starfleet quick ref rev 1

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All Hands On Deck! (AHD) Power Drain. +2 to damage control, can attempt repair on all systems. All Power to Engines! (APE) Power Drain. 16” move this turn, Can’t use if Impulse Drive or Dilithium Chamber is damaged. Boost Energy to Shields! (BES) Power Drain. Ship gains 1D6 shields for every 10 points of starting shield score. Close Blast Doors! (CBD) Power Drain. Each point of damage this turn is saved on a 5+. Cloak / Uncloack (C) (UC) Ship must have Cloak trait to use. Cannot cloak if being tractored. Engage Tractor Beam! (ETB) Ship may use tractor beam against ships and objectives. STRIKE TABLE (for each AD) 4+ To Strike at < Half Range 5+ To Strike at ≥ Half Range Natural ‘6’ = Ignore Shields High Energy Turn! (HET) Crew QC: 8 Increase one turn by up to 180˚ or make additional turn up to 180˚ at any time in move. Failed QC causes 1 critical hit on Impulse Drive for each extra 45˚ it tried to turn. Intensify Defensive Fire! (IDF) Crew QC: 8 Can use phasers and drones in defensive fire to help any ship in range, not just itself. Weapons still only fire once per turn & do not have to be used for defense. Launch Suicide Shuttle! (LSS) Power Drain. Launch suicide shuttle immediately in this move phase. Maximum Warp Now! (MWN) Ship may not make turns, moves 6”, removed in End Phase. Cannot use if ship is crippled or has critical score of 5 or 6 on Dilithium Chamber. Counts as Tactical Withdrawal. Overload Weapons! (OW) Photo torpedos & disruptors double multihit scores vs. targets within 6” this turn. Ship only moves 6”. Reload Weapons! (RW) Power Drain. Allows weapon with reload trait to be fired in subsequent turn. Cannot be used on weapon fired this turn. Take Evasive Action! (TEA) Crew QC: 8 Ship moves 6”, QC success means –1 to hit for AD at ship. Opposed QC for seeking weapons means they miss. Transport Marines! (TM) At end of movement, beam marines to enemy ship within 2”. Target must have no shields. Beaming ship counts as zero shields in arc facing target. Effect No effect, marine lost No effect, marine returns Critical hit, marine lost Critical hit, marine returns 1D6 1–2 3–4 5 6 SPECIAL ACTIONS LIST 1D6 Hull Hit Result 1 No Damage (bulkhead hit) 2–5 1 Hull Damage 6 CRITICAL HIT + 1 Hull Damage DAMAGE TABLE (for each hull hit) System Hit Impulse Drive Dilithium Chamber Weapons Crew 1D6 1–2 3 4 5 6 Shields CRITICAL HIT SYSTEMS TABLE 1D6 Destroyed Result (+1 for each excess hull damage below zero) 1–8 Ship destroyed: remove ship. 9–12 Ship explodes: runs adrift until end of next movement phase then explodes. Each ship within 4” takes attack dice equal to half the exploding ship’s initial damage rating (max 20 AD). 13+ Ship instantly explodes: each ship within 4” takes attack dice equal to half the exploding ship’s initial damage rating (max 20 AD). STRICKEN SHIP TABLE (when ship hull has zero damage left) POWER DRAIN EFFECT Choose one: – Only move 6” (can only use if current move rating is 12” or more) – Only fire phasers this turn – Only fire one weapon this turn (or zero if only has one) CLOAK EFFECTS – Only moves 6”, can’t fire – Safe from seeking weapons, tractors, & tranporters – Stealth 4+ 1st turn, then 2+ UNCLOAK EFFECTS – Turn 45˚from current course – Shift 6” in any direction – Fires normally Crippled Ships: – Move 6” – Turn rating doubled (super-maneuverable has Turn rating 6) – Can only fire one weapon per turn – Roll for each trait, lost on 4+ Damage Control: Pick system, crit. score must be less than 6. – Roll 1D6 and add crew quality. – For each point over 8, reduce critical score by 1, repairs effects but not hull damage. SEQUENCE OF PLAY 1. Initiative 2. Movement 3. Firing 4. End Phase a. Damage Control b. Compulsory Movement c. Escalation Checks Escalate: – Roll 1D6 for each system – On a 4+ system’s critical score gets +1 Quick Reference Sheet A Call to Arms: Star Fleet game is copyright 2011 by Mongoose Publishing. Star Fleet Universe material is copyright 2011 Amarillo Design Bureau, Inc. No copyright infringement is intended by this document.

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Page 1: StarFleet Quick Ref Rev 1

All Hands On Deck! (AHD)Power Drain.+2 to damage control,can attempt repair on all systems.

All Power to Engines! (APE)Power Drain.16” move this turn,Can’t use if Impulse Drive or Dilithium Chamber is damaged.

Boost Energy to Shields! (BES)Power Drain.Ship gains 1D6 shields for every 10 points of starting shield score.

Close Blast Doors! (CBD)Power Drain.Each point of damage this turn issaved on a 5+.

Cloak / Uncloack (C) (UC)Ship must have Cloak trait to use.Cannot cloak if being tractored.

Engage Tractor Beam! (ETB)Ship may use tractor beamagainst ships and objectives.

STRIKE TABLE (for each AD)

4+ To Strike at < Half Range5+ To Strike at ≥ Half Range

Natural ‘6’ = Ignore Shields

High Energy Turn! (HET)Crew QC: 8Increase one turn by up to 180˚or make additional turn up to180˚ at any time in move.Failed QC causes 1 critical hit onImpulse Drive for each extra 45˚ ittried to turn.

Intensify Defensive Fire! (IDF)Crew QC: 8Can use phasers and drones in defensive �re to help any ship inrange, not just itself. Weapons stillonly �re once per turn & do not haveto be used for defense.

Launch Suicide Shuttle! (LSS)Power Drain.Launch suicide shuttle immediatelyin this move phase.

Maximum Warp Now! (MWN)Ship may not make turns, moves 6”,removed in End Phase. Cannot useif ship is crippled or has critical scoreof 5 or 6 on Dilithium Chamber.Counts as Tactical Withdrawal.

Overload Weapons! (OW)Photo torpedos & disruptors doublemultihit scores vs. targets within 6”this turn. Ship only moves 6”.

Reload Weapons! (RW)Power Drain.Allows weapon with reload trait tobe �red in subsequent turn. Cannotbe used on weapon �red this turn.

Take Evasive Action! (TEA)Crew QC: 8Ship moves 6”, QC success means –1to hit for AD at ship. Opposed QC forseeking weapons means they miss.

Transport Marines! (TM)At end of movement, beam marinesto enemy ship within 2”. Target must have no shields. Beaming ship countsas zero shields in arc facing target.

E�ectNo e�ect, marine lostNo e�ect, marine returnsCritical hit, marine lostCritical hit, marine returns

1D61–23–4

56

SPECIAL ACTIONS LIST

1D6 Hull Hit Result1 No Damage (bulkhead hit)

2–5 1 Hull Damage6 CRITICAL HIT + 1 Hull Damage

DAMAGE TABLE (for each hull hit)

System HitImpulse DriveDilithium ChamberWeaponsCrew

1D61–2

3456 Shields

CRITICAL HIT SYSTEMS TABLE

1D6 Destroyed Result (+1 for each excess hull damage below zero)

1–8 Ship destroyed: remove ship.

9–12Ship explodes: runs adrift until end of next movement phase then explodes. Each ship within 4” takes attack dice equal to half the exploding ship’s initial damage rating (max 20 AD).

13+Ship instantly explodes: each ship within 4” takes attack dice equal to half the exploding ship’s initial damage rating (max 20 AD).

STRICKEN SHIP TABLE (when ship hull has zero damage left)

POWER DRAIN EFFECTChoose one:– Only move 6” (can only use if current move rating is 12” or more)– Only �re phasers this turn– Only �re one weapon this turn (or zero if only has one)

CLOAK EFFECTS– Only moves 6”, can’t �re – Safe from seeking weapons, tractors, & tranporters– Stealth 4+ 1st turn, then 2+

UNCLOAK EFFECTS– Turn 45˚from current course– Shift 6” in any direction– Fires normally

Crippled Ships:– Move 6”– Turn rating doubled (super-maneuverable

has Turn rating 6)– Can only �re one weapon per turn– Roll for each trait, lost on 4+Damage Control:

Pick system, crit. score must be less than 6.– Roll 1D6 and add crew quality.– For each point over 8, reduce critical score

by 1, repairs e�ects but not hull damage.

SEQUENCE OF PLAY1. Initiative2. Movement3. Firing4. End Phase

a. Damage Controlb. Compulsory Movementc. Escalation Checks

Escalate:– Roll 1D6 for each system– On a 4+ system’s critical score gets +1

Quick Reference Sheet

A Call to Arms: Star Fleet game is copyright 2011 by Mongoose Publishing. Star Fleet Universe material is copyright 2011 Amarillo Design Bureau, Inc. No copyright infringement is intended by this document.

Page 2: StarFleet Quick Ref Rev 1

Agile: turns 90˚ instead of 45˚.

Armoured: bulkhead hits on 1–2 instead of 1.

Cloak: has a cloaking device.

Command +X: Initiative roll gets +X modi�er.

Enhanced Bridge: Crew quality can’t be less than 4.

Fast: moves 14” normal, 21” with all power to engines.

Immobile: can’t move, tractor beams don’t a�ect, to hit bonus +1 when shooting at it.

Labs X: has X labs. See pg. 17.

Probes X: has X probe launchers.

Quick Launch: can launch & recover 2 shuttles per turn.

Scout: see pg.15 for scout abilities.

Slow: can never move more than 8”.

Stealth X: saves vs. each hit on die roll of +X.

Tractor Beam X: has X tractor beams. See pg.18.

Transporter X: has X transporters. See pg. 13.Anti-drone X: RAll incoming drones destroyed. Roll 1D6 per incoming drone, if any ‘1’s rolled, reduce X by 1.

Location Critical Score 1 2 3 4 5 61–2:ImpulseDrive

Penalty

3:DilithiumChamber

Penalty

4:Weapons

Penalty

5:Crew

Penalty

6:Shields

Extra Damage 0 1 2 3 D6 2D6

Extra Damage 0 1 2 3 D6 0

Extra Damage 0 1 2 3 D6 D6

Extra Damage 0 1 2 3 D6 D6

Extra Damage 0 1 2 3 D6 2D6Penalty

Accurate +X: to hit modi�er +X.

Energy Bleed: –1 AD over half range, –3 AD over 3/4 range.

Kill Zone X: if within range X doubles multihit rating or gets Multihit 2 if lacks multihit trait.

Multihit X: Each AD strike does this many hits damage.

Precise: +1 on attack table (i.e., for hit type).

Reload: after �ring, must do reload special action before �ring again.

Seeking: Automatically hits within 18”. Over 18” roll AD as normal. Impacts shields if present, else hits hull.

Weak: no e�ect on ships with shields, –1 on attack table.

Devastating +X: adds +X more to critical score on a critical hit.

WEAPON TRAITS:

SHIP TRAITS:

Max speed10”

♦ –1 to damage control rolls

♦+1 to DilithiumChamber critical score

♦Run adrift♦Max speed 8”♦

Ship explodes♦Lose All Shields♦

All weapons –1 to hit

♦ Cannot �reweapons

♦All weapons lose 1 Attack Die

♦1 random weapon system cannot �re

–1 Marine♦ Must roll 4+to �re eachweapon

♦–1 to all CrewQCs

Lose 5Shields

♦ Lose all Shields♦Lose all Shields♦Each attackingweapon system ignoresshields on 4+

Escalate+1 to Crew critical score

♦♦

Max Speed10”Lose 5 Shields

EscalateLose 1 random traitLose 5 Shields

♦♦

Max Speed 4”Lose 1 randomtrait-1 Marine

♦♦

Run adriftPass crew QC 9each End Phaseor ship explodes

♦♦

Pass crew QC 9 each End Phaseor +1 Dilithium Chamber critical score

Escalate–2 Marines

♦♦

No SpecialActions allowed -2 Marines

EscalateMust roll 4+ to �re each weapon

♦♦

–3 MarinesNo damagecontrolNo Special Actions allowedLose 1 randomtrait

♦♦

Lose 5 ShieldsPass Crew QC 9 each End Phaseor +1 Dilithium Chamber critical score

♦♦

EscalateLose 5 Shields

♦♦

CRITICAL HIT EFFECTS TABLE Quick Reference Sheet

Compiled by Paul MinsonRevised 9/7/2012