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Quick Reference Sheet

SEQUENCE OF PLAY STRIKE TABLE (for each AD) DAMAGE TABLE (for each hull hit) 1. Initiative 4+ To Strike at < Half Range 1D6 Hull Hit Result 2. Movement 5+ To Strike at ≥ Half Range 1 No Damage (bulkhead hit) 2–5 1 Hull Damage 3. Firing Natural ‘6’ = Ignore 4. End Phase 6 CRITICAL HIT + 1 Hull Damage a. Damage Control Crippled Ships: CRITICAL HIT SYSTEMS TABLE b. Compulsory Movement  Move 6”  Turn rating doubled (super-maneuverable 1D6 System Hit c. Escalation Checks has Turn rating 6) 12  Can only re one weapon per turn 3 Chamber Damage Control:  Roll for each trait, lost on 4+ Pick system, crit. score must be less than 6. 4 Weapons  Roll 1D6 and add crew quality. Escalate: 5 Crew  For each point over 8, reduce critical score  Roll 1D6 for each system by 1, repairs eects but not hull damage.  On a 4+ system’s critical score gets +1 6 Shields

POWER DRAIN EFFECT CLOAK EFFECTS UNCLOAK EFFECTS Choose one: – Only moves 6”, can’t re – Turn 45˚from current – Only move 6” (can only use if current move rating is 12” or more) – Safe from seeking weapons, course – Only re phasers this turn tractors, & tranporters – Shift 6” in any direction – Only re one weapon this turn (or zero if only has one) – Stealth 4+ 1st turn, then 2+ – Fires normally SPECIAL ACTIONS LIST All Hands On Deck! (AHD) High Energy Turn! (HET) Overload Weapons! (OW) Power Drain. Crew QC: 8 Photo torpedos & disruptors double +2 to damage control, Increase one turn by up to 180˚ multihit scores vs. targets within 6” can attempt repair on all systems. or make additional turn up to this turn. Ship only moves 6”. 180˚ at any time in move. All Power to Engines! (APE) Failed QC causes 1 critical hit on Reload Weapons! (RW) Power Drain. Impulse Drive for each extra 45˚ it Power Drain. 16” move this turn, tried to turn. Allows weapon with reload trait to Can’t use if Impulse Drive or be red in subsequent turn. Cannot Dilithium Chamber is damaged. Intensify Defensive Fire! (IDF) be used on weapon red this turn. Crew QC: 8 Boost Energy to Shields! (BES) Can use phasers and drones in Take Evasive Action! (TEA) Power Drain. defensive re to help any ship in Crew QC: 8 Ship gains 1D6 shields for every range, not just itself. Weapons still Ship moves 6”, QC success means 1 10 points of starting shield score. only re once per turn & do not have to hit for AD at ship. Opposed QC for to be used for defense. seeking weapons means they miss. Close Blast Doors! (CBD) Power Drain. Launch Suicide Shuttle! (LSS) Transport Marines! (TM) Each point of damage this turn is Power Drain. At end of movement, beam marines saved on a 5+. Launch suicide shuttle immediately to enemy ship within 2”. Target must in this move phase. have no shields. Beaming ship counts Cloak / Uncloack (C) (UC) as zero shields in arc facing target. Ship must have Cloak trait to use. Maximum Warp Now! (MWN) 1D6 Eect Ship may not make turns, moves 6”, Cannot cloak if being tractored. 12 No eect, marine lost removed in End Phase. Cannot use Engage Tractor Beam! (ETB) if ship is crippled or has critical score 34 No eect, marine returns Ship may use tractor beam of 5 or 6 on Dilithium Chamber. 5 Critical hit, marine lost against ships and objectives. Counts as Tactical Withdrawal. 6 Critical hit, marine returns

STRICKEN SHIP TABLE (when ship hull has zero damage left) 1D6 Destroyed Result (+1 for each excess hull damage below zero) 18 Ship destroyed: remove ship. Ship explodes: runs adrift until end of next movement phase then explodes. Each ship within 912 4” takes attack dice equal to half the exploding ship’s initial damage rating (max 20 AD). Ship instantly explodes: each ship within 4” takes attack dice equal to half the exploding ship’s 13+ initial damage rating (max 20 AD). A Call to Arms: Star Fleet game is copyright 2011 by Mongoose Publishing. Star Fleet Universe material is copyright 2011 Amarillo Design Bureau, Inc. No copyright infringement is intended by this document. CRITICAL HIT EFFECTS TABLE Quick Reference Sheet Location Critical Score 1 2 3 4 5 6 1 2: Extra Damage 0 1 2 3 D6 2D6 Impulse Penalty ♦ Max speed ♦ Max speed 8” ♦ Escalate ♦ Run adrift ♦ +1 to Dilithium ♦ 1 to damage 10” ♦ +1 to Crew Chamber control rolls Drive critical score critical score Extra Damage 0 1 2 3 D6 0 3: Penalty ♦ Max Speed ♦ Escalate ♦ Lose All Shields ♦ Max Speed 4” ♦ Run adrift ♦ Ship explodes Dilithium 10” ♦ Lose 1 random ♦ Lose 1 random ♦ Pass crew QC 9 Chamber ♦ Lose 5 trait trait each End Phase Shields ♦ Lose 5 Shields ♦ -1 Marine or ship explodes Extra Damage 0 1 2 3 D6 D6 4: Penalty ♦ All weapons ♦ 1 random ♦ Escalate ♦ Pass crew QC 9 ♦ All weapons ♦ Cannot re 1 to hit weapon system ♦ Must roll 4+ each End Phase lose 1 Attack weapons Weapons cannot re to re each or +1 Dilithium Die weapon Chamber critical score

Extra Damage 0 1 2 3 D6 D6 Penalty ♦ 1 Marine ♦ Escalate ♦ 1 to all Crew ♦ No Special ♦ Must roll 4+ ♦ 3 Marines 5: ♦ 2 Marines QCs Actions to re each ♦ No damage allowed weapon control Crew ♦ -2 Marines ♦ No Special Actions allowed ♦ Lose 1 random trait Extra Damage 0 1 2 3 D6 2D6 Penalty ♦ Lose 5 ♦ Lose 5 Shields ♦ Escalate ♦ Each attacking ♦ Lose all Shields ♦ Lose all Shields 6: Shields ♦ Pass Crew QC 9 ♦ Lose 5 Shields weapon Shields each End Phase system ignores or +1 Dilithium shields on 4+ Chamber critical score SHIP TRAITS: Agile: turns 90˚ instead of 45˚. Stealth X: saves vs. each hit on die roll of +X. Anti-drone X: RAll incoming drones destroyed. Roll 1D6 Tractor Beam X: has X tractor beams. See pg.18. per incoming drone, if any ‘1’s rolled, reduce X by 1. X: has X transporters. See pg. 13. Armoured: bulkhead hits on 12 instead of 1. WEAPON TRAITS: Cloak: has a . Accurate +X: to hit modier +X. Command +X: Initiative roll gets +X modier. Devastating +X: adds +X more to critical score on a critical hit. Enhanced Bridge: Crew quality can’t be less than 4. Energy Bleed: 1 AD over half range, 3 AD over 3/4 range. Fast: moves 14” normal, 21” with all power to engines. Kill Zone X: if within range X doubles multihit rating or gets Multihit 2 if lacks multihit trait. Immobile: can’t move, tractor beams don’t aect, to hit bonus +1 when shooting at it. Multihit X: Each AD strike does this many hits damage. Labs X: has X labs. See pg. 17. Precise: +1 on attack table (i.e., for hit type). Probes X: has X probe launchers. Reload: after ring, must do reload special action before ring again. Quick Launch: can launch & recover 2 shuttles per turn. Seeking: Automatically hits within 18”. Over 18” roll AD as Scout: see pg.15 for scout abilities. normal. Impacts shields if present, else hits hull. Slow: can never move more than 8”. Weak: no eect on ships with shields, 1 on attack table. Revised 9/7/2012 Compiled by Paul Minson