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Ezekiel Hartman (Order #15194049)

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)


 
Ezekiel Hartman (Order #15194049)
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


 
Ezekiel Hartman (Order #15194049)
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

When you want to fire, let the person you are


shooting know so they could tell you what
penalties/bonuses that might apply. Once you figure
your chance to hit, roll the die (ce). If your result is
equal to or higher than the number needed, you
scored a hit. Keep track of the difference you hit by as it will add to the damage.
Let the player you are shooting at know you hit. They will need to make an armour
save.

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.


 
Ezekiel Hartman (Order #15194049)
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.

How to Win the Game


The goal of the game is to make it from Tier 1 to Tier 3 and score enough
criticals and get off the board. You don’t automatically win by scoring enough
criticals as you must get off the board (through a starting zone).
Tier 1 ships require you to score 2 criticals, Tier 2 require 4 criticals, and tier 3
require 8 criticals. Once you come in with a new ship, whether because yours blew
up, or because you advanced to a new tier, you don’t keep your criticals and start
fresh at 0.
Once you have scored enough criticals to exit, roll a D12 to determine your exit
point. You might get lucky and the exit is near or unlucky and the exit is far away.


 
Ezekiel Hartman (Order #15194049)
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).


 
Ezekiel Hartman (Order #15194049)
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)


 
Ezekiel Hartman (Order #15194049)
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.


 
Ezekiel Hartman (Order #15194049)
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


 
Ezekiel Hartman (Order #15194049)
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.

Example of Torpedo movement

10 
 
Ezekiel Hartman (Order #15194049)
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).

11 
 
Ezekiel Hartman (Order #15194049)
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.

12 
 
Ezekiel Hartman (Order #15194049)
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

Short Medium Long


1 Offense
Laser 2 (F) 1-3 4-6 7-9
Ship Destroyed TN TN TN
6 7 8
2 0
5 Pilot injured 7 Dual Lasers: 1d12 direct fire energy weapon.
Laser 1 +2 TN Laser 2 Single fire: one weapon fires with one attack with no bonus.
Destroyed Destroyed Linked fire: both weapons fire with one attack at -2TN;
3 Spread fire: both weapons fire with two attack rolls at +2TN
Armor Compromised
6 Armor = 0
8
Laser 1 Laser 2
Damaged Damaged
+2 TN 4 +2 TN
Damage Reduction
Destroyed

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
Rattler – Tier 1 20 Armor Reduction Threshold

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

2 Blaster: 1d12 direct fire energy weapon.


Offense Single fire: one weapon fires with one attack with no bonus.
Pilot injured
+2 TN
0
3
Armor Compromised
Armor = 0 Short Medium Long
Shocker - 0 -
4 TN TN TN
Attitude Jets Damaged - 2 -
5 -2 TN to be hit 7
Blaster Shocker Shocker: 1d12 energy defensive weapon, range 0
Destroyed Destroyed Affects any ship(s) in the same hex as the Rattler. Pilot may use this
weapon against enemy ships, torpedoes or space mines during another
player’s turn if the pilot’s turn has not yet been taken, or if he is on
6 8 opportunity fire. Ship may not end turn in the same hex as an other player
Blaster Shocker so must use strafing rules to use while moving.
Damaged Damaged
+2 TN +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
Thunderbolt – Tier 1 20 Armor Reduction Threshold

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

2 Autocannon: 2d12 direct fire projectile weapon.


Pilot injured Offense
+2 TN
3 0
Armor Compromised
Armor = 0
4
Attitude Jets Damaged
-2 TN to be hit

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

Short Medium Long


Offense
Blaster 2 (F) 1-3 4-6 7-9
TN TN TN
1 4 6 8
Ship Destroyed 0
2 Dual Blasters: 1d12 direct fire energy weapon.
Single fire: one weapon fires with one attack with no bonus.
Pilot injured Linked fire: both weapons fire with one attack at -2TN;
+2 TN Spread fire: both weapons fire with two attack rolls at +2TN

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

Ezekiel Hartman (Order #15194049)


Speed Phase Shields Armor Damage Damage
Piranha – Tier 1 16 Armor Reduction Threshold

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

Ezekiel Hartman (Order #15194049)


Speed Phase Shields Armor Damage Damage
Kramer – Tier 2 16 Armor Reduction Threshold

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 -

Ballistic Fire Weapon.


5 7 •Choose a target in range and in arc of fire and place missile tag on
Minigun Minigun ship
Destroyed Destroyed
•During Missile Fire Phase
If ship still in play, make TN5 Auto-hit
6 8 See rules for Auto-hit under Missiles
Minigun Minigun Apply Damage (1D12 +/- damage modifier from attack roll)
Damaged Damaged If roll a 1 on attack, missile destroyed
9 +2 TN +2 TN 11 Ships with defensive weapons may make their defensive attack
Engine Engine before the rocket makes its attack. Successful defensive attacks
Destroyed Destroyed eliminate the rocket before it can explode.
Ships with defensive bonuses double that bonus against rockets,
-½ MP -½ MP and ships with defensive penalties double that penalty as well.
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Speed Phase Shields Armor Damage Damage
Widowmaker – Tier 2 16 Armor Reduction Threshold

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

Ezekiel Hartman (Order #15194049)


Speed Phase Shields Armor Damage Damage
Claw – Tier 2 16 Armor Reduction Threshold

12 / 8 / 4 / 0 0 0 6 0 6
Defense Offense:
Gunner

Plasma Gun A (F) Short Medium Long


+0 +1 1-2 3-4 5-6
(gunner) TN TN TN
2 4 6

Plasma Gun B (F) Short Medium Long


1-2 3-4 5-6
(gunner) TN TN TN
2 4 6

Plasma Gun: 1d12 area energy weapon. This weapon ignores


positional bonuses and penalties.
Single fire: one weapon fires with one attack roll with no bonus.
Linked fire: both weapons fire with one attack roll at -2TN;
Spread fire: both weapons fire with two attack rolls at +2TN
5 7
Plasma Gun A Plasma Gun B
Destroyed Destroyed
1 Missile Launcher (F) Short Medium Long
- 1-10 -
6 Ship Destroyed 8 TN TN TN
Plasma Gun A Plasma Gun B - 4 -
Damaged 2 Damaged
+2 TN Crew Hit! +2 TN
+2 TN
Ballistic Fire Weapon.
3 •Choose a target in range and in arc of fire and place missile tag on
Armor Compromised ship
9 Armor = 0 11 •During Missile Fire Phase
Engine Engine If ship still in play, make TN5 Auto-hit
Destroyed 4 Destroyed See rules for Auto-hit under Missiles
Missile Launcher Apply Damage (1D12 +/- damage modifier from attack roll)
-½ MP -½ MP If roll a 1 on attack, missile destroyed
Destroyed
10 12 Ships with defensive weapons may make their defensive attack
Engine Engine before the rocket makes its attack. Successful defensive attacks
Damaged Damaged eliminate the missiles before it can explode.
Ships with defensive bonuses double that bonus against rockets,
-¼ MP -¼ MP and ships with defensive penalties double that penalty as well.

Ezekiel Hartman (Order #15194049)


Speed Phase Shields Armor Damage Damage
Shadow – Tier 2 12 Armor Reduction Threshold

9/6/3/0 0 0 6 2 6

Defense Blaster 1 Short Medium Long


1-3 4-6 7-9
(pilot, F) TN TN TN
+0 4 6 8
5 7
Blaster 1 Blaster 2
Destroyed Destroyed Short Medium Long
Offense
Blaster 2 1-3 4-6 7-9
(pilot, F) TN TN TN
6 8 4 6 8
Blaster 3 Blaster 4 0
Destroyed Destroyed
Blaster 3 Short Medium Long
1-3 4-6 7-9
(pilot, F) TN TN TN
1 4 6 8
Ship Destroyed

2 Blaster 4 Short Medium Long


Pilot Hit! 1-3 4-6 7-9
+2 TN (pilot, F) TN TN TN
4 6 8
3
Armor Compromised
Armor = 0 Quad Blasters: 1d12 direct fire energy weapon.
Single fire: one weapon fires with one attack roll with no bonus.
4 Linked fire: x weapons fire with one attack roll at -xTN;
Spread fire: x weapons fire with x attack rolls at +xTN
9 Damage 11 Example: 3 weapons firing linked get one attack at -3 TN bonus
Engine Reduction Engine to hit; 3 weapons firing in spread fire get 3 attacks at +3 TN
Destroyed Destroyed Destroyed penalty to hit.
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Speed Phase Shields Armor Damage Damage
Lightning – Tier 3 8 Armor Reduction Threshold

6/4/2/0 0 4 6 0 8

5 7 Defense Short Medium Long


Blaster 1 Blaster 2 Heavy Autocannon 1-8 9-16 17-24
Destroyed Destroyed (pilot, F) TN TN TN
-1 7 8 9
6 8
Blaster 1 Blaster 2 Heavy Autocannon: 3d12 direct fire projectile weapon. Targets double their
Damaged Damaged defenses against this weapon. Speed Restricted, penalty for shooting targets
+2 TN +2 TN Offense: with a speed over 9
Gunner 1 & 2

+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.

Ezekiel Hartman (Order #15194049)


Speed Phase Shields Armor Damage Damage
Efreeti – Tier 3 8 Armor Reduction Threshold

6/4/2/0 0 4 6 0 8

Defense Heavy Blaster Short Medium Long


1-5 6-10 11-15
(pilot, F) TN TN TN
-1 4 6 8
1
Ship Destroyed Heavy Blaster: 2d12 direct fire energy weapon. Speed Restricted, penalty
for shooting targets with a speed over 9
Offense:
2 Gunner 1 & 2
Crew Hit!
+2 TN +1 Short Medium Long
Minigun 1 1-4 5-8 9-12
3 (gunner 1, F) TN TN TN
Armor Compromised 5 6 7
Armor = 0
Minigun 2 Short Medium Long
4 1-4 5-8 9-12
Pulse Emitter (gunner 1, F) TN TN TN
Destroyed 5 6 7

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

Defense Rail Gun Short Medium Long


- 9-24 -
(pilot, F) TN TN TN
-1 - 7 -
1
Ship Destroyed Rail Gun: 4d12 direct fire projectile weapon. Targets treat armor as half
value. Targets double their defenses against this weapon. Strafing and
Offense: positional penalties are doubled, but formation flying penalties are ignored.
2 Gunner
Crew Hit! Speed Restricted, penalty for shooting targets with a speed over 8.
+2 TN +1
Minigun Short Medium Long
3 1-4 5-8 9-12
Armor Compromised (gunner 1, 360°) TN TN TN
Armor = 0 5 6 7

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.

8 Torpedo Launcher (F) Short Medium Long


5 Minigun - 1-12 -
Rail Gun Damaged Torpedoes: TN TN TN
Destroyed 6 7 - - -
Rail Gun +2 TN
Damaged Minigun
Destroyed
+2 TN
Guided Weapon. Must fire before moving.
9 11 •Torpedo moves at speed 12 towards designated target in front arc.
Engine Engine Sideslips and facing changes cost 1.
Destroyed Destroyed
10 12 •Once torpedo enters the target hex, roll a TN6 attack for 2d12
-½ MP Engine Engine -½ MP projectile damage.
Damaged Damaged Ships with defensive weapons may make their defensive attack
-¼ MP -¼ MP before the torpedo makes its attack.
Ships with defensive bonuses double that bonus against
torpedoes, and ships with defensive penalties double that penalty
as well.
•If the torpedo does not reach its target, there is a 50% chance the
torpedo loses its target ; if so remove from play. If not, torpedo
resumes its movement on the following turn.
Ezekiel Hartman (Order #15194049)
Speed Phase Shields Armor Damage Damage
Devil’s Spawn – Tier 3 8 Armor Reduction Threshold

6/4/2/0 3 4 4 0 6
Defense

Short Medium Long


-1 Autocannon 1 1-5 6-10 11-15
(gunner 1, F) TN TN TN
6 7 8

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

6 8 Minigun 2 Short Medium Long


Both 1-4 5-8 9-12
Both Miniguns
Autocannons (gunner 2, F) TN TN TN
Damaged
Damaged 5 6 7
+2 TN +2 TN
9 11 Dual Miniguns: 1d12 direct fire projectile weapon. 2 attack rolls per combat
Engine Engine action per weapon.
Destroyed Destroyed
Single fire: one weapon fires with two attack rolls with no bonus.
-½ MP 10 12 -½ MP Linked fire: both weapons fire with two attack rolls at -2TN;
Engine Engine Spread fire: both weapons fire with four attack rolls at +2TN
Damaged Damaged
-¼ MP -¼ MP
Rail Gun: 4d12 direct fire projectile weapon. Targets treat armor as half
Rail Gun Short Medium Long value. Targets double their defenses against this weapon. Strafing and
- 9-24 -
positional penalties are doubled, but formation flying penalties are ignored.
(pilot, F) TN TN TN
- 7 - Speed Restricted, penalty for shooting targets with a speed over 8.
Ezekiel Hartman (Order #15194049)
Ezekiel Hartman (Order #15194049)
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Ezekiel Hartman (Order #15194049)

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