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RULES
d. Launched Shuttle: Roll for each shuttle you launched for the
mission to see if it is destroyed.
12. A Captain may opt to use Risky Tactics. If he does so, the
total of Glory Points earned is doubled. But crew losses and
hull damage are also doubled (after any doubling or
quadrupling from rules # 10 & 11 are applied).
14. If a ship is out of crew and no other Captain will give him
any, then he must self-destruct his ship. He is out of the
game and his Glory Point total is reduced to 0.
15. When Kirk arrives, the Captains must fight the Enterprise,
then the game is done. The surviving Captain with the most
Glory Points wins.
16. See the ENTERPRISE sheet for the procedure for the
final battle.
KLINGON FRIGATE
NAME _____________
Anti-Matter Missiles
• o o o o o o o o
Attack Shuttles
• o o o o
Fed Convoy: B
CESTUS IV DEFENSE: B
DESTROYERS: C
4. The raiding party leaves this system and soon finds a pair of
Federation transports (escorted by several fast attack
shuttlecraft) towing cargo pods full of colonists to a new
world. Those colonists will make good slaves for the
Empire!!!
TRANSPORTS: C
OUTPOST: C
AMOEBA: E
VULCAN SHIP: B
10. Space Station K-7 has some valuable cargo in its hold. The
raiding party must fight past the stations own defenses and
the Federation Scout Ship located nearby in order to capture
that cargo.
SPACE STATION: C
CHARTS
B: (1-2)
C: (1-3)
D: (1-4)
E: (1-5)
Unlaunched Shuttle/Missile
loss (roll once for shuttles &
KIRK’S ARRIVAL (find the total
once for missiles)
number of missions
Find the total hull damage completed. Do not count the
taken on the mission. Roll a first mission in this. Roll a
d10. If the result falls within d10. If the result falls within
the range of the numbers in the range of the numbers in
parentheses, then an parentheses, then the
unlaunched shuttle or missile Enterprise arrives. No further
is destroyed. missions are carried out and
Captains immediately go to
1-10: (1)
the final round)
11-20: (1-2)
21-30: (1-3)
1: (1)
31-40: (1-4)
2: (1-2)
40+: (1-5)
3: (1-3)
4: (1-4)
5: (1-5)
6: (1-6)
7: (1-7)
8: (1-8)
9: (1-9)
3. Any Captain that stays and fight may launch all remaining
shuttles and missiles (the two missile max per mission limit
is lifted). In fact, there’s no reason not to.
4. Every Captain that fights earns 5d10 Glory Points for daring
to confront Kirk even if they don’t destroy him.