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Shields
a full-blown kitchen table spanning battle.
Restrictions: You may only ever have one type 4.0 MOVEMENT PHASE:
of cannon on your ship at a time. You may,
During the Movement Phase, starting with the
however, have torpedoes in addition to your
first player for the round, each player takes
cannons. You may only purchase shields and
turns moving their ships one at a time.
armor twice, Evasive Maneuvers once, and
everything else once. Torpedoes are the only Meaning, the first player would move their ship,
exception. You may buy as many of those as the next player theirs, and so on, going around
you have credits. the circle until every ship has been moved.
Once you have purchased something, write it 4.1 STEPS FOR MOVEMENT:
on your ship roster to remind you.
When moving, follow these steps.
Example: For instance, if you purchased Armor
Plating two times, you would write in the new 1. Check travel direction. (See section 4.2).
hull number (Base of 10 + 5 + 5 = 20) in the 2. Move your ship, keeping track of
space next to the base you started with. You possible stress modifiers for the turn.
now have 20 hull points before your ship is 3. Make necessary Stress Tests. (See
destroyed. section 4.5)
3.0 PLAYING THE GAME: Ships may never move backward. Each ship
counter shows three arrows pointing forward.
You are now ready to play Raise Shields. Games These are the three directions it may move.
of Raise Shields are divided up into rounds, and
each round has 4 parts to it. Each ship may move between 2 to 6 spaces on
their turn without penalty but may move more
3.1 GAME ROUND: or less by taking on stress modifiers.
1. MORALE ROLL: All players roll 1d6 and Multiple factors can affect your movement. As
add their morale score (determined by you move your ship, count how many stress
the number of crew members left alive modifiers you gain during the turn from both
on their ship). The player with the turning and speed.
4.2 TRAVEL DIRECTION: 4.4 SPEED and STRESS
Before moving, always check which direction Depending on how far you move, you take the
your ship is traveling. In outer space, there is no chance of inflicting stress on your ship. Possible
air or wind resistance. Therefore, once you movement options are as follows:
begin moving one direction, you must continue
• Move 5-6 and accumulate a -1 Stress
moving that direction indefinitely unless you
Modifier.
make a purposeful turn or stop.
• Move 2-4 and no stress modifier.
Whichever direction your ship is facing at the • Move 1 and accumulate a -1 stress
beginning of movement is considered it’s modifier.
“Travel Direction.” • Move 0 and accumulate a -2 stress
modifier.
If during your movement, you ever turn out of
your travel direction, you’ll be required to make 4.5 STRESS TEST:
a stress test.
At the end of your movement, you will then
calculate any stress the ship might have taken.
This is done through a stress test. This test is
always made at the end of the movement
action.
1. Roll 2d6.
2. Negate any accumulated stress
modifiers for the round (from both
turning and speed).
3. Negate your ship’s current stress value.
4.3 TURNING 4. Check the results table below.
Each turn you make adds to your stress 6+ You have successfully made the
modifier for the turn. If you turn one click maneuver without taking on any
(measured as one hex side), you accumulate -1 stress.
stress modifier for the round. If you turn two 4-5 You still successfully made the
clicks (two hex sides), -2—and so on. maneuver but must take on ONE
stress. Mark this on your Ship Roster.
2-3 You still successfully made the
maneuver but maybe went too far.
Roll a d6 and halve the result. Move
that many spaces in your current
travel direction. Additionally, your
ship must take on ONE additional
stress. Mark this on your Ship Roster.
1 You still successfully made the
maneuver but definitely went too far.
Roll a d6. Move that many spaces in
your current travel direction.
Additionally, your ship must take on 1. DECLARE TARGET AND CHECK LINE OF
TWO additional stress. Mark this on SIGHT: Choose one other ship on the
your Ship Roster. board to attack. Cannons may only
-0-5 Your ship was damaged in the shoot out from the side of your ship
maneuver. Roll 1d6 and take that within the ship’s firing arch (example
much hull damage. below) unless you have torpedoes,
-6 Your ship buckled under the which may be fired from any direction.
maneuver and was destroyed.
You can use a ruler or other straight
(EXAMPLE: Harry rolls 2d6 and gets a result of 6.
edge to see if you are in line of sight of
He accumulated -1 stress modifier from moving
the target ship. You may never shoot
6 spaces and also -1 from turning one click this
through another ship, friendly or
turn for a total of -2 stress modifiers. His total
enemy.
roll after modifiers is now 4. He then checks his
current stress level which is 3 and negates that
from his total as well—leaving a result of 1. He
is forced to move 1d6 spaces and take TWO
additional stress levels.)