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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
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
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.
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.
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
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
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
3
+Thrust
Smoke ?
+1 2
Speed
Altitude
Static Lift
Dynamic Lift
Altitude
Dynamic Lift
Alti3 tude
Aeronef
Static Lift
+2 +1 0 -1
+2
* *
+1
xx x x *
0 -1
Hull Strength
x
1 QF1 2 TT 2 TT
1 QF1 2 TT 2 TT
3
1 1
Magazine Explosion?
3
1 1
Magazine Explosion?
10 5 28 45
10 5 28 45
Full Nef Play Sheet, Nick Hawkins 2007, permission granted to copy for personal use.