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Phasers & Photons

Star Trek Rules Version 4.1 Brychan Travers

Contents
Equipment Game Set Up Phase Sequence Power Distribution Phase Weapon Power Shield Power Engine Power Personnel Power Tractor Beam Power Deflector Power Cloak Power Emergency Power Personnel Phase Engineers Medical Teams Science Officers Science Table Away Teams Command Crew Crew Fighter Phase Boarding Phase Initiative Phase Action Phase Movement Ramming Firing Weapons Arcs of Fire Line of Sight Range Saves Manoeuvrability Saves Shield Saves Armour Saves 2 2 2 3 3 3 4 4 4 4 4 4 5 5 5 5 5 7 8 8 9 10 11 11 12 12 13 13 13 13 14 14 14 14 Initial Damage Table Personnel Hits Derelict Ships Superstructure Damage Support Systems Damage Crucial Systems Fatal Hits Support Systems Inertial Dampers Precision Targeting Weapons Calibration Launchbay Tractor Beam Slave Circuit Deflector Chronofield Feedback Wave Gravition Pulse Tachyon Beam Warp Core Ejector Backup System Cloaking Devices Auto-destruct Stealth Backup Enhanced Tractor Beam Captains Yacht Secondary Shielding Regenerative Shielding Interrogation Chamber Admirals 15 15 15 15 15 16 17 18 18 18 18 18 19 20 21 21 21 21 22 22 22 23 24 24 24 24 24 25 25 26

Equipment For each ship, a player will need a specific console; a laminated A4 sheet depicting all the characteristics of the ship. This will be used to determine what actions a particular ship can undertake, and also to record what damage the ship takes, by crossing off damage boxes using a non-permanent pen. Each ship also requires a smaller laminated padd; this will record the initial power distribution for that ship. Each ship is represented on the table by a model, which is not to scale. All ranges are measured from the centre of the ship; in effect the point where the stem of the base meets the model. Players will also need a measuring device (marked in inches), at least 2D6 and at least one of each of the following dice: D4, D8, D10 and D12. Game Set Up There will be specific rules later for scenarios and force composition. Phase Sequence The game is split into turns. Each turn will be conducted in the following sequence: 1) 2) 3) 4) 5) 6) 7) Power Distribution Phase. Personnel Phase. Fighter Phase. Boarding Phase. Initiative Phase. Action Phase. X Class Phase.

(Phase 7 only comes into effect when there are X class ships in the game).

Power Distribution Phase


For each separate ship, a player must determine the number of power units that he has available, which is represented by the Warp Core display on his console. He then decides how he will distribute these power units amongst the resources that he has for his ship; marking his choices on the ships specific padd. His choices can include Weapons, Shield Points, Engines, Personnel, Tractor Beam, Deflector and Cloak. The amount of power units allocated to each particular systems affects the actions of the ship during the turn to come. Power distribution is conducted secretly, and the results are displayed only once everyone has finished, unless a player has a particular racial characteristic or scientific advance that overrides this. Once displayed for that particular turn, there can be no change to power distribution, unless otherwise stated by an additional rule. Power that is not allocated is wasted; it cannot be allocated further along in the phase sequence. A player may power a non-operable system in anticipation of it being repaired by the ships Engineers, but if the system is not repaired, then the allocated power is lost. Weapon Power Different types of weapons require specific amounts of power allocation. For a ship to fire a weapon in the Action Phase, it must first have been allocated the requisite power during the Power Distribution Phase. What particular weapons on the ship are powered must be specified, i.e. weapon type and arc must be noted on the padd. Beam weapons require a number of power units equal to their greatest damage strength in any range box. For example, a Plasma Cannon and a Multi-phaser both require 3 power units to fire, even though they are completely different weapons: Strength/Range 8-12 12-16 3 2

Weapon Type Plasma Cannon Multi-phaser

0-4 3 3

4-8 3

16-20 2

20-24 1

The required amount of power must be allocated in full if there is not enough energy to fire a beam weapon, then tough luck! Torpedo tubes have a number in brackets (after their name) on their profile. This is the maximum number of torpedoes that can be fired in one salvo. The amount of power required to fire the torpedoes is equal to the amount of torpedoes fired; in effect any amount between 1 and the maximum salvo amount. Only one salvo can be fired per turn. Some weapons are neither of these types. These weapons will specify how much power they will require in order to be fired. Shield Power The amount of power units given to shields becomes their total value for that turn. The ships console will specify what the maximum value of the shield will be, and this cannot be exceeded. The new value is irrespective of their value from the last turn, i.e. undamaged shields still require the same power to stay the same. The maximum value of shields can alter, depending on the amount of damage that a ship has taken. Allocated power takes effect at the end the Power Distribution Phase, before anything moves or fires on the table.

Engine Power Power allocated to the engines is used for ship movement. Each ship will move a number of inches equal to the amount of power attributed to the engines, up to the ships top speed, (shown on the console). Damage to the engines will affect a ships top speed. The power attributed does not have to be used during the Action Phase, but is then wasted, as it cannot be reallocated. Personnel Power Most Personnel types must be powered in order to function. Each Personnel unit requires a single power unit to work for this turn: Away Teams for the transporters; Engineers for tools and replicator systems, Medical teams for sick bays, and Science officers for their computers and instruments. Command crew have the option of acting as any of the above types, and also require one power unit in order to do so. The type of action Command crew will perform does not have to be revealed until the Personnel Phase. The only Personnel types that do not need power are Command crew if they are not going to act as another crew type, and normal Crew. Tractor Beam Power All Tractor Beams have specified characteristics; a range between 4 and 12, and a strength value of between 1 and 3. Power can be attributed up to the maximum strength value. If the ship was holding another vessel in a Tractor Beam at the end of the last turn, power must be attributed again this turn to continue. If power is not attributed, then the Tractor Beam ceases to have an effect at the end of the Power Distribution Phase. Tractor Beams are fired like weapons during a ships Action Phase. Deflector Power A ships Deflector can have only one or many uses. Which function it will perform must be specified when allocating power. If the ship wants to use produce a Feedback Wave, then it may allocate power up to the maximum specified by the associated value on the ships console. The power allocated then counts as the strength of the Feedback Wave. The value given to Graviton Pulses, Chronofields or Tachyon Beams is the specific power allocation for that aspect of the Deflector. Any extra power allocation is wasted; any less means that aspect is unusable for this turn. Cloak Power A ship that wishes to remain cloaked from a previous turn must fully power its cloaking device. Each ship type will require a different specified amount of power to use their cloak. If a previously cloaked ship does not power their cloak in this turn, their ship is placed on the table at the end of the Power Distribution Phase, using the Cloaking rules. Cloaks will not function with shields up, so both cannot be powered in the same turn, even if a ship plans to cloak or de-cloak that turn. Emergency Power This is a small reserve of power available to most ships. Each ship starts the game with full emergency power, unless the scenario dictates otherwise. A player may elect to use emergency power in any turn, if they think that the situation warrants it. Ships hold this power in capacitors, which means that the power may only be used once. This will mean that any emergency power used in one turn is unavailable in any subsequent turn. If the emergency power has been used/lost, then power units from the Warp Core can be used to replenish them, but obviously these are unavailable for any other system his turn. A player does not have to use all the emergency power available to him in one turn, but it must still be allocated in the Power Distribution Phase, unless another rules overrides this. 4

Personnel Phase
At the beginning of the Personnel Phase, each player rolls a D6. The players then complete their part of the Personnel Phase in the order of the highest to the lowest (re-roll ties). Once everyone has utilised all usable Personnel, then they move on to the Fighter Phase. Engineers are responsible for the repair of damaged systems. For each powered Engineer, you may pick a damaged system that they will attempt to repair. All repair rolls are on a D6, unless otherwise specified. If they are attempting to sure up the ships superstructure, they will manage to repair D6 points. Superstructure cannot be repaired over its starting value. A specified support system or weapons system may be repaired if 4+ is rolled. A critical system can be repaired on the roll of 3+. The attempted repair of critical systems repairs one unit of damage per successful roll, e.g. if a ships engines have been hit 3 times, and are successfully repaired by two Engineers, then they count as now having only been hit once. Engineers can specify what they are about to repair just before they roll, i.e. if a first Engineer failed to correct the required problem, the second can have a go, while if it was fixed first time, they can look at something else. Medical teams enable Personnel casualties to be avoided. If a ship looses a Personnel unit during any part of the Action Phase, then a powered medical crew may be able to negate the loss. If it can roll 3+ on D6, then it manages to stop the casualty occurring. If the first team doesnt manage it, then the next powered Medical team may attempt to. All teams that are used then cannot be utilised again this turn. Medical teams do not have to be used on the first casualty that is caused in a turn. The decision to whether to use a Medical team must be made immediately; a player cannot choose to resurrect a dead Personnel unit later on during the turn. A Medical team is not able to heal itself, if it is rolled as a casualty, but can be healed by another powered Medical team. When allocating Personnel casualties, if a choice is available between a used and unused Medical team, then the unused team is always the one hit. Medical crews not used by the end of the turn revert back to unpowered. Science officers attempt to look for ways to increase their ships effectiveness or discover weaknesses in the enemy forces. Each powered Science team may roll on the Science table below. The results only apply to that ship i.e. no other friendly ships may take advantage of any weaknesses discovered and upgrades can only be applied to the ship that rolls them. If a duplicate result rolled on the table, then the roll is wasted, unless otherwise specified. Science table 2D6 1 or less 2 Result Increased Weapon Efficiency The ship gains +1 strength to all beam and torpedo weapons, except where weapons are out of range. Better Sensors to Weapons Calibration +1/-1 may be applied to D6 roll on initial damage table after roll is made. This advance may not be applied if a ship has no functioning weapons calibration. If the weapons calibration is hit whilst a ship is using this advance, it is lost, even if the weapons calibration is subsequently repaired. Improved Thrusters The ship gets +1 to all its manoeuvrability saves. 5

4 5

7 8

10

11

12

13

14+

Improved Shields The ship gets +1 to all its shield saves. Power Grid Upgrade The ships emergency power may be distributed during any part of the ships turn, (but not any other ships turn). No Advantage Gained The ship may 1 to next roll after the 2D6 have been rolled. This is inclusive of any racial modifiers. No Advantage Gained The roll is wasted. No Advantage Gained The ship may +1 to next roll after the 2D6 have been rolled. This is inclusive of any racial modifiers. Structural Weak Points Identified Pick a type of enemy ship. +2 can be added to any rolls for superstructure damage caused by your ship on this type of enemy ship. If this result is re-rolled, you may pick another type of enemy ship. If this result applies to all types of enemy ships, then it is wasted. Shield Frequency Discovered Pick one enemy ship. Any hits by your ship on this target ignore shield saves, and transporters may beam through the shields. This result will only last until the end of this turn after which the enemy ship will remodulate its shields. If re-rolled in the same turn, apply to another enemy ship. If this result applies to all enemy ships this turn, then roll is wasted. Cloak Weak Spot One enemy race no longer counts as cloaked. Any enemy ships that are cloaked must be place on the board at the end of the Personnel Phase, using the cloak rules. They can only be targeted, rammed or boarded by the ship that rolled the advance, until they de-cloak. No other ships can target them, (including fighters from the advanced ship), unless this advance is rolled by them as well. No accidental rams are permitted by either player. All the discovered cloaked ships move as normal ships. If all the ships with this advance are destroyed, the cloaked ships are removed immediately (even if out of phase) and then play resumes as before. The cloaked ship(s) must place their marker(s), as if they had just cloaked. If an enemy force consists of two cloaked races, only one is chosen. If the result is re-rolled it may be applied to another enemy cloaked race; if all enemy races are subject to this advance, then the roll is wasted. Enemy Bridge Targeted Pick an enemy ship. The next crucial system hit on this ship by the advanced ship is a Bridge Hit fatal hit result. Sensors Upgrade Power distribution for the ship may be worked out after viewing all enemy power distribution. If ships on both sides have this advance, they both allocate power secretly, but after viewing all other ships power distribution. Mainframe Access Codes Discovered The ship has discovered the access codes to one enemy ships main computer. Pick one enemy ship; that ship will suffer the equivalent of a Main Computer Hit fatal hit. If the advanced ship also has a working Slave Circuit, instead of only emergency power being available next turn, the Slave Circuit will allow the player to fully control the ship on its next turn, from the Power Distribution Phase to the end of the Action Phase, after which normal control is returned, and the codes are changed. The controlling player may not Auto-destruct, or launch fighters. 6

Away Teams (Also known as Boarding Parties, Warriors or Marines) can use their ships transporters to leave their ship. Each Away Team requires one power unit in order to do this. If the transporters are damaged, then they will only be able to transport if the ship manages to repair them, or the power allocated will be wasted. Away Teams may transport onto other ships either during the Personnel Phase or wait until their ships own Action Phase. The only limit to the number of Away Teams that may transport is the number left on the ship. Transporters have a maximum range of 24 and are unable to beam through powered shields. If Away Teams transport during the Personnel Phase, it is assumed that a ship will be able to lower its own shields in order to transport them, and then bring them up again straight away afterwards, so the enemy can gain no advantage. If a ship waits until the Action Phase to beam its Away Teams, then they will only be able to leave the ship once its shields are down to half strength (voluntarily or through damage), making this a more risky business. Away Teams can beam onto both enemy and friendly ships. When a ship transports an Away Team onto an enemy ship, place an Away Team counter on his console. When an Away team leaves its mother ship, it is crossed off as if destroyed. This is a permanent change; Away Teams may not return to their own ship during a battle. Away Teams fight during the Boarding Phase. Away Teams can also beam onto friendly ships to reinforce them. If the Away Team beams onto friendly controlled ships during the Personnel Phase, they may ignore the shields of the target ship as well; if they want to board during the Action Phase, then the targets shields must be down completely. When the Away Team reach the other ship, their role will depend on what is happening. If there are no enemy Away Teams on the friendly ship, the Away Team is instantly converted to a normal Crew personnel unit; they will not be able revert back to an Away Team again during this game. A ship may not have more Crew than it started with; if there is a full complement of Crew on the ship, the Away Team may not beam over, even if there are enemy troops aboard. If there are hostile Away Teams attacking, then a reinforcing Away Team remains as such; place a counter on the friendly console. This Away Team in effect passes under the command of the ship it has joined; they can take modifiers off the attacking roll as a normal defending Away Team during the Boarding Phase. Once all boarders have been repelled, the Away Team converts to a Crew unit, as above. If there are more friendly Away Teams on a ship than available Crew spaces once they have killed all attackers, any excess Away Teams are lost, (put down to casualties during the battle). Away Teams may also transport onto derelict ships; these will automatically have their shields down, when ever the Away Team arrives. The Away Team will then automatically capture the ship, and revert to Crew status. The ship will be unable to conduct any actions this turn, but will be able to conduct the Power Distribution Phase on the next turn. This can be risky, as if another player also sends an Away Team in the same turn, they will count as boarders, and will therefore be more powerful. If an Away Team beams onto a ship that has lost Life Support, they can attempt to fix it on a D6 roll of a 4+ when they first arrive. If they succeed, then they become Crew as above; if they fail, they count as immediate casualties.

Command crew are the most versatile of all crew types. If they have had a power unit attributed to them in the Power Distribution Phase, they then can act as any of the above crew types; Medical, Engineer, Science or Away Team. This represents the wealth of experience of ship commanders. If a Command crew is used as another type of crew, it may not then be used to influence a ships roll in the Initiative Phase. If you choose for a Command crew to act as an Away Team, then it is crossed off, just like an ordinary Away Team. Unlike normal Away Teams, Command crew may not transport during the Action Phase; only during the Personnel Phase. If they subsequently transport onto a friendly or derelict ship as an Away Team, then they may remain as Command crew, instead of reverting to normal Crew. If they help to repel boarders on a friendly ship, they will revert to Crew as other Away Teams, if they survive. Crew are just normal crewmembers who deal with the day-to-day running of the ship. They do not perform specific actions, but can help in defending the ship in the Boarding Phase.

Fighter Phase
For each player who has fighters, (or slaved ships), on the table, roll a D6. This is the order that the players use their fighters, (in order highest to lowest, rerolling any ties). Only fighters already on the table may move during the Fighter Phase; ships may not launch any other fighters until their own Action Phase. A player may move his fighters in any order he wishes; however an individual fighter must completely finish its actions before the next may begin. Fighters have different statistics dependant on their type and race. They dont require power distribution, and are able to use all of their systems in one turn if required. All fighters have a fixed speed, and can move up to that amount in inches. They count as having very high manoeuvrability for movement purposes, but they have separately classified manoeuvrability saves. They are only allowed to make these saves or armour saves if applicable fighter shields are too light for starship weapons to worry about. Each type of fighter will have specific weapons, but all weapons count as having Tt arcs of fire. They may only target one enemy ship/fighter per turn. Fighters may also ram ships in one of two ways. Both require the fighter to move into its target, like normal rams. The fighter may either cause a single Initial Damage roll to its target, or it may transport its crew onto the ship (it counts as being behind the enemys shields), in which case, an Away Team counter is placed on the target ships console, and will fight as normal in the Boarding Phase. Both of these attacks lead to the destruction of the fighter; as with normal Away Teams, they may not transport back. Fighters that attempt to ram each other must make a Manoeuvrability save; each fighter that fails is destroyed (This means that neither may be destroyed as the result of the ram). Fighters that are hit by enemy weapons, and fail any saves they are allowed, are automatically destroyed. Enemy Away Teams are not allowed to transport on to fighters. Fighters may also land back in shuttle bays of any friendly ship; move them as if they are ramming the ship, but then just increase the ships compliment of fighters/shuttles by one, as long as the number of fighters does not exceed that ships original compliment. If the target ships launchbay is destroyed, then the fighter may not land. They may also use their transporters up to 4 to beam onto ships with no shields, or through the shields of friendly controlled ships. If they do this, the fighter is removed from the table. Orbital Defenses Orbital weapons count as A class ships; although different types will have varied numbers for the same value, in brackets after the type name. Orbital weapons are placed during the deployment of a players ships, and may not move during the game, unless otherwise stated by their rules. They count as stationary fighters, as far as any targeting or ramming rules are concerned, but all have different ways of fighting the enemy. Any actions that a defence platform may take voluntarily, like firing a weapon, is done during as part of a players Fighter Phase. They have no Shield or Manoeuvrability saves, but can have armour saves. Mines do not affect cloaked ships at all.

Boarding Phase
After all fighters have moved, then shipboard combat takes place during the Boarding Phase. These combats may be fought in any order, as they will have no relation to each other. Each attacking Away Team may choose one of three missions; Sabotage, Capture or Support. An Away Team that chooses a Sabotage missions is tasked with damaging the ship as much as possible, whilst trying to stay out of contact of the enemy, with an ultimate aim of taking it out of the battle. Capture missions aim to kill all the Personnel on board the ship, without causing much damage, in an attempt to gain control of the ship. Away Teams that choose a Support mission will add their numbers to another Away Teams mission, increasing their chance of completing their mission. This means that there must be at least two attacking Away Teams on order for one of them to declare a Support mission. An attacking Away Team can only Support one other mission a turn. If two allied players are attacking the same ship, they must declare their missions at the same time; one player may also Support another players mission. The mission for each attacking Away Team, and to whom Supporting Away Teams will add their modifiers must be declared before the defending player allocates his defensive modifiers. An attacking Away Team may add +2 to their roll for each allied Away Team in a Support role. The Crew and Away Teams of the defending ship will help to repel the boarders. These do not have to be powered, although if a powered Away Team does help to defend, it may not conduct another action this turn. Each Crew will -1 to one attacking dice roll, while Away Teams will -2. These can be split amongst the attacking missions as the defender sees fit, but must all be declared before the dice are rolled. Defending Personnel only get to use their modifiers once per turn, not per attacking player. Command crew may also aid the defence of the ship, if they did not undertake any other action during the Personnel Phase. Each Command crew may -1 to an attacking total after the roll is made, to alter the result. Command crew do not have to decide if they will intervene until the dice have been rolled, and more than one Command crew can modify a single roll, although each can only apply its modifier once per turn. If they chose to affect the roll in this manner, they may not affect the Initiative Phase, or perform any other action this turn. For each mission undertaken, the attacking player rolls a D6, and compares it to the table below. Any attacking Away Teams not killed remain onboard the ship, and will fight again in the next Boarding Sub-phase. They do not have to choose the same mission as on the previous turn.

10

Sabotage Mission Attacking Away Team killed. Unable to cause any damage. (Ineffective this turn). Causes D4 superstructure damage. Causes a Support System Hit. Causes a Crucial System Hit.

D6 1 or less 2 3 4-5 6+

Capture Mission Attacking Away Team killed. Attacking Away Team killed, but causes one Personnel casualty. Pinned down (Ineffective this turn). One Crew casualty caused. If there are no Crew left, roll for another Personnel type. Two Personnel casualties caused.

If during the Boarding phase, a player kills all the Personnel units on the ship he is attacking, and has surviving Away Teams, he will then automatically capture the ship. All Away Teams revert to Crew status. The ship will be able to conduct any powered actions during its Action Phase, (except Personnel), and the capturing player will be able to conduct the Power Distribution Phase on the next turn. If two allied players gain joint control, all the attacking Away teams still revert to Crew, but the player with the largest number of surviving Away Teams gains control. If there are equal numbers of Away Teams belonging to two or more players, control goes to the player whose attacking roll inflicted the last casualty.

Initiative Phase
The Initiative Phase establishes the order within which each individual starship moves, during the Action Phase. Each player rolls a D6 for each ship. For each Command crew a ship has, that hasnt performed another action in any previous phase, the ship may +/- 1 to the roll; specified before the dice is rolled. The order that the results of the die rolls end up in (highest to lowest) is the order that the ships will move in. Reroll any ties for ranking against each other. Players with large fleets may make use of Admirals during the Initiative Phase (see later).

Action Phase
Activated in Initiative order, each ship will now move and fire, (in any combination), in addition to any other actions along with it, e.g. move 2, fire beam weapon, move 1, launch shuttle, move last 2, fire torpedoes. Powered weapons and movement do not have to be used, but if they are not, then the power is wasted and cannot be reassigned. Damage received during another ships (previous) Action Phase this turn will affect the characteristics of a ship in its own turn, and may limit the actions it can take.

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Movement Each power unit allocated to the engines translated to 1 of movement, or in reverse, up to the ships maximum power, which is controlled by the engines. (Reverse may only be a maximum of half the ships maximum forward speed). This value only relates to straight-line movement. The ships manoeuvrability value dictates the total angle of rotation it can make in one turn: Manoeuvrability Low Medium High Very High Maximum Rotation Allowed Two turns of up to 90o Four turns of up to 45o Four turns of up to 90o Any number of turns of any magnitude. No unused turns may be carried having Very High manoeuvrability the table, it may not return to the ship; in effect the point where the

Not all allowed turns have to be made during a move. over to the next Turn Phase. Fighters always count as as far as movement is concerned. If a ship moves off battle. All ranges are measured from the centre of the stem of the base meets the model.

Ramming A ship may ram another ship by moving directly into it. Although all other ranges are measured from the centre of a ship, with ramming, the ship models only have to touch at the edge for a ram to be declared (it is assumed that the ramming ship puts on a sudden burst of speed to make contact). It is not possible to ram two ships at once, and is also not possible for starships to ram fighters; they are too small and manoeuvrable. Each ship involved in the ram suffers a random number of rolls on the Initial Damage table. There is no modifier for size, but smaller ships will be able to take less damage. An Armour save against each of the separate rolls is allowed, but no other saves are. The ramming captain can choose the magnitude of damage caused. He may choose which of the following dice he wishes each ship to roll for the number of hits, dependant on the amount of power he has allocated to his engines in the Power Distribution Phase (regardless of the distance the ship has actually moved): Max Speed based on 1 2 Engine power: Dice types available to D4, D6 choose from: 3 5 D4, D6, D8 6 9 D6, D8, D10 10+ D8, D10, D12

Each player rolls the same type of dice, to establish the number of hits their opponent receives. Once damage has been calculated, the ramming ship itself must end its Action Phase; its remaining crew will be too shaken to conduct any more actions this turn. If the collision caused a combined total of more than eight hits between the ship ships involved, the rammed ship must also forfeit its Action Phase this turn, if it has not already acted. Both ships can conduct their next turn as normal. Fighters that ram ships or are rammed by a ship will only cause 1 roll on the Initial Damage table for the ship, and will be destroyed themselves. Fighters that attempt to ram each other must make a Manoeuvrability save; each fighter that fails is destroyed. (This means that neither may be destroyed as the result of the ram).

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Firing Weapons Weapons may be fired in any order, as long as they have been correctly powered. If a specifically powered weapon has been damaged in a previous Action Phase, it may not fire. Arcs of Fire Each weapon will have a fire arc. The target that the player wishes to hit must lie at least partially within the fire arc to the weapon he wants to use. If it does not, he will need to move his ship (if he has any move left) or pick another target (if there is one). If he can not move, and there are no targets available, the weapon may not fire. When targeting, each weapon may only fire at one ship; torpedoes from the same tube must all be shot at the same target, including when engaging fighters. Resolve all hits from one weapon before firing the next; it may be possible to damage one ship enough that you would wish to target another in the same Action Phase.

The straight edges of the above arcs always pass through the centre of the ship. Line of Sight The firer must have line of sight to the target. Due to the fact we use a two-dimensional play area to represent a three-dimensional battleground, ship models are not able to block line of sight. Only terrain, such as planets and asteroids or X Class ships can block line of sight. Some nebulae can block line of sight over a specified range from the firing ship. Range Measure the range to the target. Weapons from one ship can be aimed at different targets, unless a ships Weapons Calibration is damaged, (or non-existent), then only one target a turn may be fired upon by all a ships weapons. The range to the target will affect which weapons can hit, and also the strength of those weapons at that range. Use the weapons table on a ships console to determine what can be hit, and the relative strengths. Strength/Range 8-12 12-16 2 2

Weapon Type Plasma Bank Compressor Beam

0-4 3 1

4-8 2 1

16-20 3

20-24 -

The above table shows that a target 5 away would be hit with a strength 2 Plasma bank hit, and a strength 1 Compressor Beam, while a target 11 away would be hit by a strength 2 Compressor Beam, but be out of range of the Plasma Bank.

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Saves A weapon may not hit its target if the ship moves evasively or the shields absorb the hit. A targeted ship may elect to take either Manoeuvrability or Shields saves, but cannot take both. Some ships will not have both types of save available to them, and most weapons negate one of the saves; some weapons even negate both. A ship may choose a different type of save for each weapon that fires at it. The number of dice rolled is equal to the strength of the weapon, at the specified range. Each successful save takes one from the strength of the hit, all unsaved rolls will then go on to damage the target. Manoeuvrability Saves A ship may elect to ignore all the Manoeuvrability saves available to it. If a ships engines are all destroyed, then it may not make any manoeuvrability saves. Manoeuvrability saves can be affected by Tractor Beams, or if a ships Inertial Dampers are destroyed. Shield Saves If a ship manages to save against any shots, then for each strength point that was saved, one point is drained (not destroyed) from the console shield track. Once all the points have gone from the track, strength from further hits will damage the ship itself. If a ship has no shields, (if they have been knocked down or permanently destroyed), then it may not take shield saves. The shields may be powered back up to their maximum value during the next Power Distribution Phase. A ship may not elect to ignore Shield saves available to it; as long as the shields are powered, then saves must be taken. However, a ship may elect to lower its shields by any amount, to any level, in its own Action Phase. If it does that, it may not raise the shields up again until the next Power Distribution Phase. If a weapon ignores Shield saves, then Manoeuvrability saves can be taken instead, even with remaining Shield points. Manoeuvrability Low Medium High Very High Save 6+ 5+ 4+ Shield Type Basic Normal Overlapping Metaphasic Save 5+ 4+ 3+ 2+

Save values

Armour Saves Ships with extra armour also get to make an armour save if any hits get past a ships Shield or Manoeuvrability saves, but this additional protection is rare. Some weapons can ignore armour saves, in which case a ship will not get to roll their Armour save. Successful armour saves take from the strength of the hit, as other saves (above). Armour cannot be damaged during combat, so is always available to a ship, unless negated by a weapon. Armour Type Save Normal (Polarised Hull) Reinforced 6+ Ablative 5+

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Initial Damage Table If a weapon manages to get through all a ships available saves, it has damaged its target. For each point of strength the weapon has left after saves have taken their toll, the firing player rolls a D6 on the Initial Damage table. X class ships have an individual damage process, and do not use this table. Fighters are instantly destroyed when they fail to save against a hit. D6 Damage caused 1 Personnel hit 2 D4 Superstructure lost 3-4 D6 Superstructure lost 5 Support System hit 6 Crucial System hit Personnel Hits Each ship will have its own table for Personnel hits. Personnel hits cannot be repaired, but can be saved by a successful Medical Team roll. One Personnel unit is killed per roll, and is crossed off the console. If none of the rolled Personnel type are left alive, reroll on the ships Personnel table again, until you get a type that can be killed. Derelict Ships If the last Personnel unit is killed, the ship becomes derelict. Resolve any further damage from this weapon first. This ships shields then go down, and if it has not already done so, it may not conduct its Action Phase this turn. It may be fired at as normal throughout the rest of the game, and even rammed; reroll any Personnel hits on the Initial Damage table. Away Teams may transport onto a derelict ship, (see Personnel Phase rules), in which case the ship no longer counts as derelict. Superstructure Damage Cross off the damaged superstructure from the ships console. Once a ship has no superstructure left, it disintegrates, and is immediately removed from the table. All Personnel, unlaunched fighters and attacking Away Teams are also lost. Support Systems Damage Each ship will have its own Support System table to roll on, to determine which of its Support Systems is damaged. Once hit, a Support System is unusable until repaired. If a system that is rolled is already destroyed, reroll until a suitable system is determined. If all Support Systems are destroyed, then D6 superstructure is lost instead.

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Crucial Systems All ships use the same table for a Crucial System hit. Roll once for each hit. A hit on each f these systems will affect how a ship is able to perform; if it has not perform its Action Phase yet, the effects of these hits will be felt immediately. If a Crucial System is rolled that can take no more damage, then reroll. D6 Crucial System Damage Engines Hit For each hit, cross off one of the boxes for the Engines on the console. The next box along now displays the ship's new max speed. If the box crossed off is the last remaining box for the ship, than the engines are off-line until they are fixed by Engineers, and therefore the ship may not move at all (not even turn), and may not use its Manoeuvrability save. Shield Generators Hit For each hit, cross off one of the boxes on the top track of the Shields. The next box along now displays the maximum value for the ship's shields. If the ship has shields above the new maximum, they are immediately reduced down to this level. If all the boxes are crossed off, the ship may not power its shields at all, and therefore may not make any shield saves. Emergency Power The ship's Emergency Power has been destroyed, and may not be used until repaired. The power units contained within are also lost, so if it is repaired, it starts off unpowered. Warp Core/Power Grid For each hit, cross of one box for the Warp Core. This will give you a smaller value for the maximum power you can use in the Power Distribution Phase. Once all the boxes have gone, there is no power available on a turn basis - only Emergency Power can be used, and if this is used up without the Warp Core from being fixed, the ship is disabled for the rest of the game. Weapon Hit A randomly chosen weapon is destroyed (equal chance of all players decide what dice/result to use for this choice), making it unusable until repaired. Fatal Hit Something critical has been hit - roll on the Fatal Hit table.

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Fatal Hits Rolls on the Fatal Hit table cause catastrophic damage, almost all of which are irreparable during a battle. D6 1 Damage Structural Integrity All Superstructure hits that are inflicted on the ship are now doubled. If this result is rerolled, the modifier doubles cumulatively, i.e. from 2, to 4, to 8, to 16 etc. Main Computer Hit All of a ships systems are tied into the main computer, and when this is damaged, then the ship suffers considerably. The shields go down immediately, the ship may not conduct its Action Phase, if it has not already done so, or utilise any other power, e.g. Medical Teams. Next turn, only emergency power may be used. The turn after that, the computer automatically goes back on line, and the ship acts as normal. If this result is rerolled whilst the computer is down, then add another turn to the time that the ship only has Emergency Power available. Bridge Hit All Command crew are instantly killed, and another Personnel casualty is also inflicted. A Medical Team may not negate these hits. As well as this, the ship suffers as if it had received a Main Computer Hit, as above. Further rerolls of this result count just as a Main Computer Hit. Life Support Failure This is the only Fatal Hit that can be repaired by Engineers, on the roll of a 4+. Whilst it is still in effect, at the beginning of each Power Distribution Phase, roll a D4. If the result is equal to or less than the number of turns (including this turn) since the ship suffered this result, then the Life Support has failed. All remaining Personnel are killed as they run out of atmosphere, or freeze to death, and the ship becomes derelict. Away Teams from other ships may still try control the derelict ship, as they will wear vacuum suits to board the ship, (See Personnel Phase Rules). If this result is rerolled, then the Life Support failure happens instantaneously. Warp Core Fracture At the beginning of each Power Distribution Phase, roll a D4. If the result is equal to or less than the number of turns (including this turn) since the ship suffered this result, then the Warp Core immediately explodes, as below. A ship with a Warp Core Ejector may eject the Warp Core on any turn, before its rolls the D4 (See later on for full rules of the Warp Core Ejector). If this result is rerolled, it counts as a Warp Core Breach (below). Warp Core Breach The ship immediately explodes and is removed from the table. Any ships (including fighters) within a radius of half the ships initial maximum speed are also hit by the explosion. Each ship receives 4D6 hits (roll separately), which ignore Manoeuvrability saves.

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Support Systems Inertial Dampers


This Support System configures no specific ability on a ship, but if it is destroyed, a ships manoeuvrability goes down by one class, e.g. High Medium (Low manoeuvrability stays as low). This will affect Manoeuvrability saves and movement. As well as this, the also ship receives double the number of hits than initially rolled, as the result of a ram. Precision Targeting This support system allows a ship to use any weapon that ignores Manoeuvrability saves to make a more precise hit on an enemy ship. It does not have to be used if a player chooses not to. A player using a weapon in this way must declare his intention before firing. There is no limit to the number of weapons a ship can Precision Target in its Action Phase. If a player wishes to Precision Target, then the targeting vessel does now have the option of using a Manoeuvrability save if it wishes, subject to normal restrictions. A ships ability to make Shield and Armour saves are unaffected, unless the specific weapon being used also ignores these saves, in which case they can not be utilised. A targeted ship tries to save against each point of strength as normal, however, regardless of the number of failed saves, only a single roll (per weapon), is made on the Precision Targeting Damage table, as opposed to the normal Initial Damage table. If the Precision Targeting is damaged due to a support system hit, then it may not be used until repaired. D8 12 3 4 5 6 7 8 Damage Incurred Shot Missed (No damage taken)

Support System (Roll on ships table)


Engines Hit Shield Generators Hit Emergency Power Warp Core/Power Grid Weapon Hit

Use the above table for Precision hits; all effects are identical to the Crucial System Damage table. If a hit of strength greater than 1 occurs, all the damage from that weapon only effects the one system rolled. Any excess strength is wasted. Duplicated results rolled on the table that cannot take anymore damage, are also wasted.

Weapons Calibration
This Support System allows a ship to fire at more than one target per turn. If it is destroyed, or was not initially present on a ship, then the ship may only fire at one target per turn. Launchbay Fighters can launch during any part of a ships Action Phase, and require no power from the ship to do so. They may only move up to their maximum speed from the ship when they do so, and may not shoot, ram or transport until the next Fighter Phase. If a launchbay is hit as a result of a Support System hit, all unlaunched fighters from that launchbay are also destroyed. Whilst a launchbay is damaged, no fighters may land in it. If the launchbay is subsequently repaired, any lost fighters are not restored, but others may land. 18

Tractor Beams A Tractor Beam is fired like a weapon, i.e. the target must be within its arc and range. If a ship caught in a Tractor Beam has a superstructure lower than the ship (or ships) that has it trapped, then it may not move. If a ship caught in a Tractor Beam is fired at, then its Manoeuvrability save decreases in value by the strength of the beam. A Tractor Beam of strength 3 therefore negates all Manoeuvrability saves. Fighters count as having a Superstructure of 1. Two ships that are linked together by a Tractor Beam may wish to attempt to move. However, only one ship will be powerful enough to control the other. The ship with the largest superstructure amount (remaining, not initial) is the only ship that may move. The maximum speed moved is half the difference in superstructure between the two ships, in inches. This is also dependant on the amount the moving ship has powered its engines; it can only move as far as it would be able to normally. Tractor Beams may only be disengaged in a ships own Action Phase, or during the Power Distribution Phase. This means that a ship that started the turn towing an enemy, may end up being towed themselves after some damage! Some ships may have more than one Tractor Beam, or you may get a situation where more than two ships are connected by Tractor Beams. In these cases, only if one ship has a superstructure greater than the total superstructure of all the other ships involved may it move, and all the other ships will be dragged along as well. Normally ships may not combine their superstructure values to try and tow a larger ship, as the co-ordination required is too complex. Only if they have Enhanced Tractor Control may they attempt this; the ships add their superstructure together for the purposes of movement, but only move during the turn of the ship with the highest superstructure value of them all. All the ships move together in the same direction, for the maximum value allowed by their superstructure, but at the speed of the slowest ship. Ships will still conduct all other actions in their own Action Phase. A ship may also try and use a Tractor Beam to pull a ship closer, without having to move itself. For every 5 difference in superstructure that the tractoring ship has over its prisoner, the captor may pull the weaker ship towards itself, up to a maximum of power allocated to the tractor beam in inches (so absolute maximum for any ship + 3). This may also work if a ship wants to push away a held ship, but may also not exceed the maximum range of the tractor beam used.

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Slave Circuit A Slave Circuit can come into play if an allied ship loses all its crew. Each Command crew from a ship of the same race with a Slave Circuit may use one power unit, (allocated from their own ship), to control the derelict ship remotely. The Command crew may not be used in any other way for the remainder of the turn. The empty ship does not need a Slave Circuit of its own to be controlled in this way. The Slave Circuit has a maximum range of 24, which is measured during the Personnel Phase. The controlling Command crew may force the ship to make a single action from this list, in the Fighter Phase: Fire a single weapon (including a salvo of torpedoes). Move up to maximum speed (and ram if required). Cloak. Auto-destruct.

Power for these actions must come from the ships own power resources if the derelict ship has no power for the required systems, then they may not be used. Power grid upgrades may be used. The power is allocated at the end of the Personnel Phase, after control has finally been established; this is out of sequence to other power distribution. More than one Command crew may be powered and use the same Slave Circuit. For each Command crew another action is allowed, although only one Auto-destruct can be attempted, the ship may only move once, and each weapon may also only be fired once in the turn. More than one ship equipped with a Slave Circuit, (and even more than one allied player of the same race), may control the empty ship the actions of allocated to each Command crew then occur directly after the players respective Fighter Phase. If two players of the same race, but on different sides both pay for their own Slave Circuits to control the derelict, they may cancel out. Count the number of Command Crews using Slave Circuits from each side; the side with the highest number gains control for this turn, and can conduct a number of actions equal to the difference. If two allied players gain control of a ship this way, then they may choose who utilises the actions. Slave Circuits can not stop Away Teams from gaining control of a ship, but if used in the same turn as an Away Team gaining control, can still conduct the single action, as the Away Team struggle to shut it off; it will not work from the first Power Distribution Phase of the capturing player. Command crews can use this opportunity to try and Auto-destruct the captured ship; the Away Team can try and stop this on a roll of 4+, although they may not affect any other action attempted. As the Away Team has not yet gained control of the power grid, any Command crew using a Slave Circuit can then reallocate power to the system it wants to use, but may not effect any more power. Enemy Away Teams may not use a captured Slave Circuit, but enemy Command crew that transfer over can; they then count as being from the same race as the ship. If a ship cloaks through a Slave Circuit, remove it from the board for the remainder of the game, as if it was destroyed; however the controlling player will come back later to retrieve it, so their opponent cannot claim its destruction as part of their victory conditions. This may not be attempted if an enemy Away team is on board; they will be able to disable it eventually, so there is no point.

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Deflector A ships Deflector can have more than one aspect, but may only use one of them per turn, which has to be specified during the Power Distribution Phase. If the Deflector is damaged, none of these aspects are available for use until repaired. Chronofield A Chronofield requires a certain specified allocation of power or it will not work. Chronofields may not be powered in the same turn as a cloak, as they are incompatible. A Chronofield may be used in one of two ways, the choice specified in the Power Distribution Phase, and may not combine the two: The first of these uses affects the vessels initiative. A ship with a Chronofield can choose to have their Action Phase after any other ship has finished their Action Phase, or even before every other ship. The ship may not begin its Action Phase part way through another ships Action Phase, nor in any other (non Action) Phase. If more than one ship has a powered Chronofield, then the player who calls that he wishes to go may do so first, and then in order of call until the players return to the normal initiative order. A ship must still roll for initiative as normal, for if the ship looses its Deflector, then it must revert back to its original initiative. If this occurs, and the ships allocated slot has already passed, then it takes the next Action Phase (unless overridden by a ship with a functioning Chronofield). The other use of the Chronofield allows a ship to reroll any Shield or Manoeuvrability saves it fails, if it wants to (it is not mandatory, if, for example a ship wishes to hold on to its last shield point to avoid transporting Away Teams). As above, the destruction of the Deflector automatically and instantaneously removes this ability, until repaired. Feedback Wave A Feedback Wave can have a strength of between 1 and 3, depending on the power allocated, which in turn depends on the maximum value of the Wave for that particular ship type. A Feedback Wave is used to disrupt a Tractor Beam, but only those whose strength is equal or less than that of the Wave. Tractor Beams that are stronger than the Feedback Wave cannot be disrupted. A ship may target a Tractor Beam that has locked onto itself, or a Tractor Beam that has contact with another vessel (either caught by it or generating it) within 8. When it does so, the Tractor Beam immediately shuts off. The Wave may only target one Tractor per turn, and will not actually damage the Tractor Beam, so it may be powered and used again next turn. Graviton Pulse The Deflector may fire a Graviton Pulse if fully powered. The Pulse always has a Fd fire arc, and a range of 24. It causes 2D6 hits, which ignore shield and armour saves, and gives a -1 modifier to manoeuvrability saves. If its target has reinforced armour, it causes 2D6+3 hits, and if it hits a ship with ablative armour, causes 2D6+6 hits. After all hits have been rolled, roll a D6. If the result is equal to or less than the original power cost to use the Graviton Pulse, then the Deflector has burnt out, and counts as permanently damaged. (It may not be repaired during the battle).

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Tachyon Beam A Defector can produce a Tachyon Beam in order to locate cloaked vessels. The power required is specified by a ships profile, and must be allocated in full. After all allied players using Tachyon Beams have completed all of their Personnel Phases, then one D12 roll is allocated to every cloaked ship on the table, even allied ones. If the result is less than the number of allied ships using a Tachyon Beam, then the cloaked has been discovered. This means that at least two ships are required for a Tachyon Beam to work. The player controlling the cloaked ship must immediately place the ship on the board, before the Fighter Phase begins. The placement must conform to the Primary/Secondary decloaking rules, and must also be on a straight line between two allied ships with powered Tachyon Beams. If the cloaked ship has a Secondary decloak radius that is not bisected by a straight line between two allied ships using Tachyon Beams, then it cannot be revealed, and the roll for that ship is wasted. If one side has revealed a ship, do not roll for it again due to another Tachyon grid. The discovered ship remains cloaked, but may be shot, rammed or transported on to by any other ships in the battle, until it moves from the spot it was placed, where upon it counts as being recloaked, and places its cloak marker. This allows ships to home in, as the cloaked ship concerned would have to now be in its new secondary decloak radius. Warp Core Ejector A ship with this support system may eject its Warp Core if it has suffered a Warp Core Fracture result on the Fatal Hit table, at the beginning of the Power Distribution Phase, before players allocate their power. The Warp Core is fired up to the ships initial maximum speed, in inches, where a marker is placed. It will still explode as a Warp Core Breach when rolled in the Power Distribution Phase, with a radius measured from the marker. The Warp Core cannot hit another ship when fired, nor may it be rammed. A ship with no Warp Core has only Emergency Power available for the rest of the battle. A ship may not use its Warp Core Ejector if it has been damaged, and not repaired. Backup System At the beginning of the battle, this system is redundant. If a Support System is destroyed, then in the following Power Distribution Phase, the Backup System may be used as a replacement, without the need for repair of the original. Once a system has been chosen for the Backup System to replace, this then may not change for the rest of the battle. A system may not be chosen for replacement, unless it has first been destroyed. Systems a ship did not have at the start of the battle may not be used either. Only systems in the following list may be replaced: Weapons Calibration, Precision Targeting, Inertial Dampers, Slave Circuit, EMH, Enhanced Tractor Control, Stealth Communications.

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Cloaking Devices Uncloaked ships with a cloaking device are set up as normal. Ships that begin the game cloaked are not deployed. Every turn that a ship remains cloaked, it continues to distribute power and roll for initiative, even though it is not placed on the table. To cloak from a table position, a ship must power its Cloaking Device. Cloaks will not function with shields up, so both cannot be powered in the same Power Distribution Phase. It may then cloak at the end of the Power Distribution Phase, or at any time during its Action Phase. When it does so, replace the ship with its specific cloak marker. Whilst it is cloaked, its speed must then be recorded every turn. Whilst cloaked, a ship may not do perform any actions except Engineering, Science officer or Command crew actions, move, or repel boarders, although it may power other systems ready for decloaking. Cloaked ships may not be targeted at all, even if just cloaked, unless specific anti-cloak technology is used. There are two types of placing the ship back on the table after it decloaks; Primary decloaking is when a ship has begun the game cloaked, and decloaks for the first time, while Secondary decloaking is when a ship decloaks, having previously cloaked from a certain point on the table. If the ship decloaks by not powering its cloaking device for that turn, it is placed at the end of the Power Distribution Phase. If the cloak is powered, a ship can volunteer to decloak at any time during its turn. If a ship does not have Stealth Communications, then it may not decloak within 12 of another ship decloaking on the same turn. A ship with Stealth Communications may decloak as close to friendly ships as it wishes. Primary decloaking, can occur anywhere on the table, except within 4 of an enemy ship (or enemy fighters). Secondary decloaking, must occur within a specifically designated circle, the centre being the ships cloak marker, and the radius being the speed of the ship whilst cloaked. It can appear anywhere within the circle, not just at its edge, and may be a close as it wishes to enemy ships. The rule about Stealth Communications still applies, though.

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Stealth Backup At the beginning of the battle, this system is redundant. If either a ships Cloak or Stealth Communications are destroyed, then in the following Power Distribution Phase, the Stealth Backup may be used as a replacement, without the need for repair of the original. Once a system has been chosen for the Stealth Backup to replace, this then may not change for the rest of the battle. A system may not be chosen for replacement, unless it has first been destroyed. Systems a ship did not have at the start of the battle may not be used either. While a Stealth Backup is not destroyed, the ship will also be immune to any Cloak Weakspot rolls an enemy may make, although other ships without Stealth Backup will be affected as normal. This ability can be utilised whether the Stealth Backup has replaced another system or not. It will not affect Tachyon Beams, however. Auto-destruct Auto-destruct does not count as a Support System, but is installed on all ships. A player can state that they are going to self-destruct at ay time during their ships Action Phase. However, nothing then happens until the end of the turn, once all the other ships have had their individual Action Phases. In order to activate the Auto-destruct, a player must have a Command crew on board (irrespective of what actions they have conducted this turn). The player must then roll over the number of currently damaged Support Systems on the ship, on the same die used for Support System damage results. If he manages the to roll the required amount, the ship then suffers the equivalent of a Warp Core Breach, except at 3D6 damage. If a player fails to roll the required result, the Auto-destruct system has been damaged as part of the other damage received, but the player can try again next turn. A ship that has ejected its Warp Core may also Auto-destruct, but the radius of the explosion is only 1. A ships ability to Auto-destruct not is effected by damage received. Fighters may not Autodestruct.

Enhanced Tractor Beam


This system functions in exactly the same was as a normal Tractor Beam. It also benefits from the Enhanced Tractor Control rules at the same time; without the need for a separate Support System. On top of this, the Tractor Beam can also be used to produce a Feedback Wave, the same as a Deflector, up to the same power as the Tractor Beam. If it utilises this function in any turn, it may not act as a normal Tractor Beam during the same turn. Whichever function it will use does not have to be declared during the Power Distribution Phase; a player can decide as he employs it.

Captains Yacht
This is the equivalent of a Shuttlebay, which only holds one shuttle. Unlike other Shuttlebays, once it has launched its original shuttle, it may not allow either the original or any other fighter to land during the battle.

Secondary Shielding This Support System works in conjunction with a ships shield generators, splitting the available power into two concentric shells.
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In games terms, this means that while this system is undamaged, a ship may reroll any failed Shield Saves. Regenerative Shielding
Prior to the Power Distribution, the ship will automatically charge its shields to the level of the lowest damage level indicator, e.g. a ship with [10, 8, 6, 4] will charge its shields to 4 units. This does not cost any power from the Warp Core, and will work even if no other power is available to the ship. The ship may then allocate additional power to bring the shields higher than this. The shields can still be brought down voluntarily, or by enemy fire, but will return at the beginning of each Power Distribution Phase. This will not happen if the Support System is damaged, or if all the shields are totally damaged. If subsequently repaired, the effects take hold from the following Power Distribution Phase.

Interrogation Chamber
A player who owns an undamaged Interrogation Chamber may record how many Personnel casualties they cause during each Boarding Phase, whether offensive or defensive. In the following Personnel Phase, each casualty caused may add +1 to one science roll for any of the players ships with an Interrogation Chamber; it is assumed that some prisoners have been taken, and beamed over to the ship for questioning, in the hope of gaining a tactical advantage. The modifiers must be applied before the science rolls are made. Each recorded casualty may only be used to add to the science roll once; regardless of how may ships have Interrogation Chambers, or how many science rolls each makes. The controlling player decides which ships benefit from these rolls; modifiers can be added cumulatively on single rolls if preferred. The results of the roll can be applied to any enemy ship, (within normal specifications), regardless of race, as any information gathered could compliment other intelligence in unforeseen ways. The destruction of all a players Interrogation Chambers will mean that any casualties recorded by that player may not be used in the following turn, even if the Interrogation Chamber is repaired in the Personnel Phase. A player may never utilise another players Interrogation Chamber(s) in any way, even if they capture a ship containing one, as it will be unfamiliar to them to instantly utilise, or be against their races morals.

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Admirals
If a player has four or more starships in any battle, he is entitled at least one Admiral. A player can have an Admiral for every four ships he has. Each Admiral is represented by a counter, and must be placed on the console of the ship he inhabits. It is not allowed for two or more Admirals to begin the game on the same ship. Each Admiral entitles you to a single fleet roll during the Initiative Phase. This roll will count as the initiative value for any ships designated to be in that particular Admiral's fleet, before the roll is made. No ship may be in more than one fleet per turn, but fleets may change every Initiative Phase if required. No modifiers count towards this roll - the advantage of all the ships moving together cancels out the brilliance of individual Command crew. The ships count as one ship for the purposes of fitting into the initiative order, and when it comes to their collective Action Phase, the ships may move in any order within their fleet. Ships with active Chronofields may interrupt this order, in between two ships' Action Phase. An Admiral on a cloaked ship with no stealth communications may not use this ability; neither can a cloaked ship with no stealth communications benefit from a fleet roll.

Instead of conferring this ability, an Admiral can be powered during the Power Distribution Phase, in order to transport onto another friendly vessel. An Admiral cannot be used as a normal Command crew, or substitute for another type of crew. An Admiral may be chosen as a casualty instead of a ship's Command crew, (if a Command crew hit is rolled); they must be chosen as a casualty if a Command crew hit is rolled and there are no Command crew left on the ship. An Admiral will not be killed as a result of a bridge hit, unless a Command crew hit is rolled as the extra crew casualty. If the last normal Personnel unit is killed with an Admiral is on board, then remove the Admiral as well; he cannot control the ship by himself, and immediately counts as destroyed. If an Admiral is killed in the Action Phase his fleet roll still applies for this turn.

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United Federation Of
The United Federation of Planets is an interstellar alliance of planetary governments and colonies, untied for mutual trade, scientific, and cultural endeavours, and communal protection. Its member races include Humans, Vulcans, Andorians, Rigellians, Betazoids and Trill, and by 2373 the Federation comprised of more than 150 member planets. Starfleet is the Federations exploratory, humanitarian, diplomatic and defensive agency.

Starfleet Ships
Starfleet produces the highest diversity of vessels, catering for its wide remit. Starfleet ships are known to be very versatile, and often come equipped with a large number of technological enhancements. Federation personnel are known for their diversity, ingenuity and morality.

Name
Delta Flyer Runabout Oberth (Science) Constitution Miranda Constellation Olympic (Medical) Excelsior Ambassador Defiant Intrepid Nebula Galaxy Prometheus Super-Galaxy (Variant) Sovereign

Class
A A B B B B C C C D D D D E E E

crew
2 3 7 9 10 10 7 11 15 5 11 19 19 12 21 21

Size
7 12 18 30 34 38 25 40 50 18 28 66 70 38 74 85

Starfleet weapons
Federation Phasers produce a uniformly powered Beam to a reasonable range, which ignores manoeuvrability saves. Torpedoes have shorter ranges, and ignore shield saves.

Strength / Range
Weapon Type
Type 4 Phaser Type 5 Phaser Type 6 Phaser Multi-phaser Micro Torpedoes Photon Torpedoes Quantum Torpedoes 0-4 1 1 2 3 X X X+2 4-8 1 1 2 3 X X +1 8-12 1 2 3 X 12-16 1 2 2 16-20 2 20-24 1 -

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Type 4 Phasers and Micro Torpedoes are use mainly on shuttles. With Torpedo tubes, X will be the number of torpedoes fired, up to the maximum capacity of the tube; the number in brackets on a ships profile.

Starfleet shuttles and orbital defenses


Federation shuttles are designed for primarily non-combatant roles, but are equipped with basic defensive weaponry. Federation Shuttle Speed: 4 Manoeuvrability Save: High Weapons: Type 4 Phaser

Armour: None

Federation Directed Modular Feedback Mines (8) Due to Federation Council orders, the standard Federation mines must be non-lethal. Within 6 of a Federation mine, no ships of any race origin other than Star Fleet may use shield saves, as the mine cancels out the shields with a Modular Feedback pulse. Federation (and Marquis) are not effected, as the mines can identify their ship classes. Second-hand Ferengi ships are affected; their recognition codes will be far out of date. These mines have reinforced armour.

Starfleet racial rules


These rules detail how Federation ships differ from the normal rules, as well as detailing some racial specific Support Systems: During the power Distribution Phase, Federation ships must power at least one Medical team. The only exception to this is if all the Medical teams are dead or the ship has no power even emergency power, if it is the only source of power available, must be allocated. Federation Medical teams must treat casualties if they are able straight away; players do not have a choice about using them. A ship with an EMH can also power him up during the Power Distribution Phase. The EMH acts just like a Medical team in trying to save Personnel casualties. An EMH must be powered if there are no Medical crew left alive. Federation Science teams may +1 or 1 to the result after their Science Table roll is made, to alter the result in their favour. Defiant Warhead Defiant class ships have a large warhead attached to the front of the hull as standard. This is normally an integral part of the ship, including all the ships quota of quantum torpedoes and their launcher, but can be fired in an emergency. It has a range of 8 and requires 1 power to fire. However, the ship looses 4 superstructure points permanently, as well as its Quantum Tube. Neither of these losses can be repaired during the battle. When the warhead hits, it causes 3D6 hits, which ignore both shield and manoeuvrability saves. Because of this warhead, if a Defiant class rams another ship, it causes 3D6 hits on each ship, (roll separately) as well as loosing the 4 superstructure and Quantum launcher, and also both ships roll for normal damage. If another ship rams a Defiant class, this does not occur, and if the Defiant has already fired its warhead, it will ram as normal. The warhead counts as a support system as far as damage is concerned, and if hit, will not detonate (a hit is equivalent of damage to the firing/separation mechanism). 28

Multivector Assault Mode This Support System gives the vessel the capability of separating into three spacecraft, each capable of a reasonable amount of autonomy, but also able to support each other on complex, pre-programmed manoeuvres. For the sake of game mechanics, these three separate ships are still represented by a single model, but when the Multivector Assault Mode is activated, it alters the ships performance to represent the change. A player must pay the power cost, represented by the number in brackets, in order to activate the mode; it comes into effect at the end of the Power Distribution Phase. If not powered, the ship behaves as normal; the power cost must be paid per turn, representing the increased drain on resources to operate three separate entities. A powered Multivector Assault Mode will allow a ship to always have the option of using its Manoeuvrability save, even against weapons that would not normally allow Manoeuvrability save. Whilst activated, it also increases the Manoeuvrability class of the ship by one, e.g. Low to Medium, High to Very High etc. A ship in Multivector Assault Mode can still ram or be rammed; this will still occur when the other ship touches the model. The normal ramming procedure is followed; there are no maximum or minimum damage amounts; one or several of the pieces could be involved. A ship with a powered Multivector Assault Mode is also immune to several Fatal hits. If a Bridge Hit or Life Support Failure result is rolled, then the player rolls once on the Personnel table instead. If a Main Computer Hit is rolled, then reroll on the Crucial Systems table, (this could conceivably result in a worse fatal hit). The Multivector Assault Mode will also act as a Slave Circuit; it can do this as well as offer all the above benefits, and can even act as a Slave Circuit if not powered, (although you would still need a powered Command Crew to operate it).

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the maquis
The Maquis are a paramilitary organisation of former Federation citizens formed at the colonies affected by the border changes wrought by the Federation-Cardassian Treaty of 2370. They grew in response to Cardassian hostilities toward these colonies and to the perception that the Federation government had abandoned them. By 2372, all Maquis members were declared outlaws by both the Cardassian Union and the United Federation of Planets.

Maquis Ships
The Maquis only have access to small or old, decommissioned ships, with the exception of the Maquis Raider. The Maquis can use Federation ships of classes A or B, with the exception of the Delta Flyer. They also have unique use of the Maquis Raider.

Name
Runabout Maquis Raider Oberth (Science) Constitution Miranda Constellation

Class
A A B B B B

crew
3 5 7 9 10 10

Size
12 16 18 30 34 38

Maquis ships normally operate under skeleton crew conditions, due to the relatively small scale of their organisation. A Maquis player must delete any Crew for any Federation ships he controls before the battle.

maquis weapons
The Maquis use Federation Phasers that produce a uniformly powered Beam to a reasonable range, which ignores manoeuvrability saves. Torpedoes have shorter ranges, and ignore shield saves.

Strength / Range
Weapon Type
Type 4 Phaser Type 5 Phaser Micro Torpedoes Photon Torpedoes 0-4 1 1 X X 4-8 1 1 X 8-12 1 12-16 1 16-20 20-24 -

Type 4 Phasers and Micro Torpedoes are use mainly on smaller craft. With Torpedo tubes, X will be the number of torpedoes fired, up to the maximum capacity of the tube; the number in brackets on a ships profile.

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Maquis fighters and orbital defenses


Maquis ships replace their normal compliment of shuttles with their own fighters: Maquis fighter Speed: 6 Manoeuvrability Save: Very High Armour: Reinforced Weapons: Type 4 Phaser, Micro Torpedo Tube (1) Maquis have access to both standard Federation mines, and their own simpler, more lethal versions: Federation Directed Modular Feedback Mines (8) Due to Federation Council orders, the standard Federation mines must be non-lethal. Within 6 of a Federation mine, no ships of any race origin other than Star Fleet may use shield saves, as the mine cancels out the shields with a Modular Feedback pulse. Federation (and Marquis) are not effected, as the mines can identify their ship classes. Second-hand Ferengi ships are affected; their recognition codes will be far out of date. These mines have reinforced armour. Maquis Standard Explosive Mines (16) Possibly the simplest mines available, Maquis mines will explode if any ship gets within 2 of them. The mine causes 2D4 hits, with armour and shield saves allowed. Remove the mine from the table. The mines have no armour.

maquis racial rules


These rules detail how Maquis ships differ from the normal rules, although they still have some in common with the Federation. Although they can sometimes still work together with the Federation, Maquis will never be on the same side as the Cardassian Union. If they are fighting against Cardassian ships, the Cardassian player may not use any special rules for the Obsidian Order during the battle, even if the Maquis are all destroyed. During the power Distribution Phase, Maquis ships must power at least one Medical team. The only exception to this is if all the Medical teams are dead or the ship has no power even emergency power, if it is the only source of power available, must be allocated. Maquis Science teams may +1, +2 or +3 to the result after their Science Table roll is made, to alter the result in their favour, if they are fighting Federation or Cardassian ships.

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KLINGON EMPIRE
The Klingon Empire was founded when Kahless the Unforgettable united the Klingon people and became their first Emperor. The High Council, presided over by the Chancellor, now rules the empire from their capital, QonoS. The Klingons are a proud martial race, who value tradition and honour, and whose aggressive culture has made them an interstellar power to be respected and feared.

KLINGON SHIPS
Klingon ships are all well armed with weapons most effective at close range, come equipped with cloaking devices and are crewed by probably the toughest warriors in the galaxy. Other races really want to keep their distance from the Klingons!

NAME
BRel class Bird Of Prey KTinga class Battleship KVort class Bird Of Prey VorCha class Battleship NeghVar class Battleship

CLASS
A B C D E

CREW
3 6 9 17 21

SIZE
10 30 45 55 72

KLINGON WEAPONS
Klingon ships use mainly Phase-disruptors, a blend of the Beam weapon technologies used by Star Fleet and the Romulans. This results in a medium-range weapon that is better at close range, and ignores Manoeuvrability saves. Klingon torpedoes are much the same as Federation ones, ignoring Shield saves.

STRENGTH / RANGE WEAPON TYPE


Phase-disruptor Accelerated Phase-disruptor Multiphase-disruptor Photon Torpedoes Quantum Torpedoes 0-4 2 3 3 X X+2 4-8 2 2 3 X X +1 8-12 1 2 3 X 12-16 1 3 16-20 2 20-24 -

When powering the Torpedo tubes, X will be the number of torpedoes fired, up to the maximum capacity of the tube; the number in brackets on a ships profile. KLINGON FIGHTERS AND ORBITAL DEFENSES Klingon military ships do not have shuttle or fighters, viewing their utilisation as cowardly. They also view the use of mines and booby traps as dishonourable, and will not sanction their use. If a Klingon player is allied to one of another race at the beginning of a battle, the allied player may not utilise any of their own mines, even if all the Klingons are subsequently destroyed.

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KLINGON RACIAL RULES


These rules detail how Klingon ships differ from the normal conditions.

Klingon warriors gain an additional +1 modifier to their attacking mission roll when boarding, in addition to other modifiers. They count as +3 if they choose a Support mission, instead of the normal +2. Klingon warriors count as Away Teams when defending. Today is a Good Day to Die! Traditionally used in situations when attacking against impossible odds, this phrase is associated with incredible feats of courage and honour. Attacking Klingon Boarding Parties may launch themselves into suicidal attacks if they sense things are going badly. After any dice roll for an attacking Klingon mission is made, the Klingon player may add an additional +4, (each), for any or all Klingon warrior units involved. Any units used to obtain this modifier are removed as killed, regardless of the result. A defending enemy may still elect to use his Command crew to bolster the defence after the Klingon player has announced he will utilise this rule; if this is the case, the Klingon player may not then add another +4 to the roll for a further of his warrior units; the result must stand as it is. This rule may not be used in defence; it is not honourable to give ground to the enemy.

33

C^rd^ssi^n Union
The Cardassian Union emerged from Cardassia Prime, a world poor in natural resources, which led to a once splendid civilisation declining into starvation and disease. With the rise of the military to power, new territories and technology were acquired, alleviating the suffering of the Cardassian populace, normally at the expense of another race.

C^rd^ssi^n Ships
Cardassian warships are armed with both long and short-range weaponry, come equipped with heavily armoured fighters and are able to call upon the unrelenting Obsidian Order. Weakness is not tolerated among themselves, and exploited in others!

N^me
Galor class Warship Obsidian class Warship

Cl^ss Crew
D E 17 19

Size
58 62

C^rd^ssi^n We^pons
The Cardassian Union fits its ships with Compressor Beams, a beam weapon that becomes more powerful towards the extreme of its range, and ignores Manoeuvrability saves. They also employ Plasma Banks, more powerful versions of the Romulan Plasma Cannons, which can drastically blanket a whole area and therefore ignore Shield saves.

Strength / R^nge We^pon Type


Micro-Compressor Beam Compressor Beam Plasma Bank 0-4 1 1 3 4-8 1 1 2 8-12 2 2 12-16 2 16-20 3 20-24 -

Micro-Compressor Beams are used mainly on smaller craft. C^rd^ssi^n Fighters ^nd Orbit^l Defenses Cardassian ships can boast some of the heaviest armoured fighters in the galaxy: C^rd^ssi^n Fighter Speed: 4 Manoeuvrability Save: High Armour: Ablative Weapons: Micro-Compressor Beam Cardassian Orbital Weapons Platforms (4) These platforms each contain a (Tt) Plasma Bank and are protected by ablative armour saves. When setting up the platforms, each platform must be placed within 6 inches of at least another 2 platforms, so that their sub-space power grid can adequately function.

34

C^rd^ssi^n R^ci^l Rules


These rules detail how Cardassian ships differ from the normal conditions.

Obsidian Order The Obsidian Order are the ruthless and frighteningly efficient Cardassian internal security police. The Obsidian Order maintains an elaborate network that keeps virtually every Cardassian citizen under surveillance. It also serves as Cardassian military intelligence, and has been known to place surgically altered operatives within enemy organisations. Although the Obsidian Order are forbidden from having their own warships or military equipment, they do station teams of operatives on each Cardassian ship. Obsidian Order may roll on the science table, like other races science teams. However, they must add +2 to all science rolls they make. This represents the possibility of having military intelligence on the enemy, and using that to their advantage. Obsidian Order can also count as Crew when repelling boarders. The Obsidian Order can be very influential on their warships captains; effectively circumventing the statute against owning their own ships! To represent this, after all rolls have been made in the Initiative Phase, and the Action Phase order has been established, any Cardassian warship with surviving Obsidian Order may switch places in the Action Phase order; with another ship crewed by Obsidian Order. Whether a ship has made any science rolls is irrelevant to this practice. If Cardassian players are opposed to each other, this ability may not be utilised; rival Order factions cancel each others advantage out. Similarly, if a Cardassian player takes an Admiral with his fleet, this skill cannot be used whilst the Admiral is alive; he will not allow his subordinates to be influenced against his wishes. If the Admiral is killed, then the Cardassian player may now utilise this rule once more. If a warship has no Command crew left, but does have surviving Obsidian Order, it may Auto-destruct in the normal manner. Due to the Obsidian Orders tight grip on their remit, Cardassian Command crew may not act as Science personnel during the Personnel Phase.

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Ferengi Alliance

Originating from the planet Ferenginar, the Ferengi Alliance took 10,000 years to establish, after the Ferengi first started using currency. Possessing a strict code of honour, Ferengi philosophy ruthlessly embraces the principles of capitalism. Their culture finds the concept of organised labour to be abhorrent, since such things can interfere with the exploitations of workers. While other races may seek to unite the galaxy through conquest or diplomacy, the Ferengi wish to buy it!

Ferengi Ships
Ferengi ships are traditionally large cargo haulers, beefed up with military systems for protection, or sometimes piracy.

Name
DKora class Marauder

Class
D

Crew
14

Size
65

The Ferengi are also known to buy a lot of their ships from other races, snapping up obsolete ships for bargain prices. To represent this, a Ferengi player can also choose to field ships from any enemy ship list, except class E ships; these are far too state of the art for a race to sell to the Ferengi! Any ship purchased does not benefit from its original races specific rules, and any fighters/shuttles will be replaced with Ferengi shuttles. Each ship purchased will also count as a class above its original category, e.g. class A becomes class B, class B counts as class C, etc. On top of these disadvantages, a second-hand ship will be crewed as cheaply as possible; it will have to loose any Medical, Science or Away Team personnel - cross off all of these units, leaving only Command crew, Engineers and Crew. If a race utilises the same unit type for both Away Teams and Crew, then they are all lost; the ship does not need these to function, and therefore they are not cost-effective.

Ferengi Weapons
The Ferengi use the versatile Ion Cannon, which ignores Manoeuvrability saves and is an exception to the normal beam Weapon Power rules, allowing between 1 and 3 power to be allocated each turn; the resulting damage value being equal to the power allocated that turn. The powerful but inconsistent Ionised Plasma Pulse ignores Shield, Manoeuvrability and Armour saves, and is subject to special rules (below). Ferengi Plasma Torpedoes are virtually identical to Romulan ones, ignoring Shield saves.

Strength / Range Weapon Type


Ion Cannon Ionised Plasma Pulse Plasma Torpedoes 0-4 1-3 D6 X 4-8 1-3 D6 X 8-12 1-3 12-16 16-20 20-24 -

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When powering the Torpedo tubes, X will be the number of torpedoes fired, up to the maximum capacity of the tube; the number in brackets on a ships profile. Ferengi Ionised Plasma Pulse This is a specialised and highly erratic weapon, especially in the hands of the Ferengi. It requires a power allocation of 10, and has a maximum range of 8. Instead of conducting the normal firing procedure, roll on the specialised damage table below. Every successive use of the Plasma Pulse by the same ship incurs an extra 1 (cumulative) modifier. This means each ship may only use its pulse 5 times at maximum. It is aimed at a target, but its effects can sometimes be wider ranging, or even backfire. The Pulse ignores all saves.

D6 1 or less 2 3 4

Damage caused by Ferengi Ionic Plasma Pulse


Feedback The Pulse causes D6 hits on the Ferengi ship, and is itself is destroyed (do not count the Pulse as one of the D6 hits). Slight Hit The target ship receives D6 hits. Super Electromagnetic Pulse The target ship receives the equivalent of a Main Computer Down, as per the Fatal Hit table. Cloak Interference Cloaks will not work on the table at all for the next D4 turns, including the remainder of this turn. Decloak all cloaked ships immediately. Further rolls of this result are cumulative. Warp Core Smothered The target ship may not use any power except emergency power for the next D6 turns after this one. This takes effect immediately, so if the target ship has not moved, it may not do anything this turn using its normal power allocation. Major Hit Target ship receives 3D6 hits.

5 6

Ferengi Shuttles and Orbital Defenses Ferengi ships are non-combatant, and may only act offensively by ramming or transporting an Away Team onto an enemy ship:
Ferengi shuttle

Speed: 5 Manoeuvrability Save: High Armour: None Weapons: None Ferengi Mines (6) Ferengi minefields are a collection of mines manufactured, bought, stolen and recycled from various sources, and as such, comprise of many different types of mine. Most are set to go off in medium proximity to a starship. When any ship comes within 4 of Ferengi mine, roll on the table below to discover exactly what type of mine has been hit. Ferengi mines have no armour.

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D10 1 2

Ferengi Mine Effect


Malfunctioning Mine The triggering mechanism of the mine is faulty, and it doesnt go off. Remove the mine from the table. Limpet Mine The mine attaches itself to the ship, and folds out to cover a significant area of the ships hull, before exploding. It causes D6 hits, with only armour saves allowed. Remove the mine from the table. Dud Limpet Mine The mine attaches itself to the ship, and folds out to cover a significant area of the ships hull, but then fails to explode. The target ship gains D6 superstructure, even if this takes it over its initial level. The ships superstructure may still not be repaired above maximum. Remove the mine from the table. Modular Feedback Mine Similar to Federation mines, this mine projects a field, so that all ships within 6 are not able to use their shields. This will remain in effect until the mine is destroyed. Explosive Mine The mine causes 2D4 hits, with armour and shield saves allowed. Remove the mine from the table. Ferengi Ionic Pulse Mine The mine fires a Ferengi Ionic Pulse at the ship that set off the mine. Roll on the weapons table, but ignore a result of 1. The mine is destroyed no matter the result; remove the mine from the table. Warp Field Collapser Mine The mine creates a static warp shell around the engines of the target ship, which then shrinks to crush the engines. The ship looses all hit points from its engines immediately, meaning it can no longer move for the rest of its turn. The damage can be repaired in the normal manner. Remove the mine from the table. Graviton Pulse Mine The mine fires a Graviton Pulse at all ships within 6. The mine is destroyed; remove the mine from the table. Static Chronofield Mine The ship that triggered the mine is caught in a time bubble for D4+1 turns, including this turn. The ship is literally frozen in time, and may not perform any actions until the turn after the Chronofield has collapsed. A ship caught by this mine may not either have any action performed upon it either, e.g no damage from weapons, no transports onto it, etc. Remove the mine from the table. A ship with a powered Chronofield of its own when it sets off this mine is not effected; remove the mine anyway. Replicating Mine The mine explodes and causes D6 hits, with armour and shield saves allowed. It then creates another D4 mines, although is destroyed itself. Each mine is placed 2D6, in a random direction, from the site of the initial explosion. If within 4 of another ship, this will trigger the new mine. All the mines produced may not be Replicating Mines; roll on the table to discover their type, as normal.

3 4 5 6

7 8

10

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Ferengi Racial Rules


These rules detail how Ferengi ships differ from the normal conditions.

Ferengi ships are often made with bargain components, and any second-hand ships that the Ferengi obtain will often contain systems that are unfamiliar to them. To represent this, Ferengi engineers can only repair support or weapons systems on a 5+, and a critical system on the roll of 4+. If they are attempting superstructure repairs, they can still repair D6 points. Ferengi players cannot utilise Admirals; they are not used to co-operating that closely!

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Romulan Star Empire


The Romulans are an enigmatic offshoot of the Vulcan civilisation, now residing on the planets Romulus and Remus. Romulans are capable of considerable tenderness, but also often exhibit extreme violence. They have also been characterised as having great curiosity, while maintaining a tremendous self-confidence that borders on arrogance. The Remen are an enslaved race of the Romulans, who provide manual labour and combat troops for the empire.

Romulan Ships
The inventors of the cloaking device, Romulans have always ensured they can gain the best advantage by cunning and deception as possible. With cloaked fighters, the Tal Shiar and powerful close range weaponry allow the Romulans to win the fights they pick.

Name
Scout Bird of Prey KTinga class Warbird DDeridex class Warbird Valdore class Warbird Scimitar class Predator

Class
A B B D E E

Crew
3 6 5 21 25 15

Size
12 22 28 78 88 105

Romulan Weapons
Romulan Disruptors have generally a shorter range than most other beam weapons, but with better strength; they ignore manoeuvrability saves. Plasma Cannons and Plasma Torpedoes ignore shield saves.

Strength / Range
Weapon Type
Snub Disruptor Disruptor Accelerated Disruptor Plasma Cannon Photon Torpedoes 0-4 2 3 3 3 X 4-8 1 2 3 X 8-12 2 12-16 16-20 20-24 -

Snub Disruptors are use mainly on smaller craft. With Torpedo tubes, X will be the number of torpedoes fired, up to the maximum capacity of the tube; the number in brackets on a ships profile.

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Romulan Fighters and Orbital Defenses Most Romulan ships utilise these fighters: Romulan Fighter Speed: 5 Manoeuvrability Save: Very High Weapons: Snub Disruptor, Mini Cloak.

Armour: None

However, the Scimitar class Predator is Remen designed, and utilises Remen piloted Scorpion Fighters instead: Scorpion Fighter Speed: 4 Manoeuvrability Save: High Weapons: Snub Disruptor.

Armour: Reinforced

Romulan Cloaked Mines (12/8) These explosive mines have a cloaking device fitted, so that target ships have no idea that the mine is about to hit them. Romulan cloaked mines use 12 counters to signify approximate positions, but 4 of these counters are decoys for the other player(s) and the cloaked mines may or may not be hit by a ship as they pass through the area around the counter. When a ship (of any race) moves within 2 of one of these, roll a D6. If the result is 3+, then the ship has hit the mine, and the counter is revealed. If it is a dud, then the counter is removed, and no damage is taken. If the counter is in fact a mine, then the ship takes D6 hits, ignoring manoeuvrability and shield saves. The counter is also removed. The mines are not affected by Cloak Weakspot rolls on the Science table, as they have no emissions, and are too small to be discovered by Tachyon networks.

Romulan Racial Rules


These rules detail how Romulan ships differ from the normal rules: Romulan ships can launch Romulan Fighters whilst cloaked, but the fighters must also be cloaked when launched. They may be placed anywhere on the board if the mothership has not yet Primary decloaked, or within the Secondary decloak movement radius of the mothership, if it has recloaked. If the cloaked mothership launches more than one fighter in a turn, they must be launched from the same point. When the fighter is launched, place the ships cloak marker from that spot, only allowing Secondary decloak to be taken from that spot from now on. Scorpion Fighters may not be launched whilst a ship is cloaked, as they have no cloaks themselves. Mini Cloak Romulan Fighters are able to use Mini-cloaks. These are not as powerful as starship cloaks, but are more versatile, and use a different set of rules to normal cloaks. Cloaked fighters are always left on the board, but use a counter beside them to signify if they are cloaked or not. Whilst cloaked, they may not be shot at or rammed, or shoot at enemy targets themselves. Cloaked fighters are allowed to ram or transport onto ships. It takes a whole turn to cloak/decloak, where no action other than movement may be undertaken. Secondary decloak rules apply as normal. When launched from an uncloaked shuttlebay, the Romulan player can decide if they are cloaked or uncloaked to start with. Cloaked fighters may land in shuttlebays as above, but only in uncloaked motherships. The Tal Shiar The Tal Shiar are the elite Romulan imperial intelligence service. They are a secretive, often brutal, sometimes extra-governmental agency that enforces loyalty among the 41

Romulan citizenry and military. Tal Shiar agents carry broad discretionary powers and are able to overrule field military commanders with little fear of reprisal from government authorities. Tal Shiar replace Science personnel on Romulan ships. Tal Shiar may +1 or +2 to their science table dice rolls after the roll is made, to alter the result in their favour. Romulan Command crew do not get this advantage; they may only make standard science rolls. Tal Shiar are experts at counter-espionage and deception, and can sometimes foil an enemy plan to defeat them. While a Romulan player still has Tal Shiar alive on the table, he may force an enemy player to -1 to a single science roll, (of the Romulan players choosing), after the roll has been made, and all other modifiers attributed, (e.g. a Federation player may not use his own advantage to cancel out the Romulan modifier; he must use his own +1/-1 modifier before the Romulan player declares he will use this ability, or have expressed a desire not to). The Romulan player may use this ability once per turn, as long as he still has Tal Shiar surviving. If two Romulan players oppose each other, this rule can be used for every enemy Romulan science roll, signifying increased knowledge of each others methods and systems. If two Romulan players are on the same side, they must choose between them which single opposing science roll to attribute this rule to. Tal Shiar may also replace killed Command crew during the personnel phase; just cross off the Tal Shiar and repair one Command crew. They may not revert back to Tal Shiar during the battle. No power is required for this; the Tal Shair may make science rolls before this conversion if powered, or act as Command crew afterwards. Please note that a ship that does this subsequently to a bridge hit may still not suffer another bridge hit; the Tal Shair command the ship from another location. Romulan Marines These are the standard Romulan Away Teams. Any Away Teams created from Romulan Fighters will be of this type. If a unit of Romulan Marines undertakes a sabotage mission, and succeeds in rolling a 3+ after modifiers, they may choose to force the ship to loose one of its science advances, instead of cause damage to the ship. The Romulan player decides what science advance is lost. This advance can be rerolled again in any subsequent turns. Remen Shock Troops Some larger Romulan ships will also employ Remen Shock Troops; these are a second type of Away Team. Any Away Teams created from Scorpion Fighters will be of this type. Remen Shock Troops gain a +1 modifier to any Capture mission they undertake, and +3 support to other Capture missions. They act as standard Away teams during Sabotage missions.

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THE DOMINION
The 2,000 year old Dominion was established in the Gamma Quadrant by the Founders, a species of reclusive shapeshifters, in response to the aggression they perceived from other species. The Founders genetically engineered a number of species to enforce their rule, the two most common being the Vorta and the JemHadar. They hold control over a vast sway of the Gamma Quadrant, and are always aggressively pursuing more conquests.

JEMHADAR SHIPS
The JemHadar enforce the harsh Dominion regime, and with that remit, their ships are purely geared to subjugation. Led by the Vorta, equipped with powerful, long ranged weaponry and with unusually large compliments of fighters, the JemHadar ships can be more than a match for any unwary captain. When things go their way, almost nothing can stop them!

NAME
JemHadar Attack Craft JemHadar Battleship

CLASS
C E

CREW
11 20

SIZE
45 90

JEMHADAR WEAPONS
Dominion ships use Phased Polaron Beams; long-range weapons that ignore Manoeuvrability saves.

STRENGTH / RANGE
WEAPON TYPE
Phased Polaron Beam Multi-phased Polaron Beam 0-4 2 3 4-8 2 3 8-12 1 3 12-16 1 2 16-20 2 20-24 2

Phased Polaron Beams, although better than some other races starship weaponry, are only used on JemHadar Fighters. JEMHADAR FIGHTERS AND ORBITAL DEFENSES JemHadar Fighters are fast and deadly, making a squadron of them almost as effective as an entire starship. JEMHADAR FIGHTER Speed: 6 Manoeuvrability Save: Very High Weapons: Phased Polaron Beam.

Armour: None

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Dominion Subspace Mines (12/8) These explosive mines drift in an out of subspace, so that target ships have no idea that the mine is about to appear, and it might even appear within their internal structure. Dominion Subspace Mines use 12 counters to signify approximate positions, but 4 of these counters are decoys for the other player(s). The mines may or may not materialise as a ship passes through the area around the counter. When a ship (of any race) moves within 2 of one of these, roll a D6. If the result is 5+, then the mine has appeared out of subspace, and the counter is revealed, then removed. If it is a dud, no damage is taken. If the counter is in fact a mine, then the ship takes 2D6 hits, ignoring manoeuvrability, shield and armour saves.

DOMINION RACIAL RULES


These rules detail how Dominion ships differ from the normal rules: Dominion Transporters are able to beam through shields, both friendly and enemy. This includes JemHadar Fighter transporters. No Tractor Beams may attach to Dominion ships whilst their shields are still up. Vorta The Founders genetically engineered the Vorta in order to assist in the administrative ruling of the Dominion. They are the equivalent of Command crew for all Dominion ships; but as they were only designed to have the skills and abilities necessary for their role within the Dominion, they may not act as Away Teams or Medical Personnel. They may take no role in repelling boarders. Vorta may roll on the Science table the same as standard Science teams. Each secondarily powered Vorta may decide to +1/-1 each to the result, (before the dice are rolled); if they choose to do this, they forfeit any other actions this turn. They can also act as Engineers in the standard way. As Vorta can perform functions all over a ship, a Bridge Hit on a JemHadar ship will not necessarily cause the normal personnel casualties. Instead, roll three times on the Personnel table, with a -1 modifier, (counting 0 as a 1). The Bridge Hit can still only be caused once per ship. JemHadar Also genetically engineered by the Founders, the JemHadar are mass-produced to be the ultimate warriors, ready to fight just three days after birth. Among the most feared fighters in the galaxy, they are loyal, obedient, and totally effective. JemHadar gain an additional +1 modifier to their attacking mission roll when boarding, in addition to other modifiers. They count as +3 if they choose a Support mission, instead of the normal +2. JemHadar count as Away Teams when defending. JemHadar are trained in effective battlefield repairs. If they are powered in the personnel phase, they may repair D4 superstructure, a ships weapons on a 5+ and Support or Crucial systems on a 6+. JemHadar are very determined, often continuing at their posts after receiving mortal wounds. After every Personnel hit that kills a JemHadar unit, (except Bridge Hits), roll a D6; on a 1, the JemHadar do not count as killed and the hit is wasted. JemHadar attacking enemy ships as boarders cannot use this ability; the enemy will make light work of the wounded JemHadar. 44