may
decide to make the ultimate sacri)ce and order
a course that heads straight for an enemy
vessel" A Crew Quality check must !e made ? it
takes tremendous strength of will to not only
make the ultimate sacri)ce !ut to also
convince your crew to do the same" The ship
may add ./0 to its current #peed !ut can only
turn once"
&f it contacts an enemy ship' you may try to
ram it" Only one enemy ship can !e targeted in
this way" ;oth ships must make an opposed
Crew Quality check" #hips with the 9um!ering
trait su<er a ?@ penalty to this roll while ships
with the Agile trait gain a (@ !onus" &f the
enemy ship passes' it avoids !eing rammed
and your ship must continue its move' to its full
etent" &f the you succeed or draw' your ship
has successfully made a ram"
&f you ram the enemy' !oth ships su<er an
attack using as many Attack *ice as half the
opposing ship7s starting *amage points' with
the #uper A, and Triple *amage traits" *odge'
&nterceptors and #tealth traits do not apply to
ramming attacks" All other traits do apply as
normal"
*nitiate Jump oint!
Crew Quality Check: Automatic
Efect: Only ships with the Aump ,oint or
Advanced Aump +ngine trait may use this
action' to either enter or leave hyperspace" #ee
page $6 for more information on jump points"
*ntensi$y De$ensive &ire!
Crew Quality Check: :
Efect: Be-cali!rating its short-ranged
weaponry' the ship aims to nullify as many
incoming attacks and enemy )ghters as
possi!le" 4ou will halve A* to all weapons on all
) re arcs" 5owever' you can dou!le the num!er
of dice used for &nterceptors and Anti-Cighter
traits' if your ship possesses these"
+aunch #reachin! ods and
"huttles!
Crew Quality Check: Automatic
Efect: Dsing this #pecial Action' you may use
any and all Troops on !oard your ship to launch
a !oarding action on a near!y enemy ship" 1o
one may attack the ship you are targeting for
the !oarding action in the following Attack
,hase and the ship must !e within 8E of your
own" &n addition' the enemy ship may not have
moved more than half its original #peed this
turn" &f all these conditions are met' a !oarding
action may !e launched in the Attack ,hase of
this turn" #ee page 8$ for the full rules on
conducting !oarding actions"
)un "ilent!
Crew Quality Check: :
Efect: The ship powers down all systems in an
e<ort to avoid detection !y the enemy" &f the
Crew Quality check is passed' the ship gains
the #tealth 8( trait for this turn only" &f your
ship already has the #tealth trait' it gains a (@
!onus to its #tealth score (maimum 6()"
*uring this time' it may not ) re' move more
than half #peed' or turn" &f the Crew Quality
check is failed' these restrictions still apply -
the crew are still trying to run silent' they are
just not very good at it"
"cram%le! "cram%le!
Crew Quality Check: %
Efect: Dsing this #pecial Action' the ship can
launch two Fights of Cighters in the +nd ,hase"
&f the ship has the Carrier trait' it may
temporarily add ($ to its Carrier score" 1ote
that this is an eception to the normal rule that
a ship cannot launch Cighters if it uses a
#pecial Action"
"tand Down and repare to %e
#oarded!
Crew Quality Check: Opposed
Efect: One of the most !reathtaking #pecial
Actions availa!le to a player' a Captain can
order a !attered enemy vessel to stand down
and surrender' forcing it out of the !attle" &f an
enemy ship is either Crippled or on #keleton
Crew' you may try to force it to surrender" The
enemy ship must !e within @/E and you must
have ships within @/E of it whose current total
*amage points are greater than the enemy
ship7s starting *amage points" #hips involved
in this #pecial Action (other than the enemy
ship) may not make any attacks against the
ship they are forcing to surrender"
;oth players make an opposed Crew Quality
check" &f you !eat your opponent' his crew will
surrender" 9eave the ship motionless on the
ta!le" #o long as one of your ships stays within
@/E' it will take no further part in the !attle" &f it
is attacked' control passes immediately to your
opponent once more" &f your ships are more
than @/E away in the &nitiative ,hase of any
turn' your opponent may make a Crew Quality
check" &f he score @/ or more' control of the
ship passes to him once more"

Accurate: *esigned to track and destroy
fast-moving craft' these weapons ignore the
*odge score of any target"
A ,Armour iercin!-: These weapons are
adept at slicing through the thick armoured
hulls of warships to do great damage to the
decks !elow" Add (@ to the results of all
Attack *ice rolled for this weapon"
#eam: ;eam weapons have gained a
legendary status in the galay and all races
have tried to develop e<ective ones' though
not all succeed" A ;eam weapon will always
strike a successful hit on a target on the roll of
a 8' regardless of its 5ull score" Curthermore'
if an Attack *ice from this weapon successful
strikes a target' immediately re-roll it to
attack again" 4ou may continue to re-roll
every Attack *ice that scores a 8 or more'
until you run out of Attack *ice" ;eam
weapons completely ignore &nterceptors !ut
can only split )re if all the targets are within
8E of each other"
Dou%le Dama!e: =eapons of awesome
destructive power' they will literally dou!le all
*amage dealt to a target' including the !onus
damage caused !y critical hits" &n addition'
they will still inFict one point of *amage if
they roll a ;ulkhead 5it on the *amage Ta!le"
Ener!y (ine: An +nergy >ine is an
etremely long-ranged fusion !om! hurled
through space" =hen )red' nominate a point
in space that is within range and the
appropriate )re arc" 4ou do not have to target
an enemy ship ? an empty patch of space is
just ) ne3 +very o!ject within GE of this point
will automatically !e attacked !y the +nergy
>ine" An +nergy >ine attack will ignore
&nterceptors and *odge traits !ut all Critical
5its will automatically !e reduced to #olid
5its" +nergy >ine attacks may not !e split"
Gravitic "hi$ter: Dsing advanced gravitic
technologies' this weapon can e<ect the mass
of an entire ship' forcing it to turn against the
will of its crew" This weapon has no Attack
*ice" &nstead' simply nominate an enemy
target in range and within the appropriate )re
arc" >ake opposed Crew Quality checks" &f you
!eat the targeted ship' you may immediately
turn it up to 8.o in any direction"
(ass Driver: 5uge weapons' >ass *rivers
hurl huge o!jects' typically asteroids' onto
their targets" >ass drivers may only !e used
against planetary targets and ships that have
the &mmo!ile trait' that are Bunning Adrift' or
have not moved during the turn in which the
mass driver is used" These weapons are
immune to &nterceptors and will ignore #hields
and Hravitic +nergy Hrids"
(ini'#eam: 9ike their larger cousins' >ini-
;eam weapons concentrate a huge amount of
energy in each attack' allowing them to cause
devastating amounts of damage' though they
can only )re for a split second" A >ini-;eam
weapon will always hit on a 8 or more'
regardless of a target7s 5ull score" &t also
ignores &nterceptors just like a ;eam !ut does
not gain the a!ility to score multiple hits with
every Attack *ice"
.ne'"hot: Ammunition or payload is limited
for this weapon and so once used in an
attack' it may not !e used again for the rest
of the game" 1ote that if a One-#hot weapon
targets a ship with the #tealth trait and fails
to lock on' it will not count as having !een
)red"
.r%ital #om%: An Or!ital ;om! weapon may
only !e ) red at planetary targets (see page
G6)" They may !e used to attack
emplacements andIor troops"
recise: Dsing either superior )re-power or
technologically advanced targeting systems'
these weapons can consistently deal Critical
5its to their targets" 4ou may add (@ to all
rolls on the Attack Ta!le"
Quad Dama!e: Cound only on the vessels of
the oldest and most powerful races' these
weapons are the most powerful weapons in
the galay" All *amage dealt to a target will
!e 2uadrupled" &n addition' they will always
cause at least two points of *amage' even if
the *amage Ta!le lists the attack as a
;ulkhead 5it"
"low'+oadin!: #ome weapons take an
inordinate amount of time to either reload or
recharge" These weapons may only )re every
other turn" 1ote that if a #low-9oading
weapon targets a ship with the #tealth trait
and fails to lock on' it will not count as having
!een )red"
"uper A: =ith massive power reserves and
the technology to use them' these weapons
can penetrate the armour of any ship in
space" Add ($ to the results of all Attack *ice
rolled for this weapon"
/riple Dama!e: +tremely rare' these
weapons have the a!ility to slice smaller ships
in two" All *amage dealt to a target will !e
tripled" &n addition' they will always cause at
least one point of *amage' even if the
*amage Ta!le lists the attack as a ;ulkhead
5it"
/win'+inked: These weapons are mounted in
pairs or even 2uads' concentrating the ) re-
power availa!le on each hardpoint or turret
system" The hail of )re these weapon systems
can unleash is awesome to !ehold and very
diJcult to avoid" Any Attack *ice for this
weapon that do not successfully strike their
target may !e re-rolled"
0eak: =hether through a lack of technology
or a declining military !udget' some weapons
are simply not as powerful as their military-
grade counterparts" The results of all Attack
*ice rolled for this weapon are adjusted !y ?@"
#pecial #hips
Adaptive Armour: The entire hull of the ship comprises of semi-living organic material which can
readily adjust itself to repel the worst of most attacks" =henever the ship sustains damage from an
attack' halve the *amage and Crew points lost (rounded down' to a minimum of @)" An attack is
de)ned as the Attack *ice rolled !y a single source (such as a ship eploding close !y) or weapons
system (the 5eavy ,ulse Cannon and 5eavy 9aser Cannon of an +arth Alliance Omega would
therefore count as two separate attacks)"
Advanced Anti'&i!hter 1: This ship carries advanced anti-) ghter weaponry that makes a
mockery of a small craft7s armour" &t operates as the standard Anti-Cighter trait (see !elow for
details) !ut gains a (@ !onus to all dice"
Advanced Jump En!ine: The ship is e2uipped with the most technologically advanced jump
engines in the galay and can make jumps into realspace with high precision" The jump point of the
ship entering realspace will not deviate' and the ship may act normally on the turn it arrives" &n
addition' a jump point created in realspace may !e placed in any )re arc" Other ships that use this
jump point will not !e a!le to act normally on the turn they arrive unless they also have the
Advanced Aump +ngine trait"
A$ter%urner: Dsing powerful secondary thrusters or even just dumping fuel into the com!ustion
plant of the engines' this ship can achieve a rapid increase in speed for a short time" =hen using
the All ,ower to +ngines3 #pecial Action' the ship may dou!le its #peed for the turn"
A!ile: The ship can pull very high-H turns' allowing it to out-manoeuvre other vessels with ease"
This ship need only move K of its #peed in a straight line !efore making turns' and need only move
@E in a straight line !efore making su!se2uent turns"
Anti'&i!hter 1: >ost warships mount rapid-)ring weaponry allied to )nely tuned sensors
speci)cally developed to destroy fast-moving )ghters" #ee page $: for details"
Atmospheric: Though most ships are designed purely for com!at in space' a few are capa!le of
entering an atmosphere and making attacks on ground targets or actually land and !egin deploying
Troops" #ee ,lanetary Assaults on page G6 for more details"
Breaching Pod: These are small craft designed to carry troops to enemy ships and space stations
and force an entry straight through the hull" The ;reaching ,od counts as if it had the Cighter trait"
5owever' it will automatically lose any *og)ght and cannot !e used in planetary assaults (see page
G6)" +ach ;reaching ,od carries one Troop" &f the ;reaching ,od moves into !ase contact with a ship
or space station' the Troop it carries will )ght )rst in the !oarding action (see page 8$)" ;reaching
,ods cannot !e used as interceptors' unlike )ghters"
Carrier 1: This ship has !een designed as a Feet carrier and can deploy its Fights of )ghters
etremely rapidly" =hile most ships are limited to launching just one Fight of )ghters in a turn' this
ship can launch or recover a num!er of Fights e2ual to its Carrier score"
Command 21: A ship with this trait is e2uipped with advanced communications systems and is
usually crewed !y highranking oJcers who use it as a Fagship' dictating the actions of an entire
Feet" #o long as the ship is on the ta!le and not Crippled or reduced to a #keleton Crew' the
owning player gains an etra !onus to his initiative e2ual to the Command score" This is not
cumulative and may not !e added to the !onus granted !y other ships with the Command trait"
Dod!e 1: #ome ships (nota!ly )ghters or the legendary =hite #tar) are eceptionally nim!le and
can make sudden' violent movements to thwart attack" =henever the ship su<ers a hit' roll one
dice" &f the dice e2uals or eceeds the *odge score listed for the ship' all e<ects of the attack are
ignored" The ship has literally dodged the attack" #hips that are Adrift' or those that cannot or have
not moved during the >ovement ,hase may not !ene)t from the *odge trait" The *odge trait does
not apply to hits from +nergy >ines or Aump ,oints"
Escort: This ship is designed to protect the entire Feet from swarms of )ghters and' properly
positioned' it can annihilate large num!ers of them" This ship may add some or all of its Anti-Cighter
trait to any allied ship within :E and in line of sight" 4ou must decide how many dice to add to other
ships and how many to keep for the +scort ship itself !efore any Anti-Cighter )ring take place"
Fighter: Though counted as ships for the purposes of most rules in the game' Fights of Cighters do
not have a Crew or *amage score and are destroyed !y the )rst hit they su<er" Cighters may never
take any #pecial Actions"
&leet Carrier: The ship is not a mere carrier of )ghters ? it is the centre of an entire Feet'
providing support for countless other ships" A Feet carrier may always deploy up to half of its Fights
!efore the start of a !attle" &n addition' so long as the Feet carrier remains on the ta!le' every
)ghter Fight in the Feet is granted a (@ !onus to its *og)ght score' giving them a slight edge in
com!at' as ranks of )ghter controllers on !oard give them detailed and eplicit instructions when
engaging the enemy"
Cinally' whenever you remove a )ghter Fight within G/E of your Feet carrier' roll one dice" On a . or
6' the Fight was not completely destroyed and managed to struggle !ack to the Feet carrier" &t will
!e availa!le net turn for launch' completely revitalised and ready for !attle" &f an enemy ship (not
)ghter Fight) was within 8E of the counter when it was removed or if it was removed during a
dog)ght' apply a ?@ penalty to this dice roll' these penalties are cumulative" A (@ !onus to the roll
is granted if the Fight was within @/E of the Feet carrier" &f you roll lower than this' the Fight is
completely destroyed or scattered and will not reappear"
A Feet carrier may only repair and replenish craft that it could normally carry' so it will !e una!le to
use this special a!ility on craft from allied Feets" The e<ects of this trait are lost once the Feet
carrier !ecomes Crippled or goes down to a #keleton Crew (even if the ship has the Clight Computer
special trait)"
&li!ht Computer: 5ighly advanced ships may have incredi!ly sophisticated Fight control systems'
to the etent that the ship can almost F y itself" A ship listed as having a Clight Computer can never
have a Crew Quality score less than 8 (>ilitary-Hrade)" &n addition' they ignore all penalties for
!eing reduced to a #keleton Crew' ecept that the num!er of troops will still !e halved and the
Cleet Carrier trait (if applica!le) will !e lost"
Gravitic Ener!y Grid 1: The total amount of *amage and Crew deducted from the ship !y each
separate weapon attacking it is reduced !y the Hravitic +nergy Hrid score" *amage and any special
e<ects from critical hits' however' are never reduced !y the Hravitic +nergy Hrid"
Immobile: Dsually placed in stationary or!it' a ship with this trait is never moved"
*nterceptors 1: &nterceptors are highly e<ective short ranged point defense systems that
neutraliLe incoming attacks" Though a!le to provide a useful shield' it is possi!le to overwhelm
&nterceptors through sheer weight of )re-power' as many an +arthCorce Captain has found to his
cost"
=hen the ship ) rst su<ers a hit from an attack in a turn' roll a num!er of dice e2ual to the
&nterceptor score" &f any dice result in $ or more' the hit from that Attack *ie is completely negated
and ignored" All dice that rolled $ or more may !e used against the net attack that strikes the ship'
!ut they must then roll G or more" #o long as at least one dice manages this' that hit too is ignored"
Any dice that succeeded in rolling G or more may then !e used against the net incoming attack'
though they will need to roll 8 or more' and so on" This continues until the ship has !een protected
against all attacks or the &nterceptors have !een overwhelmed and the

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