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Credits
Game design and rules by Michel Smith. Layout and printing by Richard Dufault.
First printing June, 2011. Copyright Red Shirt Games, all Rights Reserved.
Welcome
The Red Shirt Smash is a turn based game using miniatures on a hex grid map.
As this is a hobby game, the ships come unpainted and need to be mounted.
Using only D12s, the game can generally take 4 hours to play with 12 players.
Each game contains 3 of each type of ship, for a total of 36 plastic ships, plus a
bonus pewter ship, bringing the total to 37 ships.
The goal of this game is to have fun. Of course blowing up other players ships are
fun. To win this game, you must be the first player to reach a Tier 3 ship, collect
enough points and get off the map. There are 4 types of ships per tier, with a fifth
ship available at tier 1. Each ship is equipped with guns and armour. Additionally,
some ships will be equipped with other features that you will learn in Game
Concept.
Content
Each game contains:
37 ships
7 D12s
12 ship tags (ship ID)
12 zone markers
12 missile counters
24 torpedo counters
25 asteroids
20 debris counters
5 Not Moving counters
Rules booklet
Ship sheets booklet (Red Shirt Games gives you permission to photocopy
these for your own personal use) with Ship Reference Chart
Hex map
You will need a deck of cards for initiative. (not included)
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Game Concept
The game is played on a Hex Map (6 facings per hex).
Instead of rolling dice to determine initiative, use a deck of cards and assign a
card to each player.
Take note that when rolling to attack, a 12 always hits and a 1 always misses.
Movement
Each ship is equipped with engines that move a ship, and each ship has certain
amount of ‘movement points’. Cost breakdown:
Moving forward one= 1 movement point
Side slip forward right or left= 2 movement points (can’t do 2 side slips in a
row)
Turning 1 facing (right or left)= 3 movement points
Turning more than 1 facing= 6 points
You don’t need to use up all your movement, nor do you have to move if you don’t
want to, but if you declare you are not moving (for a bonus to hit), others will have
a bonus to shoot you.
Weapons
Each ship is equipped with at least one gun. There are 2 types of weapons in this
game that will be described under Weapon Types:
Ballistic (or projectile)
Energy
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Hitting and Dealing Damage
Red Shirt Smash is all about shooting your enemies, since you need to do this to
win. Each weapon will be named, have the arc it can fire (see Targeting Arcs), and
will come with a chart indicating damage, weapon range and Target Number (TN).
TN is the number you need (or higher) on a D12 to hit the ship. This is of course
on top of any bonuses or penalties you might have (see bonus/penalty chart).
Example of an Autocannon
Ship Protection
There are 4 types of protection used to save your ship with: Armour Class (AC),
Energy Shield (AC), Phase Armour (PA) and Damage Reduction (DR). AC is
generally good against ballistic and ES is good against energy weapons; this
means that AC gets full save from ballistic and half from energy, and vice versa for
ES, although ES does not work against debris. A ship with both can use both
against any and all shots. Phase Armour allows a ship to be in and out this
dimension; when a shot hits, roll equal to or below the PA value and if you save,
you take no damage. DR reduces the damage by the level a ship has, unless
otherwise noted on the weapon.
Scoring Points
Once a player has shot, the receiving player rolls his saves; any damage caused
(less DR if any) is matched against the receiving ships Damage Threshold (DT). DT
is to determine how much damage is necessary to cause a critical. Smaller ships
tend to have lower DT. You need to score criticals to move to the next Tier (see
How to Win the Game). You may score more than one critical in a shot.
If the shooting player does score enough damage for a critical, that player would
roll a D12 for each critical scored on the target ship critical chart and apply the
result.
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For example
Fast Eddie flying his Thunderbolt is Targeting Harman’s North Wind
with his Autocannon. He is at range 3, so the TN is a 6, he is flying in
the same direction and will stop after firing for a bonus of 2, but the
North Wind is hard to hit for a penalty of 1. So the total TN to hit
Harman is a 5. Fast Eddie rolls his die and rolls an 11, hit! Harman’s
AC is 4 and he rolls a 7, fails (oh oh!) so the 11 scores a hit.
Fast Eddie rolls 2D12 for damage and rolls a 2 and a 1, but since he
rolled an 11 to hit, he adds the difference between the 11 and what
he needed to hit (5) so adds 6 to the 3 and for 9 damage. Harman
informs Fast Eddie that his DT is a 4, so Fast Eddie scores 2 criticals:
9 dam / 4 DT = 2.
Fast Eddie rolls his first critical and gets an 11, engine destroyed
(Harman’s speed is reduced by 50%). His next roll is a 2, pilot injured
(Harman’s chance to hit a target is reduced by 2.
Fast Eddie now has enough criticals scored to get off the board since
he is a tier 1.
Gunners
Some ships have gunners, who can only fire weapons to which they are linked, but
can always fire missiles and/or torpedoes (if the ship is equipped). Gunners
provide a bonus (listed) to each shot they take.
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Before you start
1. Each player will receive a ship Tag that he or she will keep throughout the
game. The Tag is placed on the stem of the ship and is used to identify torpedo
targets.
2. Open up the hex map and scatter the asteroids.
3. Place the 12 zone markers in an oval shape around the map. Leave some
room on the outside to allow players to manoeuvre.
4. To save on paper, make a copy of each ship and place it in a plastic sleeve
and use an erasable pen.
Ready to go
5. Each player now rolls randomly on the Ship Reference Chart, also known as
the Ship Chart to see which ship they get. Everyone start with a tier 1 ship, and if
the ship you rolled is unavailable, roll again until you get an available ship.
6. Once you have your ship, attach your Ship Tag.
7. Roll to see your entry point. Again, if it is currently being occupied by a ship
coming in, re-roll. Once in the game, a ship may not end it’s movements on a
Starting Zone, unless it is to leave.
8. Once everyone has their ship and a starting zone, the game is ready to
start.
Turn Sequence
9. Using a deck of cards, assign a card to each player by ship tag number. This
will be the players’ card until the end of the game. Shuffle the cards and draw a
card. That player now starts.
10. In the first turn, players can only move, no shooting.
11. In subsequent rounds, when the player’s card is drawn, he can do any or all
of these actions he wishes:
a. Declare a launch of torpedoes (if equipped) before moving. Using the
appropriate torpedo counter(s), write the tag number on the counter of the
ship you are targeting and place it under your ship base. See torpedo rules
under Weapons
b. Declare a launch of missiles before moving. The target ship must be within
range 10 at the time of the launch. Roll a TN 4 to check to see if the
missiles lock on the target, and if you lock, Tag the player you are launching
against with a missile counter. The missile will stay on him even if he moves
away. Missiles only hit at the end of the turn. If you fail to tag the opponent,
you may not try again this turn.
c. Move or declare that you are not moving (see Bonus/Penalty Chart).
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d. Player can attack, adding in any bonus or penalty including moving after
shooting.
e. Continue moving if the player shot and declared moving.
f. If player has scored enough criticals to reach required amount, roll a d12
to determine your exit point. If the player has enough movement, the player
leaves the playing area. If the player was at Tier 3, that player wins the
game.
g. If a player is destroyed or is incapacitated, he comes back in the next turn
with a new ship of the same tier he was when destroyed.
12. Once all cards have been drawn, move all torpedoes and resolve each one,
remembering who launched what. If a ship was destroyed or left the map, the
torpedo(es) disappear
13. Resolve all missiles if any.
Targeting Arcs
As the game is played on a Hex map, there are 6 targeting arcs that come in to
play:
Forward (F)
Rear (R)
Front Quarter Right or Left (FQR or FQL)
Rear Quarter Right or Left (RQR or RQL)
360 (all arcs)
Each weapon will indicate which arc it fires. (Example Blaster (F) which is front arc)
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Bonus/Penalty Chart
Here is a list of bonuses or penalties depending on your action. You must declare
all your actions before rolling any dice:
Strafing: moving after firing. This must be declared before you fire. If after firing
you decide not to move, that is your choice but the penalty will still apply. Penalty of
2
Head to Head: if the firing ship is going in the complete opposite direction of the
defending ship. The firing ship need not be in front of the defender as the penalty
is just looking at the inherent speed difference. Penalty of 2
Flank Shot: if the firing ship is moving in the same direction of the defending
ship. The firing ship need not be in back of the defender as the bonus is just
looking at the inherent speed difference. Bonus of 2
Ship Defence: Ships will have inherent bonuses or penalties that are applied
when being targeted.
Multiple Weapons: if a ship is equipped with multiple weapons, he may shoot
both weapons, either by linking them, or by spreading their fire:
Linked Weapons: this would entail ‘banking’ similar weapons into a single shot
with a bonus to hit of however many weapons can linked (i.e. a ship with 2 blasters
can link them and get a bonus of 2 to hit but would only score 1d12 damage, a
ship with 3 blasters linked would get a bonus of 3, so on). A linked shot only
scores damage as if it was a single hit.
Spread Fire: this would entail firing all available weapons at one target, with a
penalty equal to the amount of weapons being fired. Any shot fired would deal
damage (if hit) and all would be combined to determine damage vs. threshold. The
penalty for firing two weapons is a penalty of 2, firing three weapons is a penalty
of 3, so on. This penalty is applied to all shots. You must make all your shots at the
same target with the exception of missiles and torpedoes. Missiles and Torpedoes
are fired at the start of the turn and do not count towards the penalty for firing
multiple weapons. If a player decides to fire his Mini-guns and Pulse Laser, he
would need to declare all at once and take the penalty of 2 to both shots.
Not moving: bonus to hit +1, bonus to be hit +1. You declare at the start of your
turn that you are not moving. This will give you a bonus to hit, but in turn it will
make it easier to be hit.
Speed Restricted Weapons: if a weapon has speed restrictions, take the
current speed of the target (not how many hexes it moved), less the weapons
restrictions, and apply as penalty.
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Weapon Types
Here is a description of the weapons you will be seeing in the Red Shirt Smash
with a brief description.
Ballistic Weapons:
Torpedoes: A ship carrying torpedoes has them in limited supply; once they are
all launched, they are gone. To launch a torpedo, the player would write the ship
number of the target on the torpedo marker and declare a launch of a torpedo
(but not at who) at the start of the player’s turn (before movement) and places the
torpedo face down so other players are not aware of who its targeting. Torpedoes
move 12 hexes and must always close the distance with minimum side slips and
turns. Torpedoes flying through debris are attacked, TN 7 with no bonuses or
penalties; a hit destroys it. If a torpedo does not reach its target, there is a 50%
chance it loses track of the ship and destroys itself with no damage to anything. If
the Torpedo reaches the target, the torpedo (es) explodes and the player who
launched the torpedo attacks the ship (TN6, 2D12 damage unless otherwise
noted). If a player moves over a facedown torpedo targeting him, it does not attack
him. Ship bonuses (or penalties) are doubled when attacked by Torpedoes or
Missiles. Torpedoes may be attacked by on board defensive weapons that ships
may have but not used in the turn.
Missiles: Like torpedoes, ships carrying missiles have limited quantity and once
gone, they’re gone. Only one missile (barrage) per launcher can be launched at a
time and have a range of 10 with a TN of 4 to lock (plus/minus penalties) and
does an auto hit TN 5. This means that unless a 1 is rolled (1 always misses), the
missile always hits the target, the difference being that if the roll was below the
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TN, you would deduct the difference. As missiles deal ballistic damage, treat
armour/shield saves accordingly. Missiles may be attacked by on board defensive
weapons that ships may have. Missiles are an Auto-hit weapon. When attacking
with an Auto-hit, if you roll below what you needed after bonuses/penalties,
subtract the difference from the damage. You can launch missiles even through
asteroids and they always reach their target.
Autocannon: This weapon has very good range. This weapon causes 2 D12
damage when it hits. Ships get full armour saves from this weapon.
Heavy Autocannon:A bigger version of the Autocannon with increased range
and damage (3D12), but with a speed restriction of 9, plus target ships double
their defence.
Point Defence Guns: 1D12 projectile, make 2 attack rolls but only choose one
of the rolls. If this weapon was not fired during the player’s phase, it may be used
to eliminate either 1 torpedo or 1 missile barrage during the end of phase Missile
and Torpedo resolution.
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Miniguns: Mini-guns fire ‘bullets’ at a high rate of fire which is why they get to roll
2 attacks each time. Like Rail guns, they generally have longer range than energy
weapons, but armour gets a full save. This weapon can be multiplied (i.e. twin mini-
guns +1 to hit, D12+2 damage)
Rail Gun: This weapon has extreme range but with a minimum range of 9, does
4D12 damage and AC is treated as half. Targets double their defence, and Head
to Head and strafing penalties are doubled also. It also has a speed restriction of
8.
Energy Weapons:
Lasers: The classic energy weapon, tested and true. The range is average, but
the damage is energy based, so most ships with only AC get a half save. This
weapon can be multiplied.
Blasters: Larger brother of the Laser. This is weapon can be multiplied.
Plasma Gun: This energy weapon has short range, but a good chance to hit. This
weapon gets no bonuses or penalties for ship positioning (Flanking/Head to Head)
or Strafing.
Microwaver: Short Range weapon that only does ½ D12 damage, but ignores DR,
PA (Phase Armour), and treats target’s DT as half. Only the D12 is halved.
Pulse Emitter: 1D12 Energy weapon. When this weapon shoots and hits a
target and the target fails the armour/shield saves, the ship always takes a
minimum of 1 critical even if the damage was not enough to score a critical, but
does not add a critical if the damage was enough.
Shocker: 1D12 Energy weapon with a range of 0. This weapon may be used as
an offensive weapon during the player’s phase, but be used in conjunction with
the strafing penalty as a ship may not end its movement in a hex with another
ship. If this weapon was not fired, it may be used as a defensive weapon against
torpedoes or missiles (see Pulse Emitter).
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Ships
Here is the list of ships that you will see in Red Shirt Smash.
Tier1
Piranha (bonus ship)
Trickster
Thunderbolt
Rattler
North Wind
Tier 2
Kramer
Widow Maker
Claw
Shadow
Tier 3
Lightning
Efreeti
Firebird
Devil’s Spawn
Credits
Game design and rules by Michel Smith. Layout and printing by Richard Dufault.
First printing June, 2011. Copyright Red Shirt Games, all Rights Reserved.
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Ezekiel Hartman (Order #15194049)
Speed Phase Shields Armor Damage Damage
Trickster – Tier 1 16 Armor Reduction Threshold
12 / 8 / 4 / 0 0 0 4 2 4
Defense
Short Medium Long
Laser 1 (F) 1-3 4-6 7-9
TN TN TN
+1 6 7 8
9 11
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
15 / 10 / 5 / 0 0 0 4 0 4
Defense
Short Medium Long
Blaster (F) 1-3 4-6 7-9
+2 TN TN TN
1 4 6 8
Ship Destroyed
9 11
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
15 / 10 / 5 / 0 0 0 4 0 4
Defense
Short Medium Long
Autocannon (F) 1-5 6-10 11-15
1 +2 TN TN TN
Ship Destroyed 6 7 8
7
5 Maneuvering
Autocannon Thrusters
Destroyed Hit! No tight
Turns
6 8
Autocannon
Damaged Lucky!
No Damage
+2 TN
9 11
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
Ezekiel Hartman (Order #15194049)
Speed Phase Shields Armor Damage Damage
North Wind – Tier 1 16 Armor Reduction Threshold
12 / 8 / 4 / 0 0 0 4 0 4
Defense
Short Medium Long
Blaster 1 (F) 1-3 4-6 7-9
TN TN TN
+1 4 6 8
3
Armor Compromised
Armor = 0
5 7
Blaster 1 4 Blaster 2
Destroyed Attitude Jets Damaged Destroyed
-2 TN to be hit
6 8
Blaster 1 Blaster 2
Damaged Damaged
+2 TN 9 11 +2 TN
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
12 / 8 / 4 / 0 0 0 4 0 4
1 Short Medium Long
Ship Destroyed Defense
Microwaver (F) 1-2 3-4 5-6
TN TN TN
2 +1 5 7 9
Pilot injured
+2 TN Microwaver: ½d12 direct fire energy weapon. Ignores DR, and
Offense treats target’s DT as half.
3
Armor Compromised
Armor = 0 0
4
Manoeuvring Thrusters Short Medium Long
Torpedo - 1-12 -
Destroyed TN TN TN
reduce defence by 1 Launcher (F) - - -
Torpedoes:
5 7
Torpedo Guided Weapon. Must fire before moving.
Microwaver
Launcher •Torpedo moves at speed 12 towards designated target in
Destroyed
Destroyed front arc. Sideslips and facing changes cost 1.
•Once torpedo enters the target hex, roll a TN6 attack for
6 8 2d12 projectile damage.
Torpedo Ships with defensive weapons may make their
Microwaver
Launcher defensive attack before the torpedo makes its attack.
Damaged
Damaged
+2 TN Ships with defensive bonuses double that bonus
+2 TN against torpedoes, and ships with defensive penalties
double that penalty as well.
9 11 •If the torpedo does not reach its target, there is a 50%
Engine Engine chance the torpedo loses its target ; if so remove from play.
Destroyed Destroyed If not, torpedo resumes its movement on the following turn.
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
12 / 8 / 4 / 0 0 4 6 0 6
Defense
Short Medium Long
1 Minigun (F) 1-4 5-8 9-12
Ship Destroyed Pilot TN TN TN
+1 5 6 7
2
Pilot injured Minigun: 1d12 direct fire projectile weapon. Make 2 attack rolls per
+2 TN Offense combat action.
3 0
Armor Compromised
Armor = 0
4 Short Medium Long
Rocket Pod
Missiles - 1-10 -
TN TN TN
Destroyed Launcher (F) - 4 -
12 / 8 / 4 / 0 0 0 6 0 6
Defense
Short Medium Long
Autocannon 1 1-5 6-10 11-15
1 (pilot, F) TN TN TN
Ship Destroyed +0 6 7 8
2
Crew Hit! Offense:
+2 TN Gunner
Short Medium Long
0+1 Autocannon 2 1-5 6-10 11-15
3 (pilot, F) TN TN TN
Armor Compromised 6 7 8
Armor = 0
4
Minigun Dual Autocannons: 2d12 direct fire projectile weapon.
Destroyed
Single fire: one weapon fires with one attack roll with no bonus.
Linked fire: both weapons fire with one attack roll at -2TN;
5 7 Spread fire: both weapons fire with two attack rolls at +2TN
Autocannon 1 Autocannon 2
Destroyed Destroyed
6 8 Minigun
Autocannon 1 Autocannon 2
Damaged Damaged Short Medium Long
(gunner, 360°) 1-4 5-8 9-12
+2 TN +2 TN TN TN TN
5 6 7
9 11
Engine Engine
Destroyed Destroyed Minigun: 1d12 direct fire projectile weapon. Make 2 attack rolls per
-½ MP -½ MP combat action.
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP
12 / 8 / 4 / 0 0 0 6 0 6
Defense Offense:
Gunner
9/6/3/0 0 0 6 2 6
6/4/2/0 0 4 6 0 8
+1
1 Short Medium Long
Ship Destroyed Blaster 1 (F) 1-3 4-6 7-9
TN TN TN
2 gunner 1 4 6 8
Crew Hit!
+2 TN Short Medium Long
Blaster 2 (F) 1-3 4-6 7-9
3 gunner 1 TN TN TN
Armor Compromised 4 6 8
Armor = 0
Dual Blasters: 1d12 direct fire energy weapon.
4 Single fire: one weapon fires with one attack with no bonus.
Heavy Autocannon Linked fire: both weapons fire with one attack at -2TN;
Destroyed Spread fire: both weapons fire with two attack rolls at +2TN
9 11
Engine Engine
Destroyed Destroyed Point Defense Gun
-½ MP -½ MP Short Medium Long
(gunner 2, 360) 1-2 3-4 5-6
10 12 TN TN TN
Engine Engine 5 7 9
Damaged Damaged
-¼ MP -¼ MP Point Defense Gun: 1d12 direct fire projectile defensive weapon. Make 2
attack rolls per combat action; choose only one of the results. Gunner may
use this weapon at any time when using opportunity fire.
6/4/2/0 0 4 6 0 8
5 7 Dual Miniguns: 1d12 direct fire projectile weapon. 2 attack rolls per combat
Heavy Blaster Both Miniguns action per weapon.
Destroyed Destroyed Single fire: one weapon fires with two attack rolls with no bonus.
6 8 Linked fire: both weapons fire with two attack rolls at -2TN;
Heavy Blaster Both Miniguns Spread fire: both weapons fire with four attack rolls at +2TN
Damaged Damaged
+2 TN +2 TN
Pulse Emitter Short Medium Long
1-2 3-4 5-6
9 11 (Gunner 2, 360°) TN TN TN
5 7 9
Engine Engine
Destroyed Destroyed
-½ MP -½ MP Pulse Emitter: 1d12 direct fire defensive energy weapon. If target fails to
save against the attack, weapon score at least one critical hit on target even
10 12 if rolled damage is not enough to overcome the target’s DT. Gunner may use
Engine Engine this weapon at any time when using opportunity fire.
Damaged Damaged
-¼ MP -¼ MP
Ezekiel Hartman (Order #15194049)
Speed Phase Shields Armor Damage Damage
Firebird – Tier 3 8 Armor Reduction Threshold
6/4/2/0 3 4 4 0 6
4 Minigun: 1d12 direct fire projectile defensive weapon. Make 2 attack rolls
Torpedo Launcher per combat action. Gunner may use this weapon at any time when using
Destroyed opportunity fire.
6/4/2/0 3 4 4 0 6
Defense
1 Offense:
Ship Destroyed Gunner 1 & 2 Autocannon 2 Short Medium Long
1-5 6-10 11-15
2 +1 (gunner 1, F) TN TN TN
Crew Hit! 6 7 8
+2 TN
Dual Autocannons: 2d12 direct fire projectile weapon.
3 Single fire: one weapon fires with one attack roll with no bonus.
Armor Compromised
Linked fire: both weapons fire with one attack roll at -2TN;
Armor = 0 Spread fire: both weapons fire with two attack rolls at +2TN
4
Rail Gun
5 Destroyed 7 Short Medium Long
Both
Both Miniguns
Minigun 1 1-4 5-8 9-12
Autocannons TN TN TN
Destroyed (gunner 2, F)
Destroyed 5 6 7
MissiLe
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1 7
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5 11 Zone Zone
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es
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6.
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