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Cold InfinityUvSc
Universal VectoredSpace Combat
Ship Systems Book
by Kevin A. Muñoz{Beta Version 01.08.2013}
Hull Mass Sections Accel/Decel Pivot Roll/Tumble Slide Silhouette Cinematic
Motion (5.6)
Light Fighter 1
0 1111 1/3 Group Mass(rounded down) no limit
Heavy Fighter 2
0 1111 1/3 Group Mass(rounded down) no limitLight Shuttle 1 0 1111 1/3 Group Mass(rounded down) no limit
Medium Shuttle 2
0 1111 1/3 Group Mass(rounded down) no limit
Heavy Shuttle 3
0 1111 1/3 Group Mass(rounded down) no limit
Gunboat 5-6.9 1“Fourth Rate” 1
11
21
5Corvette 7-9.9
1“Fourth Rate” 1
11
22
5
Frigate 10-12.9
3“Third Rate”
2
11
3 4
4Destroyer 13-15.9 3“Third Rate”
2
1
24 6 4
Light Cruiser 16-19.9
3“Third Rate”
3 2
25 8
4
Cruiser 20-24.9
5“Second Rate”
3 2
36 10
3Heavy Cruiser 25-29.9 5
“Second Rate”
43
37 12
3Battlecruiser 30-34.9
5“Second Rate”
53
48 14
3
Battleship 35-39.9
5“Second Rate”
6 44
9 16
3
Dreadnought 40-49.9 7“First Rate”
8 5 6 11 182
Super-Dreadnought 50-59.9
7“First Rate”
9 6 7 14 202
Satellite 0-5
1 ————
1
1(mobile bases
& hyper-dreadnoughts)
Small Weapon Platform 0-9.9 1 ———— 2
1(mobile bases
& hyper-dreadnoughts)
Large Weapon Platform 10-20
1 ————
6 1(mobile bases
& hyper-dreadnoughts)Stardock 60-99.9 9
————
24
1(mobile bases
& hyper-dreadnoughts)Stardock 60-99.9 9
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number)
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number)
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number)
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number)
24
1(mobile bases
& hyper-dreadnoughts)
Starbase 100-199.911
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number)
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number)
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number)
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number)
30
1(mobile bases
& hyper-dreadnoughts)
Space Station 200+11
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number)
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number)
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number)
(if unit is a Mobile Base or Hyper-Dreadnought, thrust requirements are:
Mass / 6, Mass / 10, Mass / 8, Mass / 4 — round to nearest whole number) 40
1(mobile bases
& hyper-dreadnoughts)
Basic System InformationBasic System InformationBasic System InformationBasic System InformationBasic System InformationBasic System InformationBasic System InformationBasic System Information
System Base CostBase Cost Power Structure Tech LevelTech Level Mass
Shield variesvaries1/40 CP Cost (rounded to nearest, minimum 1) + 1/2 total sections (rounded up)
1/20 CP Cost (rounded to nearest, minimum 1)
1/50 CP Cost (rounded to nearest, minimum 1)1/50 CP Cost (rounded to nearest, minimum 1) 1.0
Armor variesvaries — — Adaptive: 4 Other: 1 0.1 per point
Sensors 4040 1/2 EW Rating (rounded up) 2x EW Rating 1/4 EW Rating (round up)1/4 EW Rating (round up) 0.5
ESS Device 6060 1/2 ESS Rating (round up) 1/3 ESS Rating (round up) 1/6 ESS Rating (round up)1/6 ESS Rating (round up) 1.0
Specialized Sensors 4040 2 8 EW Detector: 2Masking Sensor: 4EW Detector: 2Masking Sensor: 4 1.0
Hangar &External Launcher 2 CP per bay2 CP per bay — 1 per bay
1/25 CP Cost (round to nearest, minimum 1)1/25 CP Cost (round to nearest, minimum 1)
Hangar: 1/4 StructureExt. Launcher: 1/5 Structure
Cargo Hold 1 CP per space1 CP per space — 1 per space1/25 CP Cost (round to nearest, minimum 1)1/25 CP Cost (round to nearest, minimum 1)
1/10 Structure
Docking Clamp 3030 0 5
1/25 CP Cost (round to nearest, minimum 1)1/25 CP Cost (round to nearest, minimum 1) 0.5
Docking Bay 3030 1 1 per point of Mass (2 CP)
1/25 CP Cost (round to nearest, minimum 1)1/25 CP Cost (round to nearest, minimum 1)
1/6 Structure
Dry Dock 5050 1 1 per point of Mass (2 CP)
1/25 CP Cost (round to nearest, minimum 1)1/25 CP Cost (round to nearest, minimum 1)
1/6 Structure
Bridge Bridge: 10 Flag: 50 — 1 CP per point highest tech level on ship, + 50 CP/levelhighest tech level on ship, + 50 CP/level 1/10 Structure
Repair System 50 +25/point50 +25/point 3 per point in use equal to repair Rating minimum 1, +5 CP/levelminimum 1, +5 CP/level equal to repair Rating
Trans-Light Drive Hyper: 50Shift: 40
Warp: 60Snap: 60 varies 20 1/20 CP Cost (round to
nearest, minimum 2)1/20 CP Cost (round to nearest, minimum 2) 2.0
Hull Structure 1/2 CP per point of structure1/2 CP per point of structure — varies —— 1/20 Structure
Power PlantCollector panel: 2System battery: 10Others: 20
Collector panel: 2System battery: 10Others: 20
—Capacitor: 1/2 Power cap.System battery: noneOthers: total Power cap.
System battery: 2Others: 1System battery: 2Others: 1
Collector: 1/5 Power cap.Others: 1/20 Power cap.
Engine 2020 0 2x Thrust Output1/40 CP Cost (round to nearest, minimum 1)1/40 CP Cost (round to nearest, minimum 1)
1.0
Thruster Acceleration Thruster: 12Maneuvering Thruster: 10Acceleration Thruster: 12Maneuvering Thruster: 10 — 2x Thrust Channel
1/40 CP Cost (round to nearest, minimum 1)1/40 CP Cost (round to nearest, minimum 1)
0
Basic System InformationBasic System InformationBasic System InformationBasic System InformationBasic System InformationBasic System Information
System Base Cost Power Structure Tech Level Mass
Direct Fire Weapon minimum 10 varies varies varies 1/10 Power or Structure (whichever is greater)
Missile RackReload Rack
Missile Rack: minimum 0Reload Rack:(18+2 per op) x size/20
0 1/4 Magazine Size 1/30 CP Cost (round down, minimum 1) 1/20 magazine size
Torpedo minimum 0 1/10 CP Cost (round up) 1/6 CP Cost (round up) 1/30 CP Cost (round down, minimum 1) 1.0
Weapon DrumMinelayer: 10Beacon Launcher: 15WPDS: 20
Depositing: 0Ejecting WPDS: 1/3 Mass Other Ejecting: 1
equal to Drum Size(WPDS: equal to Mass of carried platform)
1
Minelayer: 1/10 DrumBeacon Launcher: 1/5 DrumWPDS: Mass of Platform
Anti-Missile Munitions minimum 50 0 1 1 0.5
ChaffFlares minimum 50 — 1 1 0.5
— 4 —
Standard Shield Schedules
(1/2 CP cost for Point Defense shields)
Standard Shield Schedules
(1/2 CP cost for Point Defense shields)
Standard Shield Schedules
(1/2 CP cost for Point Defense shields)
Standard Shield Schedules
(1/2 CP cost for Point Defense shields)
Deflect CP Absorb CP
1 4 1 2
2 8 2 4
3 12 3 6
4 16 4 8
5 20 5 10
6 24 6 12
Shield Enhancements
BUFFERING I (+50%). Shield is Buffering. See Rule XXX. Uses buffering absorption schedules.
BUFFERING II (+50%/5 points transferable). As Buffering I. Also, may transfer a set number of absorption points to adjacent Buffering shield once per turn. Cannot exceed lent shield’s maximum. Cannot go below 1 point on lending shield. Requires 1 point of added power.
HYBRID (+30%). Shield uses both absorption and deflection Ratings. See Rule XXX.
INCREMENTAL POWER (+50%). Shield may be half-powered for half deflection and absorption (rounded down) on current turn.
LAYERING (+100%). Shield may be layered. See Rule XXX.
OVER-LOADING (+100%). Shield may be over-loaded. See Rule XXX.
Basic Shield SystemsBasic Shield Systems
Cost
Point Defense Shield: Stationary 0
Point Defense Shield: Roaming 2*
Arc Shield 5
Encapsulating Shield 15
*Speed 4; add 1 CP per 4 points of additional roaming Speed (rounded up)*Speed 4; add 1 CP per 4 points of additional roaming Speed (rounded up)
Buffering Shield Schedules(1/2 CP cost for Point Defense shields, rounded down)Buffering Shield Schedules
(1/2 CP cost for Point Defense shields, rounded down)Buffering Shield Schedules
(1/2 CP cost for Point Defense shields, rounded down)Buffering Shield Schedules
(1/2 CP cost for Point Defense shields, rounded down)
Max Absorb CP Recharge
Rate CP
5 0 1/turn 0
10 1 2/turn 2
20 2 5/turn 4
30 3 10/turn 6
40 4 15/turn 8
50 5 20/turn 10
60 6 25/turn 12
70 7 30/turn 14
80 8 35/turn 16
90 9 40/turn 18
100 10 50/turn 20
Shields
Base Power: 1/40 CP Cost (round to nearest, min 1)
Structure: 1/20 CP Cost (round to nearest, min 1)
Tech Level: 1/50 CP Cost (round to nearest, min 3 for EM or4 for Gravitic)
Mass: 1.0
Shield Limitations
TRANS-LIGHT LINK (-50%). Shield may only be activated while a Trans-Light Drive is activated.
Adaptive Armor SchedulesAdaptive Armor SchedulesAdaptive Armor SchedulesAdaptive Armor Schedules
Adaptive Per Tech CP Adaptive
Total CP
1 0 1 0
2 4 2 5
3 8 3 10
4 12 4 15
5 20
6 25
Sectional Armor Enhancements
FULL PENETRATION (+30%). Weapon must do damage equal to or greater than ablative Rating (i.e., penetrate armor) to reduce sectional armor. May only be applied to Ablative armor.
LINKED (+50%). Used only on adaptive armor. Armor is linked. See Rule XXX.
Armor Type ChartArmor Type ChartArmor Type Chart
Base Armor Rating
Base Cost
Standard Armor 0 0
Ablative Armor 0 0
Adaptive Armor 1/1 30
Collective Adaptive Armor 1/1 45
Stealth Adaptive Armor 1/1 60
Stealth Collective Adaptive Armor 1/1 90
— 6 —
Power: —
Structure: —
Tech Level:Standard = 1Ablative = 1Adaptive = 4
Mass: 0.1 per point
Armor
Standard and Ablative Armor SchedulesStandard and Ablative Armor SchedulesStandard and Ablative Armor Schedules
Number of Sectionsin Unit
Standard Armor CP per Point
Ablative Armor CP per Point
11 Sections 12 6
9 Sections 10 5
7 Sections 8 4
5 Sections 6 3
3 Sections 4 2
1 Section 2 1
Sensors
Sensor SchedulesSensor SchedulesSensor SchedulesSensor Schedules
EW Points CP Boost
Power Cost CP
1 0 16 0
2 5 12 2
4 10 10 4
6 15 8 6
8 20 6 8
10 25 4 10
12 30 2 12
16 35 1 14
ESS ScheduleESS Schedule
ESS Points CP
9 0
12 4
15 8
18 12
21 16
24 20
27 24
30 28
Base Cost: 40
Power: 1/2 EW Rating (rounded up)
Structure: 2x EW Rating (rounded up)
Tech Level: 1/4 EW Rating (rounded up)
Mass: 0.5
Base Cost: 60
Power: 1/2 ESS Rating (rounded up)
Structure: 1/3 ESS Rating (rounded up)
Tech Level: 1/6 ESS Rating (rounded up)
Mass: 1.0
ESS Devices
— 7 —
Hyper Drive SchedulesHyper Drive SchedulesHyper Drive SchedulesHyper Drive SchedulesHyper Drive SchedulesHyper Drive Schedules
Pwr CP Hyper Rating CP Distance CP
20 0 5 0 1 0
18 5 4 5 2 5
16 10 3 10 3 10
14 15 2 15 4 15
12 20 1 20 5 20
10 25 0 25 6 25
8 30
6 40
4 50
2 60
Trans-Light Drive Limitations/Enhancements
TERRAIN REQUIREMENT (–25%). Drive may only be activated while the activating ship is within a specific terrain feature: nebula, stellar corona, gravity well, etc. Determine the terrain feature when building the system. The selected feature may not be changed.
ACTIVATION ACCELERATOR (+100%). Added power equal to 20% of drive’s power requirement (rounded up) decreases Rating by 1 turn. May be used with any trans-light drive type.
NON-INERTIAL WARP DRIVE (+100%). Warp drive is Non-Inertial. See Rule XXX.
PARTIAL SHIFTING (+150%). Shift drive may use partial shifting. See Rule XXX.
TRANSFERABLE HYPERSPACE TUNNELS (+300%). Hyper drive may transfer control of a hyperspace tunnel to another hyper drive. The other hyper drive must also have this enhancement. See Rule XXX.
Shift/Snap Drive SchedulesShift/Snap Drive SchedulesShift/Snap Drive SchedulesShift/Snap Drive Schedules
Pwr CP Shift/Snap Rating CP
16 0 4 0
14 5 3 5
12 10 2 10
10 15 1 15
8 20 0 20
6 25
4 30
2 40
Warp Drive SchedulesWarp Drive SchedulesWarp Drive SchedulesWarp Drive Schedules
Pwr CP Warp Rating CP
20 0 5 0
18 5 4 5
16 10 3 10
14 15 2 15
12 20 1 20
10 25 0 25
8 30
6 40
4 50
2 60
Trans-Light Drives
Base Cost:Hyper = 50Shift = 40Snap = 60Warp = 60
Power: see schedules
Structure: 20
Tech Level: 1/20 CP Cost (round to nearest, minimum 2)
Mass: 2.0
Trans-Light SpeedTrans-Light Speed
LY CP
1 0
2 5
3 10
4 15
5 20
6 25
7 30
8 35
Other Power Plant CustomizationsOther Power Plant Customizations
Total Capacity Capacitors: +1 CP to increase total capacity by 4 pointsWeapon Collector Panels: +5 CP to increase total capacity by 1 pointOthers: +1 CP to increase total capacity by 2 points
Convert Rate +4 CP to decrease Convert rate by 1 point (batteries and system batteries only)
Power Plant Enhancements/Limitations
LIMITED CIRCUITS (–30%). The power plant may only power systems in the same section.
OVERHEATING (–50%). The power plant suffers from overheating. See Rule 3.6. May only be applied to reactors.
THRUST CONVERTER (+30%). System battery may convert power to thrust. Use the ship’s engine convert Rating. May only be applied to system batteries.
WEAPON COLLECTOR (+10%). Each time a weapon strikes the section in which a weapon collector panel is installed, damage (after shields) is diverted into the panel equal to the remaining capacity of the collector panel. The panel must then immediately transfer this point of energy directly into a battery. If no batteries are available to receive the energy, or all batteries are currently full, the collector panel disengages and does not divert the weapon damage. Collector panels cannot divert weapon damage that would otherwise strike the panel or its armor. May only be applied to Collector power plants.
Capacitor Recharge Rate
Schedule
Capacitor Recharge Rate
Schedule
CP
1/turn 0
2/turn 2
3/turn 4
5/turn 6
8/turn 8
10/turn 10
15/turn 12
20/turn 14
25/turn 16
30/turn 18
— 9 —
Power Plants
Base Cost:Collector panel = 2System battery = 10Others = 20
Power: —
Structure:Capacitor = 1/2 Power capacitySystem battery = noneOthers = total Power capacity
Tech Level:System battery = 2Others = 1
Mass:Collector = 1/5 Power capacityOthers = 1/20 Power capacity
Engine CustomizationsEngine Customizations
Thrust Output +3 CP to raise output by 1 point(+6 CP for Non-Inertial Engines)
Convert Rate +1 CP to lower rate by 1 point(+2 CP for Non-Inertial Engines)
Engine Limitations/Enhancements
LIMITED FUEL (-50%). The engine has a number of thrust points equal to 50 times its output. Once the fuel runs out, it can be restored via energy conversion (Rule X.X) or refueling. Thrust points gained from energy conversion do not expend engine fuel.
SHORT FUEL LINES (-30%). The engine may only be used to power thrusters in the same section.
NON-INERTIAL (+300%). Engine is non-inertial. See Rule 5.5.1. Engine becomes tech level 4.
Thruster CustomizationsThruster Customizations
Thrust Channel +4 CP to raise channel by 1 point(+8 CP for Non-Inertial Thrusters)
Thruster Enhancements
DEFLECTION VANES (+50%). Acceleration thrusters with deflection vanes may be used as maneuvering thrusters, using the thrust cost of a slide. Forward acceleration thrusters may function as forward/port or forward/starboard maneuvering thrusters. Aft acceleration thrusters may function as aft/port or aft/starboard maneuvering thrusters. May only be used on acceleration thrusters.
NON-INERTIAL (+300%). Thruster is non-inertial. See Rule 5.5.1. Thruster becomes tech level 4.
OMNI-DIRECTIONAL (+100%). Thruster may apply thrust in any direction (one direction per turn). Thruster becomes tech level 4. Thruster must be placed in core section. May only be used on acceleration thrusters.
Engines
Thrusters
Base Cost: 20
Power: 0
Structure: 2x Thrust Output
Tech Level: 1/40 CP Cost (round to nearest, minimum 1)
Mass: 1.0
Base Cost:Acceleration = 12Maneuvering = 10
Power: —
Structure: 2x Thrust Channel
Tech Level: 1/40 CP Cost (round to nearest, minimum 1)
Mass: 0.0
— 10 —
Ship-Wide Adjustments
Adjustment Ship Cost Increase Effect
Mass Adjustment +1% per 0.1 Mass Increase or decrease the total Mass of the unit
Specialized Armor +5% per specialization Specialized armor against one weapon technology
— 11 —
Weapon Plasma Rating
Schedule
Weapon Plasma Rating
Schedule
CP
-3/hex 0
-2/hex 3
-1/hex 6
-1/2hex 9
-1/3hex 12
-1/4hex 15
Wave RangeSchedule
Wave RangeSchedule
CP
0 hexes* 0
1 hex 4
2 hexes 8
3 hexes 12
5 hexes 20
10 hexes 40
15 hexes 60
* weapon only affects firing unit’s hex* weapon only affects firing unit’s hex
Tracking Rating
Schedule
Tracking Rating
Schedule
CP
2 turns 0
3 turns 5
4 turns 10
Slashing Rating
Schedule
Slashing Rating
Schedule
CP
4 0
6 1
8 2
10 3
12 4
14 5
16 6
20 8
Weapon Pulse Rating SchedulesWeapon Pulse Rating SchedulesWeapon Pulse Rating SchedulesWeapon Pulse Rating SchedulesWeapon Pulse Rating SchedulesWeapon Pulse Rating Schedules
Max Pulse ScheduleMax Pulse Schedule
Interval ScheduleInterval Schedule
Minimum Pulse
Schedule
Minimum Pulse
Schedule
CP CP CP
1 0 10 0 — 0
2 1 8 1 1d2 1
3 2 6 2 1d3 2
4 3 4 3 1d5 3
5 4 2 4 1d6 4
6 5 1 5
7 6
8 7
9 8
10 9
Pow
er x
2Po
wer
x3
Weapon Starting Defaults
Damage: 0Range: -1/hexRate of Fire: 1+3Accuracy: +0Defensive Fire: 0/0/0Minimum Tech Level: Matter/Radiation: 1;Particle/Plasma: 2; EM/Laser: 3; Gravitic: 4Cost: 10 CP
If:Pulse: 1/10Plasma: -3/hexSlashing: 4Tracking: 2 turnsWave: 0 hexes
Firing ArcCosts
Firing ArcCosts
Fixed -50%
Narrow -25%
Standard —
Wide +25%
Turret +50%
— 12 —
Pwr
x2
x3
Configurations Matter Energy Special
Burst
Pulse
Flare
Slicing
Slashing
Enveloping
Wave
Piercing
Tracking
Weapon Damage SchedulesWeapon Damage SchedulesWeapon Damage SchedulesWeapon Damage SchedulesWeapon Damage SchedulesWeapon Damage Schedules
Pwr/Struct d4 (CP) d6 (CP) d8 (CP) d10 (CP) Fixed
1/21d2 (1) 1d3 (1) 1d4 (2) 1d5 (2) 5
1/21d4 (2) 1d6 (3) 1d8 (4) 1d10 (5) 10
2/42d4 (5) 2d6 (7) 2d8 (9) 2d10 (11) 15
2/43d4 (7) 3d6 (10) 3d8 (13) 3d10 (16) 20
3/64d4 (10) 4d6 (14) 4d8 (18) 4d10 (22) 25
3/65d4 (12) 5d6 (17) 5d8 (22) 5d10 (27) 30
4/86d4 (15) 6d6 (21) 6d8 (27) 6d10 (33) 35
4/87d4 (17) 7d6 (24) 7d8 (31) 7d10 (38) 40
5/108d4 (20) 8d6 (28) 8d8 (36) 8d10 (44) 45
5/109d4 (22) 9d6 (31) 9d8 (40) 9d10 (49) 50
TL2 TL3
Weapon Range ScheduleWeapon Range ScheduleWeapon Range ScheduleWeapon Range Schedule
CP CP forEnveloping
CP forEnveloping
-3/hex -8 -2-2
-2/hex -4 -1-1
-1/hex 0 00
-1/2hex 3 99
-1/3hex 6 18
Pwr x2-1/4hex 9 27 Pwr x2
-1/5hex 12 36
Pwr x2
-1/6hex 15 45
Pwr x3-1/7hex 18 54 Pwr x3
-1/8hex 21 63
Pwr x3
-1/9hex 24 72Pwr x4
-1/10hex 27 81Pwr x4
Weapon Rate of Fire
Schedule(cost is doubled for laser technology)
Weapon Rate of Fire
Schedule(cost is doubled for laser technology)
CP
1+3 0
1+2 3
1+1 6
1+0 12
2+0 24
3+0 48
4+0 96
Other Weapon CustomizationsOther Weapon Customizations
Accuracy Value +/-1 to raise/lower Acc value (per point)
Accuracy Sign +3 to add one + sign (up to +++)-3 to add one – sign (up to – – –)
Defensive Fire +3 to increase SDF value (per point)+1 to increase AHDF or EDF value (per point)
Power+3 to decrease (per point)-3 to increase (per point)(May not be reduced below 1)
Structure +/-1 to raise/lower (per point)(May not be reduced below 1)
Special Ammunition Chart (Matter Weapons)
DEPLETED URANIUM (1 CP/2 Points). Adds fixed damage to shot, to a maximum of +20
HOLLOWPOINT (5 CP). Weapon may do overkill damage. No special effect against fighters/shuttles.
NUCLEAR WARHEAD (5 CP/Row). Weapon does damage in flare configuration. Damage is increased by 1 row for every 5 CP spent. This damage may exceed the high end of the damage schedule, following the progression. Treat as Radiation for purposes of adaptive and specialized armor.
PLASMA WARHEAD (5 CP). Weapon is plasma (for purposes of adaptive armor), in flare configuration.
SHOTGUN SHELL (2 CP/Pulse Rating Point). Weapon fires as Pulse X/5 where X is determined by the cost of the shell.
If al
l sch
edul
es a
re 0
, Pow
er/S
truc
ture
is 1
/2
Pwr x2
Pwr x3
Pwr x4
Configuration Limitations Bur Pul Sla Sli Fla Pie Tra Wa Env
ANTI-FIGHTER LIMITATION (-50%). The weapon may only be used offensively against ships with Mass 0-5.
ANTI-STARSHIP (-25%). The weapon may not be used offensively against ships with Mass 0-5.
COMPENSATORY COOLDOWN I (-30%). After ending fire, weapon must cool down for a number of turns equal to the number of turns it Tracked its target.
COMPENSATORY COOLDOWN II (-60%). As Compensatory Cooldown I, except the weapon must cool down for twice as long.
ENVELOPE REDUCTION (-50%). Weapon does burst damage instead of slicing damage to each ship section.
NO OVERKILL (-20%). The weapon does not produce overkill damage. Cannot be used with Flare configuration.
REQUIRES PRECISION (-25%/EW Point). The attacking ship must assign additional EW points to the target in order to use the weapon’s piercing configuration. This assignment is in addition to the basic required EW for piercing weapons.
SERIAL CONFIGURATION I (-30%). Weapon must take one extra arming turn to switch configurations. May only be used on weapons with multiple configurations.
SERIAL CONFIGURATION II (-50%). As with Serial Configuration I, but switching can only happen in a specific order (specified on the weapon system at time of design). For example, a weapon set up as Burst—Slashing 10—Slashing 15 would require 2 turns to switch from Burst to Slashing 15 configuration. Weapon may fire in any configuration between first configuration and current configuration. Firing resets configuration to first.
SERIAL CONFIGURATION III (-60%). As with Serial Configuration I, but switching can only happen in a specific order (specified on the weapon system at time of design). For example, a weapon set up as Burst—Slashing 10—Slashing 15 would require 2 turns to switch from Burst to Slashing 15 configuration. Weapon may only fire in the currently selected configuration. Weapon takes an additional turn to reset to first configuration.
TRACKING ONLY (-40%). Weapon may only use Tracking configuration. It may not use its sub-configuration without Tracking.
WAVE DEGRADATION (-10% per -3/hex). Wave damage is reduced over distance, to a maximum of –15/hex (-50%).
— 14 —
Configuration Enhancements Bu Pul Sla Sli Fla Pie Tra Wa Env
ADDITIONAL POWER (+100%/Point). With added power, weapon can increase minimum and maximum pulse Ratings by one row, up to a maximum determined by the enhancement cost.
ANTI-ARMOR I (+50%/Point). If weapon does damage, the armor of the damaged system/hull is permanently reduced at the end of the turn. Reduction cannot exceed amount of damage done.
ANTI-ARMOR II (+90%/Point). If weapon does damage, the armor of the damaged system/hull is permanently reduced immediately (before any other weapons fire resolution, including other volleys from the same weapon). Reduction cannot exceed amount of damage done.
ANTI-ARMOR III (+100%). If weapon strikes a system or hull structure (whether or not it penetrates armor), the armor of the damaged system/hull is permanently reduced immediately by 1 point for every 5 points of damage done.
ANTI-ARMOR IV (+40%/Point). As Anti-Armor II, but weapon only affects armor (does no damage to systems or hull structure). Affects armor of one system/hull structure (determined by hit location result). Reduction cannot exceed amount of damage done.
ANTI-ARMOR V (+70%/Point). If weapon does damage, armor of the hull structure in the affected section is reduced at the end of the turn, whether or not the weapon struck the hull structure. Reduction cannot exceed amount of damage done.
ANTI-FIGHTER ENHANCEMENT (+10%). Attacker may choose which fighter in a group is targeted (instead of defender).
ANTI-HULL I (+25%). Hits to hull structure do twice as much damage.
ANTI-HULL II (+50%). Damage to any system is applied also to hull structure.
ANTI-SHIELD (+30%). Weapon treats shield absorption Ratings as 1/2 value.
COMBINED SHOTS (+25%). Weapon may fire all shots on current turn as a single shot, with one to-hit roll and combined damage. May only be used on weapons with RoF of 2+0 or better.
COUNTER-DEFENSE (+200%). No Defensive Fire (of any kind) can be used against this weapon.
EMERGENCY ARMING I (+25%). Weapon may complete arming sequence without waiting the required number of turns. For each arming turn skipped, weapon takes 1 point of damage. May not be used during cooldown. May not be used on weapons with RoF of 1+0 or better.
EMERGENCY ARMING II (+50%). As Emergency Arming I, except the weapon does not take damage. Instead, its Accuracy is reduced by 2 and it gains a – sign (or loses a + sign) for the remainder of the turn.
EXTENDED TRACKING (+150%). Weapon only needs to roll to hit every other turn while Tracking (instead of every turn). On turns when the weapon does not roll to hit, it automatically hits. These intermediate turns do not count toward the weapon’s tracking Rating.
— 15 —
Configuration Enhancements Bu Pul Sla Sli Fla Pie Tra Wa Env
GATLING I (+150% if 1 Power/Shot, +100% if 2 Power/Shot). On a successful hit, weapon may roll to hit for a second shot at a -2 penalty. It may continue to fire shots until it misses, rolling to hit at a cumulative -2 penalty each time. Extra power must be allocated at the beginning of the turn for each additional shot. If the Gatling weapon runs out of power, it may not continue firing even if its last attempt hit. If used for AHDF or EDF, the rating improves by -1 for each extra point of power. May not be used on weapons with ROF 2+0 or higher.
GATLING II (+200% or +250%). Same as Gatling. Also, any additional shots may be fired at other targets within the same hex. May not be used on weapons with ROF 2+0 or higher.
GUARDIAN (+75%). Maximum range penalty per point of weapon Speed is –2 for this weapon. See Rule 11.1.7.1.
IMPROVED CALLED SHOT (+10%/point). Weapon’s called shot penalty is reduced by one point.
MULTI-MODE (+100%). Weapon may increase or decrease minimum pulse Rating by one row by decreasing or increasing damage by one row.
NOVA I (+75%). Weapon does collateral damage to all units in target’s hex. If target is hit, every other unit in the same hex receives an automatic hit equal to 25% of the total damage done to the main target (round to nearest whole number). Use the same hit location result.
NOVA II (+150%). As Nova I, but does 50% of total damage to other units.
NOVA III (+250%). As Nova II, plus 25% of total damage to all units in adjacent hexes.
NOVA IV (+300%). As Nova I, but does 100% of total damage to other units.
PARALLEL ARRAY I (+30%). If multiple shots strike the same system, the shots are combined into a single volley for purposes of armor. May only be used with RoF 2+0 or better.
PARALLEL ARRAY II (+60%). As Parallel Array I. Also, accuracy improves by +1 and range improves by one row for each shot fired after the first.
RANGE SHIFT (+10%/hex). No range penalty given out to a specified number of hexes (1 hex per +10%). Penalty treats all hexes within Range Shift range as 0 hex distance.
RAPID FIRE I (+40%). At player’s discretion, weapon can increase RoF by one row by reducing damage by one row (fixed damage reduced by 5). All damage schedules are reduced, to a minimum of 0 damage.
RAPID FIRE II (+50%). If weapon takes one turn to arm, increases RoF by one row on subsequent shot. Can only be used on weapons with RoF 1+0 or better.
RAPID FIRE III (+50%). If ship assigns double power to weapon, increases RoF from 1+0 to 2+0 (or 2+0 to 3+0, or 3+0 to 4+0). Can only be used on weapons with 1+0 RoF or better.
— 16 —
Configuration Enhancements Bu Pul Sla Sli Fla Pie Tra Wa Env
RAPID PULSE I (+50%). At player’s discretion, weapon can increase RoF by one row by reducing minimum pulse by one row. Cannot be used on weapons with no minimum pulse Rating.
RAPID PULSE II (+50%). At player’s discretion, weapon can increase RoF by one row by reducing pulse maximum by three rows. Cannot be used on weapons with a maximum pulse Rating less than 4.
SINGLE ARMING (+50%). Weapon does not require additional power to fire in Tracking configuration.
SNAP SHOT I (+15%). Absence of a lock-on does not double range penalties.
SNAP SHOT II (+50%). Weapon does not require an EW point allocation to the target. Cannot be used with the Requires Precision limitation.
SNAP SHOT III (+15%). Weapon may fire at fighters/shuttles, in Burst configuration.
SUPERCHARGER I (+75%/Turn). For every turn (up to the maximum) that the weapon is not fired, its subsequent damage is increased by one row on each schedule used by the weapon. The result may exceed the upper limit of the damage schedule (following the progression).
SUPERCHARGER II (+150%/Turn). For every turn (up to the maximum) that the weapon is not fired, its subsequent damage is increased by two rows on each schedule used by the weapon. The result may exceed the upper limit of the damage schedule (following the progression).
SUPERCHARGER III (+100%). For every 4 points of additional power, weapon damage increases by 1 row (on all schedules), to a maximum of +4 rows.
SYNCHRONIZED I (+50%). Synchronized weapons may combine with other identical weapons on the same or other ships within 1 hex. For the to-hit rolls, use range of the ship nearest the target. Double range penalty if any of the synchronized ships do not have lock-on. Use average of all ships’ target amplification, rounded up. +2 bonus to hit for each additional synchronized weapon, max +10. May be used with the dependency limitation.
SYNCHRONIZED II (+50% for single target, +75% for multiple targets). At start of Weapons Fire Step, synchronized weapons may combine with other identical weapons on the same ship. All dice of damage are combined into a single pool. If using the +75% version, the pool may then be divided among the synchronized weapons as the player chooses. (For example, 5d10 + 5d10 = 10d10, which can be divided as 2d10 and 8d10). If using +75% version, weapons may target as many units as weapons are synchronized, or fewer, as desired. If weapons are being used for DF, combine DF Ratings and divide as above. May be used with the dependency limitation.
SYNCHRONIZED III (+35%). At start of Weapons Fire Step, synchronized weapons may combine with other identical weapons on the same ship, using a single to-hit roll against a single target. May be used with the dependency limitation.
SYNCHRONIZED IV (+50%). As Synchronized III. Also, range Rating improves by 1 row for each additional weapon after the first. May be used with the dependency limitation.
— 17 —
Configuration Enhancements Bu Pul Sla Sli Fla Pie Tra Wa Env
SWEEPING (+100%). Weapon slashes/slices across multiple ships. Each target is rolled against separately. Player divides potential damage among all targets as desired, before rolling to hit. Player chooses order of attacks and applies -1 to hit cumulatively to each additional target after the first.
WIDE ANGLE (+40%). Weapon does overkill damage.
— 18 —
Technology Limitations Matter Energy Special
ARMOR WEAKNESS (-40%). Armor counts double against this weapon. If applied to Plasma weapons, the weapon technology bonus against armor is negated. If applied to Matter weapons, the weapon does not ignore armor (but armor is not counted double).
BROWNOUT (-50%). When weapon is fired, no non-matter weapons may be fired from the same section on the same turn.
COOLDOWN I (-5%/Turn). The weapon requires a cooldown, during which it must be deactivated. This limitation is cumulative with all other cooldown limitations.
COOLDOWN II (-15%). As with Cooldown I, but the weapon requires a cooldown of 1 turn for every 2 full shots fired per turn. Cannot be used with weapons that have RoF of 1+0 or worse.
COOLDOWN III (-25%). As with Cooldown II, but the weapon requires a cooldown of 1 turn for every shot fired per turn after the first. Cannot be used with weapons that have RoF of 1+0 or worse.
COOLDOWN IV (-20%). After each shot fired, roll 2d10 + the number of structure boxes currently destroyed on the weapon system. On a roll of 15 or higher, weapon overheats and requires a cooldown period equal to 1/3 the roll result (rounded down).
DEPENDENCY I (-15%/weapon). Weapon is linked to at least one other weapon, which must fire at the same time, at the same target (offensively or as DF). If any one dependent weapon cannot fire for any reason, none may fire. Minimum 2 weapons per ship (with -15% Dependency for each).
DEPENDENCY II (-10%/weapon). As Dependency I, but weapons may fire at multiple targets in the same hex.
DEFENSIVE INACCURACY (-20%). Only one weapon per ship with this limitation may be used for DF against an incoming shot.
LIMITED AMMUNITION (-5%, 10% or -20%). Weapon uses specific ammunition with a limited number of rounds, either 10 (–20%), 20 (–10%) or 40 (-5%).
MAXIMUM RANGE (-80% less 5% per 5 hexes). Weapon has maximum range (but still uses range DRM). -80% for a range between 0 and 4, -75% between 5 and 9, -70% between 10 and 14, etc. May only be used on weapons with –1/2 hex range modifier or better.
PLASMA WEB ONLY (-100%). Weapon cannot fire offensively. Must be used with at least one Plasma Web enhancement.
SLOW TARGETING I (-10%). Weapon must fire at same hex for all shots on each turn (offensive and DF). May only be used on weapons with RoF 2+0 or better.
SLOW TARGETING II (-20%). Weapon must fire at same target for all shots on each turn (offensive and DF). May only be used on weapons with RoF 2+0 or better.
SWITCHING DELAY (-20%). Weapon must take one turn (still armed) to switch between offensive and Defensive Fire.
SWITCH-LINKED WEAPON (-50%). Must be assigned to two weapons on a single ship. Only one weapon with this limitation may fire at a time. Use Rate of Fire and Cooldown of the most recently fired weapon. Player may choose which weapon fires.
VOLATILE (-50%). If weapon system takes damage, roll 2d6. On a roll of 11, system is destroyed. On a roll of 12, system is destroyed and section’s hull structure takes 1d6 damage (ignoring armor).
Technology Enhancements Matter Energy Special
ABLATIVE DEFENSIVE FIRE (+25%). Weapon’s SDF or AHDF does not reduce chance to hit for direct fire weapons. If incoming direct fire hits, reduce damage by 1 point per damage schedule per –1 of DF. May only be used on weapons with SDF or AHDF Ratings. May not be used against guided weapons (use normal DF rules or guided weapon intercept instead). See Rule 11.1.5.
ACCELERATOR I (+100%). Accuracy of all matter weapons fired within weapon’s arc (on same turn that the weapon is fired) gain +2 to accuracy value or gain one +.
ACCELERATOR II (+100%). Accuracy of all guided weapons fired within or entering weapon’s arc (on same turn that the weapon is fired) gain +2 to accuracy value or gain one +.
ACCELERATOR III (+100%). Units capable of Evasive Maneuvers within the weapon’s arc (on same turn that the weapon is fired) gain +3 (and receive relevant penalties) to Evasive Maneuvers while they are within the arc.
ADD CONFIGURATION (+50%). The weapon may fire using one additional weapon configuration. This enhancement may be taken more than once. If the weapon is a tracking weapon, the added configuration may be separate or a sub-configuration of Tracking. If adding Pulse, Rating begins as 1/1/- but may be altered using the appropriate schedule. Configurations with specialized Ratings can be added more than once, with different Ratings. Required for weapon systems with Tracking configuration.
BLANKET RADIATION I (+100%). If target is shielded, shield is automatically destroyed (regardless of hit location result; no further damage). If target is protected by a collector panel, panel is filled and cannot be used for remainder of battle.
BLANKET RADIATION II (+200%). If weapon hits a weapon, thruster or dimensional drive, that system is destroyed (no damage roll, no check for armor).
BLANKET RADIATION III (+100%). If weapon hits a sensor, sensor’s Rating drops by 1 at end of turn, for remainder of battle. No damage roll, no check for armor.
BLANKET RADIATION IV (+100%). If weapon hits an engine, engine’s output Rating drops by 2 at end of turn, for remainder of battle. No damage roll, no check for armor.
BLASTER (+50%). Shots that penetrate to core section do damage to hull structure of section in attacker’s line of sight (or to core hull structure if no other line of sight section is available) instead.
CATASTROPHIC DAMAGE I (+50%). Hull structure suffers catastrophic damage on a roll of 9 or higher (not including DRM).
CATASTROPHIC DAMAGE II (+50%). Hull structure may suffer catastrophic damage even if no damage penetrated armor.
COMM DISRUPTION I (+80%). If weapon hits, roll 1d3 twice. Target’s initiative on next turn goes up by first roll amount. Target’s sensor Rating on next turn goes down by second roll amount (to minimum zero). Multiple hits are cumulative. EW points gained from added power are not affected.
COMM DISRUPTION II (+160%). Same as Comm Disruption I, but roll 1d6 twice.
COMM DISRUPTION IIIA/IIIB (+40% or +80%). Same as Comm Disruption I or II, but only affects initiative or sensor Rating, specified when weapon system is designed. (This cannot be changed.)
— 20 —
Technology Enhancements Matter Energy Special
ELECTRONIC WARFARE (+75%). EW points may be applied to the weapon (at EW allocation). Incoming shots within weapon’s arc suffer additional EW penalty. Weapon gains SDF equal to assigned EW points against one incoming shot on the current turn. Can only be applied to SDF weapons.
EM FIELD (+50%). Weapon fire is declared during Guided Weapons Step. For every 2 points of added power, weapon extends 1 hex/layer outward, surrounding the firing ship. Any unit (friend or foe) entering the field suffers damage (per schedule). Damage is reduced by an amount equal to the range penalty. Damage functions as a slicing attack against the section that first entered the field (line-of-sight section if the target is already in the hex where a field is generated). Hull structure damage is ignored. Multiple EM Field effects are not cumulative.
FORCE SYSTEMS FAILURE I (+50%). Target fighter unit or shuttle. If against fighter unit, targets one fighter (selected by attacker). On successful hit, target suffers systems failure. No effect to starships.
FORCE SYSTEMS FAILURE II (+150% if 1d6/2d6, +250% if 2d6/3d6). Same as Force Systems Failure I. Against targets with Mass 0, target also takes damage (1d6 or 2d6). Against targets with Mass greater than 0, roll 1d6. On 1, target suffers systems failure. On 2-3, target takes additional damage (2d6 or 3d6). On 4-6, target takes 1d6 damage, no systems failure. Damage ignores armor.
GRAVITIC SHIFT I (+100%). Instead of damage, target is moved 1d6 hexes when successfully hit by weapon. Direction is at attacker’s discretion. Multiple gravitic shift weapons add +1 to distance roll for each weapon after the first, but all weapons must shift in the same direction. Maximum 10 hex shift. If weapons are shifting in different directions, each weapon rolls 1d20. High roll wins, no bonus to distance roll. Has no effect on ships using non-inertial engines and thrusters. May be used on friendly units. Target must have a Mass equal to or less than attacker’s Mass. Weapon technology must be capable of Translocation.
GRAVITIC SHIFT III (+100%). Instead of damage, target is pivoted 1 hex-side or rolled/tumbled 90º when successfully hit by weapon. Direction is at attacker’s discretion. Multiple gravitic shift weapons add +1 to distance roll for each weapon after the first, but all weapons must shift in the same direction. Maximum 10 hex shift. If weapons are shifting in different directions, each weapon rolls 1d20. High roll wins, no bonus to distance roll. -3 to hit if target has gravitic engines and thrusters. Has no effect on ships using non-inertial engines and thrusters. May be used on friendly units. Target must have a Mass equal to or less than attacker’s Mass. Weapon technology must be capable of Translocation.
GRAVITIC SHIFT IIIA/IIIB (+200%). Same as Gravitic Shift I or Gravitic Shift II, but effects are doubled: 2d6 hexes, max 20 for GS-I; 2 hex-sides or 180º roll/tumble for GS-II. Weapon technology must be capable of Translocation.
GUIDED INTERCEPT (+50%). Weapon has -1 AHDF against guided weapons, even if the weapon technology type does not allow it.
IGNORE ARMOR (+100%). Weapon ignores all non-adaptive armor. Cannot be used with Anti-Armor enhancements.
INCREASE POWER (+50%). 1 point of added power improves weapon’s SDF by 1. Can only be used on weapons with SDF.
— 21 —
Technology Enhancements Matter Energy Special
INDEPENDENT RATES OF FIRE (+75%). Each weapon configuration may have a different RoF. Apply additional CP cost to distinguish each RoF from the primary. Used only with weapons with more than one configuration.
HYPER DRIVE DISRUPTOR (+250%). Weapon is fired into hyperspace window hex, rolling to hit against base silhouette Rating of 20. If successful, any and all units inside the hyperspace window are destroyed.
MULTIPLE TARGET OVERKILL (+100%). Overkill damage may be shifted to another target within 1 hex of original target. Roll to hit the new target as normal. Damage to second target is applied as Slashing 20 to line-of-sight section. On a failed to-hit roll, damage reduced by 20, weapon strikes original target again automatically, Slashing 20. Further overkill uses the same process.
NIMBLE I (+75%). Weapon may be used for Defensive Fire on the same turn that it fires offensively, without penalty. Determined at start of Weapons Fire Step. Weapon divides its damage Rating into two groups, one for offense and one for defense. Weapon receives -1 DF for each 3d4, 2d6, 1d8, 1d10, 1d12 or fixed 6 points of damage assigned to defense. Excess damage Rating is ignored.
NIMBLE II (+50%). Weapon may be used for Defensive Fire on the same turn that it fires offensively. Defensive Fire uses up one shot of weapon’s RoF. Can only be used on weapons with a DF Rating and a RoF Rating of 2+0 or better.
PLASMA BOTTLE (+10%/hex). Weapon’s damage does not begin to reduce until the shot has traveled a minimum number of hexes. Can only be used on weapons that have range-reduced damage.
PLASMA CLOUD I (+50%/–1). At Power Allocation, selects a target hex (no limit to range). All incoming fire from that hex (including fire from weapons that cannot be intercepted by DF) suffers penalty on chance to hit. Only one plasma cloud per hex permitted. On the same turn, weapon may not be used for any other offensive or defensive purposes. If using three-dimensional movement, target specific hex and layer.
PLASMA CLOUD II (+80%/–1). As Plasma Cloud I. Also, incoming fire damage is reduced by the same penalty amount.
PLASMA CLOUD III (+100%/Point). At Power Allocation, weapon selects a target hex within 3 hexes of ship or within ship’s EW shroud, whichever is greater. During Movement step, any fighters or shuttles in or passing through selected hex on the current turn suffer 1d6 damage per extra point of power assigned to the weapon. Weapon strikes line-of-sight section if target was already in the hex, or the section that first entered the hex. On the same turn, weapon may not be used for any other offensive or defensive purposes. If using three-dimensional movement, target specific hex and layer. Only one plasma cloud per hex permitted.
RAPID INTERCEPTOR (+25% or +50%). Treat the weapon technology’s Speed as 1 greater (+25%) or 2 greater (+50%) for the purposes of Defensive Fire.
REPEATED ATTEMPTS (+75%). If roll to hit fails, (eventual) damage reduced by 20 points and attacker may roll again to hit same target. May not be used on weapons that do not cause damage, or cannot cause at least 20 points of damage.
SHIELD BOOSTER (+100%/Point). Weapon does no damage. Target unit’s shield deflection or absorption Ratings are increased.
— 22 —
Technology Enhancements Matter Energy Special
SHORT CIRCUIT I (+100%/Point). If weapon hits hull structure, target’s total Power output is reduced until end of battle.
SHORT CIRCUIT II (+75%/Turn). If weapon hits a system that requires Power of 1 or higher, system will be deactivated for a number of turns. Struck system’s power cannot be re-allocated elsewhere during deactivated turn. If the hit location roll results in more than one possible system, weapon hits a system that has not been struck by this enhancement on this turn, if possible. Multiple hits to one system on the same turn are not cumulative.
SHORT CIRCUIT III (+50%). Use with Short Circuit II. Against targets using EM Shields no hit location is rolled. Weapon automatically short circuits EM Shield system. Multiple hits on one turn are not cumulative. If the target’s EM Shield is deactivated (for any reason), roll for hit location normally.
SHORT CIRCUIT IV (+150%). If weapon hits hull structure, target’s total Power output is reduced by 25% of damage inflicted to hull structure (ignoring armor). Weapon does not do actual damage to hull structure. Cannot be used with Short Circuit I.
SHORT CIRCUIT V (+100%). If weapon hits bridge, target ship initiative increases by 4 on next turn. If weapon hits a sensor, sensor Rating is halved (rounded up) on next turn. If weapon hits an engine, thrust output Rating is halved (rounded up) on next turn. If weapon hits a hangar, hanger operations are interrupted on next turn. If weapon hits a fighter or shuttle, it suffers automatic systems failure.
SHOTGUN I (+75% if 1d3, +150% if 1d6). Weapon fires a random number of shots each turn. Each shot may target a different unit. May be used for DF, one shot per incoming attack. Cannot be applied to weapons with Pulse configuration.
SHOTGUN II (+50%). Added to Shotgun I enhancement. Shot count is rolled before all weapons fire. Weapon may divide the available shots between offensive and Defensive Fire.
SPECIAL AMMUNITION (+50%). The weapon may use ammunition from the special ammunition chart (SSB11), paid for independently (each time the ship is resupplied). Construction Point cost is per magazine (10 shells). If no special ammunition is loaded onto the ship, weapon uses standard ammunition.
SPLIT DEFENSE (+50%). Weapon may defend against two incoming attacks at half DF each (rounded down). Cannot be used with EDF.
THRUST BOOST I (+75%). Thrust from non-inertial engines can be added to the weapon, adding fixed damage equal to double the thrust added.
THRUST BOOST II (+50%). For every 3 points of non-inertial engine thrust applied to the weapon, increase RoF by one row.
THRUST BOOST III (+50%). Thrust from non-inertial engines can be added to the weapon, increasing Accuracy by 1 point per point of thrust.
TRANS-LIGHT DRIVE RESET (+40% +40%/Turn [Min. 0]). If weapon hits an activating or activated trans-light drive system, drive activation timer is reset and subsequent activation period is increased. No effect if the system is not activating or activated.
— 23 —
— 24 —
Starship Missile Rack SchedulesStarship Missile Rack SchedulesStarship Missile Rack SchedulesStarship Missile Rack SchedulesStarship Missile Rack Schedules
Magazine Capacity
Range Boosting Accuracy RoF CP
1 CP per 2 Missiles
2 CP per +1 launch range 5 CP per +1 1+4 0
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
1+3 4Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
1+2 8
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
1+1 16
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
1+0 32
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
Reload racks: 18 CP base, +2 CP per reload operation per turn, x 1/20 magazine capacity.
2+0 64
Starship Missile Schedules(base cost 5 CP)
Starship Missile Schedules(base cost 5 CP)
Starship Missile Schedules(base cost 5 CP)
Starship Missile Schedules(base cost 5 CP)
Starship Missile Schedules(base cost 5 CP)
Starship Missile Schedules(base cost 5 CP)
Damage CP Launch Range CP Max
Range CP
0 0 5 3 x1 0
5 3 10 6 x2 4
10 6 15 9 x3 12
15 9 20 12
20 12 25 15
25 15 30 18
30 18 35 21
35 21 40 24
40 24
45 27
50 30
Starship Drone ScheduleStarship Drone ScheduleStarship Drone ScheduleStarship Drone Schedule
Speed 10 -10% Speed 6 -50%
Speed 9 -20% Speed 5 -60%
Speed 8 -30% Speed 4 -70%
Speed 7 -40% Speed 3 -80%
Missile Rack Limitations
SPECIFIC MUNITIONS (-10%). Missile rack may only fire one missile type, specified when the rack is designed.
Missile Enhancements
ACCURATE (+100%). Firing missile rack has a + signed accuracy Rating.
ANTI-DEFENSE (+60%/Point). Target’s weapons suffer SDF penalty on next turn. This enhancement does not affect AHDF or EDF Ratings.
ANTI-FIGHTER (+5%/Point). Firing missile rack gains +1 to accuracy Rating against small vessels per 5% cost increase.
ANTI-MINE (+50%). If targeted at known mine, gains +3 to accuracy Rating. If targeted at a hex, automatically re-targets nearest (unknown) enemy mine within 3 hexes but does not gain +3 to accuracy. If no mine is present, no effect. If multiple mines are present, missile targets nearest. If multiple mines are nearest, missile randomly selects.
EW BOOSTER (+40%). Missile EW increases by +1 (from the default +2). This enhancement may be taken more than once, for an additional +10% cost each time (e.g., a +2 increase would cost +40+50 = +90%).
FLARE (+50%). Missile does damage in Flare configuration, using the Nova I enhancement.
FRAGMENTATION I (+50%). When targeting fighter group, missile splits into a number of volleys equal to number of fighters in group. Divide damage among volleys (excess lost), roll to hit for each volley, one volley per fighter.
FRAGMENTATION II (+80%). As Fragmentation I, but against non-fighter units missile splits into 1d6 volleys (dividing damage, excess lost). Each volley strikes same target. Cannot be used against fighter units.
HOMING (+100%). If missile misses target, will attempt again on subsequent turns. Treat original target hex as new launch hex. Missile accumulates range toward maximum range limit. Missile will continue attempting to hit until maximum range limit is reached. If DF is used against missile, missile is destroyed if to-hit roll would have been successful if DF had not been used.
INTERCEPTOR (+10%/-1 AHDF). Missile may be fired defensively against incoming missiles or drones. Provides AHDF. Cannot be fired against stealth-enhanced missiles.
KINETIC (+20%). Missile does damage as a matter weapon.
JAMMING (+20%/Point). Missile is fired into target hex (automatic “hit”; see Rule 11.9). Provides ESS ECM to every friendly unit up to 5 hexes from target hex, for the current turn only.
PIERCING (+20%). Missile does damage in Piercing configuration.
PLANETARY BOMBARDMENT (+200%). Missile is fired into target hex (automatic “hit”; see Rule 11.9). Use launch range 40 and max range x3, but missile has unlimited range if target hex is occupied by a planet, moon or asteroid greater than Mass 500. Against smaller units, missile does standard missile damage. Against Mass 500 asteroids or larger, missile does bombardment damage (Campaign Book).
STEALTH (+50%). Firing ship does not announce missile fire during Guided Weapon Launch step. Cannot be used to enhance drones.
WAVE DETONATION I (+50%). Missile is fired into a target hex (Rule 7.9). Missile explodes in wave configuration, treated as a turret weapon centered on that hex, using range modifier –1/hex and maximum wave range of 1 hex. Ignore missile rack’s accuracy Rating. Missile may use wave degradation limitation.
WAVE DETONATION II (+50%). If missile misses its target, treat as Wave Detonation I in the target’s hex. All damage to units is treated as half value. Ignore missile rack’s accuracy Rating for the wave attack only. The initial attack on the target unit may use the accuracy Rating.
WILD WEASEL I (+50%). Missile uses target’s EW Amplification as an Amplification bonus to hit.
WILD WEASEL II (+80%). As Wild Weasel I, plus on successful hit (to any hull structure or system) target’s sensors are reduced for one turn.
Torpedo Enhancements/Limitations
POOR AIMING (-10%/–1). Chance to hit reduced each hex of distance to target over 10.
WEAK CASING (-10%/Point). Torpedo damage reduced each hex of distance to target over 10.
AUTO MAGAZINE (+20% max 3, +40% max 6, +60% max 9). Weapon creates one torpedo per turn, every turn that it is active and not firing, up to the maximum. Weapon may fire any or all torpedoes at once against the same target. Multiple shots are resolved as Pulse X/4 where X is the number of torpedoes fired.
CRAWLER (+50%). Attacker selects a specific system on target unit when torpedo is fired. If torpedo hits, roll for hit location. If the systems match, torpedo does damage. If systems do not match, torpedo attaches to unit and will attempt again on subsequent turns during Guided Weapons Fire step. If after 3 turns (total) torpedo has not located the system, it shifts (randomly) to another section (if any) and continues the process. Ignores all armor, but does not do overkill damage. Cannot be fired against units that do not have sections (such as fighters and shuttles).
FLARE (+50%). Torpedo does damage in Flare configuration, using the Nova I enhancement.
PHASING (+80%). If target has absorption shields, roll 1d10. Weapon ignores that amount of absorption and shield’s Rating is reduced by half that amount (round up) for remainder of battle.
WAVE DETONATION I (+50%). Torpedo is fired into a target hex (automatic “hit”; see Rule 11.9). Upon reaching the hex, the torpedo explodes in a wave configuration, treated as a turret weapon centered on that hex, using range modifier –1/hex and maximum wave range of 1 hex. Ignore torpedo system’s accuracy Rating. May use wave degradation limitation.
WAVE DETONATION II (+50%). If torpedo misses its target, treat as Wave Detonation I in the target’s hex. All damage to units is treated as half value. Ignore torpedo system’s accuracy Rating for the wave attack only. The initial attack on the target unit may use the accuracy Rating.
Proximity Mine SchedulesProximity Mine SchedulesProximity Mine SchedulesProximity Mine SchedulesProximity Mine SchedulesProximity Mine Schedules
DamageDamage Activation Range
Activation Range
Wave Range (+10)
Wave Range (+10)
CP CP CP
1d6 0 1 hex 0 1 hex 0
1d10 5 2 hexes 10 2 hexes 10
2d6 10 3 hexes 20 3 hexes 20
3d6 15 4 hexes 40
2d10 20
4d6 25
3d10 30
6d6 35
4d10 40
Weapon Drum Size SchedulesWeapon Drum Size SchedulesWeapon Drum Size SchedulesWeapon Drum Size SchedulesWeapon Drum Size SchedulesWeapon Drum Size Schedules
MinelayerMinelayer Beacon Launcher
Beacon Launcher PDSPDS
CP CP CP
1 0 1 0 1 0
3 2 2 2 2 3
5 4 3 4 3 6
10 6 4 6 5 9
15 8 5 8 7 12
20 10 10 15
25 12
30 14
Swarm Mine SchedulesSwarm Mine SchedulesSwarm Mine SchedulesSwarm Mine SchedulesSwarm Mine SchedulesSwarm Mine Schedules
Damage CP Activation Range CP Pulse
Rating CP
1d6 0 1 hex 10 4/1 0
1d10 5 2 hexes 20 6/2 5
2d6 10 3 hexes 30 6/1 10
3d6 15 4 hexes 50 8/2 15
2d10 20 8/1 20
4d6 25
3d10 30
Weapon Drum RoF Schedules Weapon Drum
RoF Schedules
RoF CP
1+3 0
1+2 4
1+1 8
2+1 12
1+0 16
— 27 —
Weapon Range
Schedule
Weapon Range
Schedule
CP
-3/hex 0
-2/hex 2
-1/hex 4
Weapon Rate of Fire
Schedule(cost is doubled for laser technology)
Weapon Rate of Fire
Schedule(cost is doubled for laser technology)
CP
1+1 0
1+0 4
2+0 8
3+0 12
4+0 16
Other Weapon CustomizationsOther Weapon Customizations
Accuracy Value +3 to raise Acc value by 1 point
Defensive Fire +3 to increase SDF value by 1 point+1 to increase AHDF or EDF value by 1 point
Slashing Rating
Schedule
Slashing Rating
Schedule
CP
5 0
8 3
10 6
Weapon Starting Defaults
Damage: 0Range: -3/hexRate of Fire: 1+1Accuracy: +0Defensive Fire: 0/0/0Minimum Tech Level: Matter/Radiation: 1;Particle/Plasma: 2; EM/Laser: 3; Gravitic: 4Cost: 2 CP
If:Pulse: 1/4/–Plasma: –3/hexSlashing: 5
Weapon Plasma Rating
Schedule
Weapon Plasma Rating
Schedule
CP
-3/hex 0
-2/hex 3
-1/hex 6
-1/2hex 9
-1/3hex 12
-1/4hex 15
Pulse Rating SchedulesPulse Rating SchedulesPulse Rating SchedulesPulse Rating SchedulesPulse Rating SchedulesPulse Rating Schedules
Max Pulse
Schedule
Max Pulse
Schedule
Interval ScheduleInterval Schedule
Minimum Pulse
Schedule
Minimum Pulse
Schedule
CP CP CP
1 0 4 0 — 0
2 2 3 3 1d2 4
3 4 2 6 1d3 8
4 6 1 9
— 28 —
Fighter/Shuttle Weapon Damage Schedules
Fighter/Shuttle Weapon Damage Schedules
Fighter/Shuttle Weapon Damage Schedules
Fighter/Shuttle Weapon Damage Schedules
Fighter/Shuttle Weapon Damage Schedules
d4 (CP) d6 (CP) d8 (CP) d10 (CP) Fixed
1d2 (1) 1d3 (1) 1d4 (2) 1d5 (2) 5
1d4 (2) 1d6 (3) 1d8 (4) 1d10 (5) 10
Small Vessel Enhancements Fighter Shuttle
COMMAND VESSEL (+10%/Point). All small vessels of a particular type (identified when the small vessel is designed) within 5 hexes gain an initiative bonus (–1 per 10%).
HIGH-DENSITY SENSORS (+2%/EW Point). Fighter may use sensors with a minimum Rating of 1 (no boosting available). See Rule A4.3.1.
OVERTHRUST (+5%). Fighter may expend more thrust points than normally available. Each extra thrust point does 1 point of damage to structure.
Fighter Missile Rack SchedulesFighter Missile Rack SchedulesFighter Missile Rack SchedulesFighter Missile Rack SchedulesFighter Missile Rack Schedules
Magazine Capacity
Range Boosting Accuracy RoF CP
1 CP per Missile 5 CP per +1 launch range 10 CP per +1 1+2 4
1+1 6
1+0 8
2+0 10
Fighter Missile SchedulesFighter Missile SchedulesFighter Missile SchedulesFighter Missile SchedulesFighter Missile SchedulesFighter Missile Schedules
Damage CP Launch Range CP Max
Range CP
0 0 5 4 x1 0
5 4 10 8 x2 6
10 8 15 12 x3 18
Fighter Drone ScheduleFighter Drone ScheduleFighter Drone ScheduleFighter Drone Schedule
Speed 8 -10% Speed 4 -50%
Speed 7 -20% Speed 3 -60%
Speed 6 -30% Speed 2 -70%
Speed 5 -40% Speed 1 -80%
Weapon Technology Designer CP
CONFIGURATIONS ALLOWED BELOW 4. Cost is per configuration fewer than 4 (e.g., –2 for 2 configurations allowed). -1
COOLDOWN REQUIRED. At least one Cooldown limitation is required for every weapon, without CP cost reduction. -1
DAMAGE REDUCTION AT RANGE. Use “Plasma” damage reduction schedule. -2
INEFFICIENT RATE OF FIRE. Rate of Fire construction point costs are doubled. -1
MAXIMUM DAMAGE SCHEDULE D4. Weapons may only used d4 schedule. -1
MINIMUM TECH LEVEL 2. Minimum tech level for all weapons of this technology is 2. -2
MINIMUM TECH LEVEL 3. Minimum tech level for all weapons of this technology is 3. -3
MINIMUM TECH LEVEL 4. Minimum tech level for all weapons of this technology is 4. -4
NO DEFENSIVE FIRE. Weapons may not be used for SDF, AHDF or EDF. May not use limitations that limit DF. -1
NO OVERKILL. Weapons do not cause overkill. May not use limitations that limit overkill. -2
CONFIGURATIONS ALLOWED ABOVE 4. Cost is per configuration more than 4 (e.g., +3 for 7 configurations allowed). +1
ARMOR PENETRATION I. Armor protects at half strength. +1
ARMOR PENETRATION II. Ignore armor. +3
DAMAGE CONCENTRATION. Weapons do more damage the more precisely they strike. Add positive to hit DRM to damage. +2
HULL PENETRATION. Double damage to hull structure. +2
NO DEFENSIVE FIRE. Defensive Fire may not be used against these weapons. +3
SHIELD PENETRATION I. Shields built with the same technology are at half strength against these weapons. +2
SHIELD PENETRATION II. All shields are at half strength against these weapons. +4
SPECIAL AMMUNITION. Weapons may use the Special Ammunition table. +1
TRANSLOCATION. Weapons may use enhancements that move target units across hexes. +1
SPEED. Weapon speed for purposes of Defensive Fire.
ORDNANCE TYPE. Type may be Matter (M), Energy (E) or Special (S). Used for purposes of Tech Limitations/Enhancements. —
Mat Las Par Rad EM Pla Gra
-1
-2
-1
-1
-2 -2
-3 -3
-4
-2
-2
+2 +2 +2 +1 +2
+2
+4
+2
+3
+2 +2
+1
+1
+1 +4 +3 +3 +3 +2 +2
M E E S S E S
+3 +3 +3 +3 +3 +3 +3
Preliminary Actions Step Power Allocation Phase Resolve power deficiencies Power plants recharge Announce deactivations Announce high-density sensor activation Trans-light drive activation In-shifting ships begin to appear In-warping ships begin to appear Initiative Determination Phase Bridge control transfers Electronic Warfare Phase Players secretly determine: EW levels Adaptive armor assignments ESS functions announced Masking sensors toggled Weapon Launch Phase Guided weapon launch Stationary weapon announcementMovement Step Derelict units move Move in initiative order Partial shifting begins Accelerate, Decelerate, Maneuver Continuing Maneuvers Movement Mid-Step Acceleration Mine activation Drones move Barnstorming resolution Weapon-induced movement Snap maneuvers Rotating sections rotate
Boarding Actions Step (see Campaign Book) Deck Combat resolution Teleporters activate Ramming resolution Entanglement established Attached boarding torpedoes unload Breaching/assault shuttles unload Breaching shuttles attach Assault shuttles attempt landing Voluntary transfers initiated Derelicts captured Escape pods recoveredWeapons Fire Step Fire Determination Phase Players secretly determine attacks, intercept Players secretly determine DF Players declare attacks and DF Players declare guided intercept attempts Players switch and declare SDF modes Players switch and declare EDF DF allocated against specific shots AMRS, Chaff and Flares declared EW levels announced EW Detectors resolved Guided Weapons Phase Intercept attempts made Anti-Missile Rocket Systems fire Chaff and Flares deployed Surviving guided weapons roll to hit Stationary Weapons Phase Docks, bases, stations fire Satellites/weapon platforms fire Stationary weapons deployment Starship Weapons Phase Small Vessel Weapons Phase First systems failure check Fighter vs. fighter Fighter vs. capital/stationary
Damage Effects Step Second systems failure check Special system damage recorded Hyper drive meltdown/explosion Reactor detonation Ongoing catastrophic effects applied Catastrophic damage rolled Destroyed sections detach Armor reduction Fighters/shuttles attempt escapeFinal Actions Step Trans-light drive resolution Hyperspace windows open/close Ships shift/warp Partial shifting ends Ships snap Hangar operations Cargo operations Reload rack operations Docking operations Docked operations Ship Adjustments Phase Repair systems resolution HSR systems accumulate heat Overheating checked HSR capacity checked HSR systems radiate heat Melting HSR systems do damage (Melting HSR systems jettisoned) Hacking attempts resolved
Advanced Turn Sequence Outline
Silh
Amp
Acc
Range
ECM
Evasive
DF
Other
Total
Firing Solutions
Vs Hull Vs Systems
Bur One volley One volley
Pul Multiple volleys Multiple volleys, one system
Sli Split hit location One volley each system
Sla Multiple volleys Move right one hit location for each volley
Pie Divide among sections Move right one hit location column for each section
Fla Treat as Burst Move right one hit location on overkill
EnvSplit hit location One volley each system
WavSplit hit location One volley each system
Matter: Ignore armor, no overkillLaser: Cannot use as DFPlasma: 2x vs hull, armor protects at 1/2, damage reduced over distanceMissile: Default +2 EW amplification, use Acc only if target is in arc and LOS of rack during Guided Weapons Phase
Silh
Amp
Acc
Range
ECM
Evasive
DF
Other
Total
Silh
Amp
Acc
Range
ECM
Evasive
DF
Other
Total
Silh
Amp
Acc
Range
ECM
Evasive
DF
Other
Total
— 33 —
15 Cargo/Hangar Trans-LightWeapon
Sensor/ESSBridge
ThrusterEngine
Power PlantShield
OtherCORE
16 Trans-Light Cargo/HangarWeapon
Sensor/ESSBridge
ThrusterEngine
Power PlantShield
OtherCORE
17 Weapon Trans-Light Cargo/Hangar
Sensor/ESSBridge
ThrusterEngine
Power PlantShield
OtherCORE
18 Sensor/ESS Weapon Trans-Light Cargo/Hangar
BridgeThruster
EnginePower Plant
ShieldOther
CORE19 Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar
ThrusterEngine
Power PlantShield
OtherCORE
20 Thruster Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar
EnginePower Plant
ShieldOther
CORE
21 Engine Thruster Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar
Power PlantShield
OtherCORE
22 Power Plant Engine Thruster Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar
ShieldOther
CORE
23 Shield Power Plant Engine Thruster Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar
OtherCORE
24 Other Shield Power Plant Engine Thruster Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar
CORE
25+ CORE Cargo/Hangar Trans-Light Weapon Sensor/ESS Bridge Thruster Engine Power Plant Shield Other
Hit Locationsunder 11: miss11-12: Hull (1/2)13-14: Hull
Roll 3d6 and add/subtract result of Firing Solution above
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
Three-Dimensional Range ChartR1 = Short Distance. R2 = Long Distance. R3 = Range (Calculated as R2 + number).
Ranges Accurate out to R1=20 and R2=100
R1 R2 R3 R1 R2 R3 R1 R2 R3 R1 R2 R3 R1 R2 R3
0 any R2
1 1+ R2
8
8-11 R2+3
12
12-13 R2+5
15
15-17 R2+6
18
18-21 R2+7
22-3 R2+1
812-20 R2+2
12
14-18 R2+4
15
18-22 R2+5
18
22-26 R2+62
4+ R28
21-63 R2+1 12 19-27 R2+315
23-30 R2+418
27-34 R2+5
33-8 R2+1
8
64+ R2
12
28-47 R2+215
31-43 R2+318
35-44 R2+43
9+ R2
9
9-14 R2+3
12
48+ R2+1
15
44-74 R2+2
18
45-63 R2+3
4
4 R2+29
15-26 R2+2
13
13-16 R2+5
15
75+ R2+1
18
64+ R2+2
4 5-15 R2+19
27-80 R2+1
13
17-22 R2+4
16
16 R2+7
19
19-20 R2+84
16+ R2
9
81+ R2 13 23-32 R2+3
16
17-18 R2+6
19
21-24 R2+7
5
5-7 R2+2
10
10-12 R2+4
13
33-55 R2+2
16
19-26 R2+5
19
25-30 R2+6
5 8-24 R2+1
10
13-18 R2+3
13
56+ R2+1 16 27-34 R2+4 19 31-37 R2+55
25+ R2 10 19-32 R2+2
14
14-15 R2+6
16
35-49 R2+3
19
38-49 R2+4
6
6-11 R2+2
10
33-99 R2+1
14
16-19 R2+5
16
50-84 R2+2
19
50-70 R2+3
6 12-35 R2+1
10
100+ R214
20-26 R2+4
16
85+ R2+1
19
71+ R2+26
36+ R2
11
11 R2+514
27-37 R2+3
17
17-18 R2+7
20
20-22 R2+8
7
7-8 R2+3
11
12-15 R2+4
14
38-64 R2+2
17
19-23 R2+6
20
23-27 R2+7
79-15 R2+2 11 16-22 R2+3
14
65+ R2+1
17
24-29 R2+5
20
28-33 R2+67
16-48 R2+1
11
23-39 R2+2 17 30-39 R2+4 20 34-42 R2+57
49+ R2
11
40+ R2+1
17
40-56 R2+3
20
43-55 R2+4
17
57-95 R2+2
20
56-78 R2+3
17
96+ R2+1
20
79+ R2+2
— 34 —
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Configuration Options(dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver)
Thruster Accel DecelDecel Pivot Port
Pivot Stbd Roll Port Roll Stbd Tumble
ForeTumble
ForeTumble
AftSlide Port†
Slide Stbd†
Slide Dorsal§
Slide Keel§
Forward Acceleration
Forward Maneuver ** N R
Fore/Port ManeuverB*B*
C EGG J
MP S
Fore/Stbd ManeuverB*B*
D FGG J
LP S
Port ManeuverQ T
Stbd ManeuverQ T
Aft/Port ManeuverA*
C EHH K
MP S
Aft/Stbd ManeuverA*
D FHH K
LP S
Aft Maneuver * N R
Aft Acceleration
* use slide thrust cost* use slide thrust cost* use slide thrust cost † if along map plane, slide through facings 2 or 3, or 5 or 6† if along map plane, slide through facings 2 or 3, or 5 or 6† if along map plane, slide through facings 2 or 3, or 5 or 6† if along map plane, slide through facings 2 or 3, or 5 or 6† if along map plane, slide through facings 2 or 3, or 5 or 6† if along map plane, slide through facings 2 or 3, or 5 or 6 § only if three-dimensional movement is permitted§ only if three-dimensional movement is permitted§ only if three-dimensional movement is permitted§ only if three-dimensional movement is permitted§ only if three-dimensional movement is permitted§ only if three-dimensional movement is permitted
— 35 —
Silhouette Rating Selectionin Three-Dimensional CombatSilhouette Rating Selectionin Three-Dimensional CombatSilhouette Rating Selectionin Three-Dimensional Combat
Target Status Z-axis Distance >Map Plane Distance
Map Plane Distance >Z-Axis Distance
Not Rolledor Tumbled
Greater ofF/A and P/S
Determine as if 2-D
Tumbled F/A Rating P/S Rating
Rolled P/S Rating F/A Rating
Silhouette Rating Selectionin Two-Dimensional Combat
Silhouette Rating Selectionin Two-Dimensional Combat
Silhouette Rating Selectionin Two-Dimensional Combat
Target StatusP/S Rating >F/A Rating
F/A Rating >P/S Rating
Tumbled P/S Rating Determine as if not tumbled
RolledDetermine as if not
rolledF/A Rating
P/S Silhouettegreater
F/A Silhouettegreater
Pulse Accuracy Interval ChartEach column represents a Pulse Accuracy Interval. Match the pulse roll (including DRM) to the
correct column to determine the number of pulses that hit the target.The progression may continue past 30, if necessary.
Pulse Accuracy Interval ChartEach column represents a Pulse Accuracy Interval. Match the pulse roll (including DRM) to the
correct column to determine the number of pulses that hit the target.The progression may continue past 30, if necessary.
Pulse Accuracy Interval ChartEach column represents a Pulse Accuracy Interval. Match the pulse roll (including DRM) to the
correct column to determine the number of pulses that hit the target.The progression may continue past 30, if necessary.
Pulse Accuracy Interval ChartEach column represents a Pulse Accuracy Interval. Match the pulse roll (including DRM) to the
correct column to determine the number of pulses that hit the target.The progression may continue past 30, if necessary.
Pulse Accuracy Interval ChartEach column represents a Pulse Accuracy Interval. Match the pulse roll (including DRM) to the
correct column to determine the number of pulses that hit the target.The progression may continue past 30, if necessary.
Pulse Accuracy Interval ChartEach column represents a Pulse Accuracy Interval. Match the pulse roll (including DRM) to the
correct column to determine the number of pulses that hit the target.The progression may continue past 30, if necessary.
Pulse Accuracy Interval ChartEach column represents a Pulse Accuracy Interval. Match the pulse roll (including DRM) to the
correct column to determine the number of pulses that hit the target.The progression may continue past 30, if necessary.
Roll 1 2 4 6 8 10
below 111
1
1
1
1
1
111
1
1
1
1
1
12 2
1
1
1
1
1
13 32
1
1
1
1
14 42
1
1
1
115 53
2
1
1
1
16 63
2
1
1
1
17 74
2
2
1
1
18 84
2
2
1
1
19 95
3
2
2
1
20
10
5
3
2
2
1
21
10
63
2
2
2
22
10
63
2
2
2
23
10
7
3
3
2
2
24
10
7
4 3
2
225 10
8 4 3
2
226
108 4 3
2
2
27
10
9
4 3
3
2
28
10
9
5
3
3
2
29
10
105
4
3
2
30
10
105
4
3
2
RatingRating 11 22 33 44 55 66 77 88 99 1010
InitiativeInitiativeSpeedSpeedVector 1Vector 1Vector 2Vector 2Vector 3Vector 3Maneuver (P/R/T)Maneuver (P/R/T)SENSORS:SENSORS:ESS:ESS:Shroud/RangeShroud/RangeAmplificationAmplificationCountermeasuresCountermeasuresESS Shroud/RangeESS Shroud/RangeESS AmplificationESS Amplification
WEAPONS:WEAPONS:
ENGINEENGINETHRUSTERS:THRUSTERS:
ForeForeF/P F/SPort StbdA/P A/S
AftAft
++ ++ ++ ++ ++ ++ ++ ++ ++ ++++ ++ ++ ++ ++ ++ ++ ++ ++ ++
//
// // // // // // // // // //
// // // // // // // // // //
Notation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turnNotation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turn++++++++++++++++++++++++++++++
//
Turn-By-Turn Control Sheet NotesShip: ____________ Counter: ____
Fighter/ShuttleFighter/ShuttleFighter/Shuttle
Name
Mass Per Vessel
Ramming Value
Thrust
Evasive Maneuvers
Control BoardControl BoardControl BoardControl BoardControl Board
21 3 4 5 6
87 9 10 11 12
Fourth Rate Capital ShipFourth Rate Capital ShipFourth Rate Capital Ship
Name
Mass
Acceleration
Pivot
Roll/Tumble
Slide
Ramming Value
F/A Silhouette
P/S Silhouette
Core Systems P S A
Core HullCore Hull
Control Board
Third Rate Capital Ship (Type A)Third Rate Capital Ship (Type A)Third Rate Capital Ship (Type A)
Name
Mass
Acceleration
Pivot
Roll/Tumble
Slide
Ramming Value
F/A Silhouette
P/S Silhouette
Fwd Systems P S A
Core Systems P S A
Aft Systems P S A
Fore HullFore Hull
Core HullCore Hull
Aft HullAft Hull
Control Board
P S A
P S A
P S A
Third Rate Capital Ship (Type B)Third Rate Capital Ship (Type B)Third Rate Capital Ship (Type B)
Name
Mass
Acceleration
Pivot
Roll/Tumble
Slide
Ramming Value
F/A Silhouette
P/S Silhouette
Port HullPort Hull Core HullCore Hull Stbd HullStbd Hull
Core Systems P S A P S A
Port Systems P S A P S A Stbd Systems P S A P S A
Second Rate Capital ShipSecond Rate Capital ShipSecond Rate Capital Ship
Name
Mass
Acceleration
Pivot
Roll/Tumble
Slide
Ramming Value
F/A Silhouette
P/S Silhouette
Fore HullFore Hull
Core HullCore Hull
Aft HullAft Hull
Stbd HullStbd HullPort HullPort HullFwd Systems P S A P S A
Core Systems P S A P S A
Aft Systems P S A P S A
Po
rt S
yste
ms
PS
AP
SA
Stb
d S
yste
ms
PS
AP
SA
First Rate Capital Ship (I)First Rate Capital Ship (I)First Rate Capital Ship (I)
Name
Mass
Acceleration
Pivot
Roll/Tumble
Slide
Ramming Value
F/A Silhouette
P/S Silhouette
Fore HullFore Hull
Core HullCore Hull
Aft HullAft Hull
F/P HullF/P Hull
A/P HullA/P Hull
F/S HullF/S Hull
A/S HullA/S Hull
Fwd Systems P S A P S A
F/P Systems P S A P S A F/S Systems P S A P S A
First Rate Capital Ship (II)
Core Systems P S A P S A
A/P Systems P S A P S A A/S Systems P S A P S A
Aft Systems P S A P S A
Satellite/Weapon PlatformSatellite/Weapon PlatformSatellite/Weapon Platform
Name
Mass
Ramming Value
F/A Silhouette
P/S Silhouette
Core Systems P S A
Core HullCore Hull
Control Board
Stardock Stationary Structure (I)Stardock Stationary Structure (I)Stardock Stationary Structure (I)
Name
Mass
Acceleration
Pivot
Roll/Tumble
Slide
Ramming Value
F/A Silhouette
P/S Silhouette
ForeFore
Fwd Systems P S A P S A
F/P
Sy
ste
ms
PS
AP
SA F
/S S
yste
ms
PS
AP
SAP
or
t C
or
eP
SA
PS
A Stb
d C
or
eP
SA
PS
A
F/SF/S
A/SA/SAftAft
F/PF/P
A/PA/P
CoreCorePCorePCore SCoreSCore
Stardock Stationary Structure (I)
Central Core P S A P S A
A/P Systems P S A P S A A/S Systems P S A P S A
Aft Systems P S A P S A
Starbase / Space Station Stationary Structure (I)Starbase / Space Station Stationary Structure (I)Starbase / Space Station Stationary Structure (I)
Name
Mass
Acceleration
Pivot
Roll/Tumble
Slide
Ramming Value
F/A Silhouette
P/S Silhouette
ForeFore
Fwd Systems P S A P S A
F/P
Sy
ste
ms
PS
AP
SA F
/S S
yste
ms
PS
AP
SA
F/SF/S
A/SA/SAftAft
F/PF/P
A/PA/P
CoreCorePCorePCore SCoreSCore
Fwd Core P S A P S A
Central Core P S A P S A
FCoreFCore
ACoreACore
Starbase / Space Station Stationary Structure (II)
Aft Systems P S A P S A
A/P
Sy
ste
ms
PS
AP
SA A
/S S
yste
ms
PS
AP
SA
Aft Core P S A P S A
Port Core P S A P S A Stbd Core P S A P S A
P S
12
2DNarrow
(Fore)
P
12
2DNarrow
P S
12
2DNarrow
S
12
2DNarrow
S P
12
2DNarrow
P S
12
2DNarrow
(Aft)
P S
12
2DStandard
(Fore)
P
12
2DStandard
P S
12
2DStandard
S
12
2DStandard
S P
12
2DStandard
P S
12
2DStandard
(Aft)
P S
12
3DNarrow
(Fore)
P
12
3DNarrow
P S
12
3DNarrow
S
12
3DNarrow
S P
12
3DNarrow
P S
12
3DNarrow
(Aft)
P S
12
3DStandard
(Fore)
P
12
3DStandard
P S
12
3DStandard
S
12
3DStandard
S P
12
3DStandard
P S
12
3DStandard
(Aft)
Dorsal Up Roll PPort Up
Aft Up
Attacker aboveAttacker below
Attacker level: attacker chooses
Keel Up
Fore Up
Attacker aboveAttacker below
Attacker level: attacker chooses
3 sections
Section Selection Cube:3 Sections
Attacker level
Z-axis > map plane distance:P (above) or S (below)
Map plane > Z-axis distance:use diagram
P/S Silhouettegreater
F/A Silhouettegreater
Attacker level Attacker level
P/S Silhouettegreater
F/A Silhouettegreater
Attacker levelZ-axis > map plane distance:
F (above) or A (below)Map plane > Z-axis distance:
use diagram
5 sections
Z-axis > map plane distance:F (below) or A (above)
Map plane > Z-axis distance:use diagram
Section Selection Cube:5 Sections
Attacker selects diagramif Ratings are identical
Attacker selects diagramif Ratings are identical
Z-axis > map plane distance:S (above) or P (below)
Map plane > Z-axis distance:use diagram
Dorsal Up Roll PPort Up
Aft Up
Keel Up
Fore Up
Aft Up
Attacker levelAttacker below Attacker aboveAttacker below Attacker above
Attacker level
Attacker levelAttacker below Attacker above
Attacker levelAttacker below Attacker above
Section Selection Cube:7 Sections
Roll PPort Up Keel Up
Fore Up
7+ sectionsDorsal Up
Square Root
Square
123456789
10111213141516171819202122232425
149162536496481100121144169196225256289324361400441484529576625
Square Root
26272829303132333435363738394041424344454647484950
Square
6767297848419009611,0241,0891,1561,2251,2961,3691,4441,5211,6001,6811,7641,8491,9362,0252,1162,2092,3042,4012,500
Square Root
51525354555657585960616263646566676869707172737475
Square
2,6012,7042,8092,9163,0253,1363,2493,3643,4813,6003,7213,8443,9694,0964,2254,3564,4894,6244,7614,9005,0415,1845,3295,4765,625
Square Root
767778798081828384858687888990919293949596979899
100
Square
5,7765,9296,0846,2416,4006,5616,7246,8897,0567,2257,3967,5697,7447,9218,1008,2818,4648,6498,8369,0259,2169,4099,6049,80110,000
Stellar Distances
Square Root101102103104105106107108109110111112113114115116117118119120121122123124125
Square
10,20110,40410,60910,81611,02511,23611,44911,66411,88112,10012,32112,54412,76912,99613,22513,45613,68913,92414,16114,40014,64114,88415,12915,37615,625
Square Root126127128129130131132133134135136137138139140141142143144145146147148149150
Square
15,87616,12916,38416,64116,90017,16117,42417,68917,95618,22518,49618,76919,04419,32119,60019,88120,16420,44920,73621,02521,31621,60921,90422,20122,500
Square Root151152153154155156157158159160161162163164165166167168169170171172173174
Square
22,80123,10423,40923,71624,02524,33624,64924,96425,28125,60025,92126,24426,56926,89627,22527,55627,88928,22428,56128,90029,24129,58429,92930,276
How to use this table: To find the square of a number, locate the number in the Square Root column. The square is the result in the column to the right. To find the square root of a number, locate the number in the Square column. The square root is the result in the column to the left. If you are looking for the square root of a number that is between two entries on the table, use the higher value (lower row) of the two.
Example: To find the square of 95, locate 95 on the left columns. The number is located on the middle table. The result to the right of it is 9,025. That is the square of 95. To find the square root of 25,000, locate 25,000 on the right columns. The number is located between 24,964 and 25,281 on the rightmost column. Using the entry for 25,281, the result (to the left) is 159. Use 159 as the square root of 25,000.
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