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Critical Damage Table (8.5) Passively Charging · Critical Damage Table (8.5) Roll 2 dice and add them together 2 Secondary Explosion: 3 additional hull damage.This may result in

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Page 1: Critical Damage Table (8.5) Passively Charging · Critical Damage Table (8.5) Roll 2 dice and add them together 2 Secondary Explosion: 3 additional hull damage.This may result in
Page 2: Critical Damage Table (8.5) Passively Charging · Critical Damage Table (8.5) Roll 2 dice and add them together 2 Secondary Explosion: 3 additional hull damage.This may result in

Critical Damage Table (8.5)Roll 2 dice and add them together

2 Secondary Explosion: 3 additional hull damage. This may result in another Critical Damage.

3 Shields Down until Repaired: All of the ship’s shields are down. Do not mark off any shield boxes. Instead place this marker on the ship. Since the Shields are down, no Shield Reinforce-

ments can be used while this is in effect and any currently on the ship are destroyed. All damage is applied directly to the hull. If Repaired, remove the counter. This ship’s shields are now back online, exactly the way they were before the counter was placed on the ship.

4 Helm Down until Repaired: The ship must, temporarily, move straight (no turns or sideslips). Place a on the ship. If Repaired, remove the counter. This ship may now turn as normal. If

target is a Base, treat as no effect.

5 Random Weapon Group Destroyed: One Weapon Group is destroyed. Roll a die for each undestroyed group and the highest die roll group is destroyed. Cross it out with the dry erase marker. In the event of a tie, re-roll among the tied Weapon Groups.

6 Maneuvering Thruster Damage: Starting im-mediately, the Turn Radius of the ship is in-creased by 1. Place a counter on the ship as a reminder. If already marked with a counter, flip

the counter to the +2 side. If already marked with a +2 mark-er, nothing happens. Any Turn Radius markers currently on the board are not affected by this damage. If target is a Base, treat as no effect.

7 No Critical Damage

8 Power Relay Damage: Starting in the next Power Phase, the Power of the ship is reduced by 1. This is in addition to any Power reductions due to hull damage. Place a counter on the ship as a reminder.

If already marked with that counter, flip the counter to the –2 side. If already marked with this counter, nothing happens.

9 Random Weapon Group Destroyed: One Weapon Group is destroyed. Roll a die for each undestroyed group and the highest die roll group is destroyed. Cross it out with the dry erase marker. In the event of a tie, re-roll among the tied Weapon Groups.

10 1HullDamageandFTLOffline: 1 additional hull damage and FTL Drive is offline. This ship may not retreat until the battle is over. Draw an “X” in the empty space on the counter to indicate that it cannot jump to FTL. This may result in another Critical Damage.

11 Power Loss until Repaired: Place a marker on the ship. This ship may not receive any AP (her Power remains unchanged). Charged Batteries remain charged but may not be used. This has no

effect on Afterburners. This ship may not charge Weapons or adjust her Power Curve during the Power Phase. If Repaired, remove the counter. This ship may now spend AP as normal.

12 FTL Core Breach – The ship is destroyed.

Ship Movement Restrictions• No ship may receive more than 1 AP per Impulse• No ship may move more than 1 hex per Impulse

Passively ChargingDuring the Power Phase if no Red Box needs to be marked off on a given Charge Bar, the player may mark off Yellow boxes on that Charge Bar equal to the number of Weapons in that Weapons Group.

© 2015 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

Movement Example

Sideslip Example

Firing Example