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Full Neff

New Base Speed Table Streamlining


0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 0 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 1 0 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 2 0 1 2 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 3 0 1 2 3 4 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 4 0 1 2 3 4 5 6 7 8 8 9 9 10 10 11 11 12 12 13 13 14 5 0 1 2 3 4 5 6 7 8 9 10 10 11 11 12 12 13 13 14 14 15

Gun Dice & Penetration by Range


0-3 inches LMG HMG 3-6 inches 6-12 inches
(out of range) 1 die, 3-6 hits 1 die, 5-6 hits No Penetration No Penetration

2 dice, 5-6* hits 2 dice, 5-6* hits 1 die, 5-6 hits Unarmoured No Penetration No Penetration

0-12 inches Size 1 Size 2 Size 3 Remember, non penetrating hits destroy one hull point
1 die/gun Unarmoured 2 dice/gun Light Armour 3 dice/gun Heavy Armour

12-24 inches 24-36 inches


(out of range) 1 die/gun Unarmoured 2 dice/gun Light Armour (out of range) (out of range) 1 die/gun Unarmoured

To Hit: BL-6* QF-5, 6* RF-4, 5, 6* An asterisk (*) Indicates a potential penetrating hit For the effects of Penetrating hits, roll another die: 6: Two extra points of damage and roll again 4-5: One extra point of damage 1-3: No additional damage Nef protection blocks all "odd" penetrating hits. Dig protection blocks all "even" penetrating hits. Aerial Torpedoes (TT) range is 15 inches

Previous (Old) Speed

Gun Mountings and Slant Range


Slant Range: add 3 inches to the range for each level of height difference Normal mountings may only fire at targets at a different level if the target is at least 6 inches away for each level difference in altitude. High Angle mountings may fire at targets at the same altitude or above. Low Angel mountings may fire at targets at the same altitude or below. All Angle mountings may fire at targets at any altitude within range.

Threshold Checks
At the first threshold check a 6 knocks out a system At the second threshold check a 5 or 6 knocks out a system At the third threshold check a 4, 5 or 6 knocks out a system. If a ship suffers more than one threshold in a single incident add one to the die roll for each additional threshold. For core systems checks subtract one from the die roll.

Damage Control
With one team a damaged system is repaired on a roll or 6, With two teams a damaged system is repaired on a roll of 5 or 6, With three or more teams a damaged system is repaired on a roll of 4, 5 or 6. If a ship has a major fire no other damage control may be attempted.

Full Nef Play Sheet, Nick Hawkins 2007, permission granted to copy for personal use.

Full Neff
3. in
Select how many points (as Full Thrust) the ship is going to turn, maximum one per point of steerage (unless performing hard turns).

5.

Set the planes with the required change in altitude. If the new altitude is more than the static lift then the difference must be made up with dynamic lift.

8.

Select the required power, except for battle damage this may be changed by one per turn for each operational funnel.

11.

The ship may choose to make smoke by ticking the Smoke? box. Select how much power is to be used as thrust, this may be switched between forward and reverse but a ship's maximum reverse thrust is equal to the number of operational funnels it has. Calculate the ships new speed. Record the new altitude of the ship. = static lift + dynamic lift

9.
Turn x
Streamlining Climb-1 (each) Dive+1 Static Lift Smoke ?

1. 2.

Record the ships current level of streamlining.

Look up the ships new base speed on the New Base Speed Table.

12.
+Thrust Speed Dynamic Lift Altitude

Base Speed

Each Turn -1

4.

Each normal turn reduces the ships speed by one, hard turns by two. A ship may not order a turn that would give it a speed less than one.

13. 10.

6. Orders Step-by-Step

If the ship climbed reduce its speed by one for each level, if it dived under control increase its speed by one for each level.

7.

Copy over the ship s current static lift.

The remaining power is used to generate dynamic lift, if this is impossible the ship drops out of control to an altitude equal to static lift plus available dynamic lift. A ship may not generate dynamic lift if it is flying backwards.

Example Orders:
Engines (power)
May change power by one point per turn for each remaining funnel

Turn to port then starboard


Turn 0
Up to Max. Power Up to Max. Speed Up to Static Lift

Streamlining Reduced to 1
Turn 1 Turn 2
Stream-

Planes (altitude)
If altitude exceeds static lift then MUST use Kinetic Lift to make up the difference

Helm (course change)


1st turn is at end of move, 2nd at half move, 3rd at start of move Thrust may be positive or negative (backed) but each point of thrust takes one point of power.

Smoke 1 PS +1 3 ? lining Climb-1 Base Each Base -2 1 +Thrust Speed (each) +2 Speed 5 Turn 4 Speed 3 7 Speed -1 Dive+1

Streamlining

Each Turn -1

Climb-1 (each) Dive+1 Static Lift

3
+Thrust

Smoke ?

+1 2

Speed

Altitude

Static Lift

Dynamic Lift

Altitude

Dynamic Lift

Alti3 tude

Af ter 3 points of damage on Turn one. Aeronef


Static Lift Hull Strength

Aeronef

Static Lift

+2 +1 0 -1

+2

* *

+1

xx x x *
0 -1

Hull Strength

Th re s h o l d c h e c k s damaged one point of streamlining and one point of static lift

x
1 QF1 2 TT 2 TT

1 QF1 2 TT 2 TT

Major Fire? Bridge Disabled?

Major Fire? Bridge Disabled?

3
1 1

Magazine Explosion?

3
1 1

Magazine Explosion?

Speed: Ceiling: Volume: Cost:

10 5 28 45

Speed: Ceiling: Volume: Cost:

10 5 28 45

Full Nef Play Sheet, Nick Hawkins 2007, permission granted to copy for personal use.

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