0 Bewertungen0% fanden dieses Dokument nützlich (0 Abstimmungen)
14 Ansichten6 Seiten
&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" 4ou may turn the ship up to dou!le its normal turn rate' in any direction"
&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" 4ou may turn the ship up to dou!le its normal turn rate' in any direction"
&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" 4ou may turn the ship up to dou!le its normal turn rate' in any direction"
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