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Each Point Defence Attack will roll a number of D6 equal to the modified Attack Dice value of any model

or Flight involved in the Attack, taking into account any Combined Fire from any Escort Squadron. Each Primary or Torpedo weapon system Attack will roll a number of D6 equal to the modified Attack Dice value of any weapons involved in the Attack, taking into account any Linked Fire, Split Fire, Range and other modifiers to the Attack Dice total, including any Line of Sight and Arc of Fire restrictions.

Models with a Shield value greater than 0 have complex technology designed to disperse any Damage from Primary or Torpedo weapon systems and exploding Mines. A model CAN use its Shield systems against ALL applicable Attacks during a Turn.

SHIELD SYSTEMS

POINT DEFENCE TO HIT NUMBERS

Roll the number of Attack Dice calculated for each Point Defence Attack modified by any specific conditions or Model Assigned Rules (MARs) that apply. Models require 5 or 6 to hit a Flight. Fighter or Interceptor Flights require a 3, 4, 5 or 6 to hit a Flight. Bomber or Assaulter Flights require a 4, 5 or 6 to hit a Flight.

If a model has suffered any hits from any Attack by any Primary or Torpedo weapon system Attack or from an exploding Mine roll the number of Shield Dice equal to the Shield value on the models Stat Card using the Exploding Dice Mechanic and requiring a 4, 5 or 6 to cancel a hit unless a specific condition or Model Assigned Rule (MAR) applies. EXAMPLE: A Terran Battleship receives 13 Hits, it has a Shield value of 3 and rolls 3D6, getting a 2, 4 and 6 (plus an extra roll of 4). This cancels out 4 Hits and the Battleship only receives 9 Hits. EXAMPLE: The Terran Battleship receives another 10 Hits in the same Turn from a different Attack. The Terran player gets to roll 3D6 for its Shields, getting 2, 5 and 6 (plus an extra roll of 1). This cancels out 3 Hits and the Battleship only receives 7 Hits.

PRIMARY/TORPEDO TO HIT NUMBERS

Roll the number of Attack Dice calculated for each Primary or Torpedo weapon system Attack using the Exploding Dice Mechanic and requiring a 4, 5 or 6 to Hit unless a specific condition or Model Assigned Rule (MAR) applies. If any of the following conditions apply, the Attack will require a 5 or 6 to Hit. If a weapons Line of Sight is Impeded. If a Capital Class model fires at a Small Class model.

Important Note: If more than one condition or Model Assigned Rule applies, always use the option most beneficial to the target model.

Aten-hut! Shield Systems can be a royal pain in the be-hind if you dont know how to beat them. Its no use firing off in dribs and drabs - every time you do a ships shields get a chance to block your shot. Its far better to concentrate your fire and overload a ships core systems.

CLOAKING FIELD

A Cloaking Field is a type of Shield system that disguises the outline and energy signature of a model making it inherently more difficult for enemy models to target them accurately. A Cloaking Field is power hungry and reduces the rate of fire of any weapons on a model. During the Command Segment of its Squadron Activation a model with a Cloaking Field MUST declare whether the Cloak is turned on or off. Place or Remove a Cloak marker on/from the model. Any Attack using Primary weapon systems automatically has an Impeded Line of Sight to any target model with a Cloak marker. Any model currently using a Cloaking Field reduces the initial Attack Dice value for ALL Primary weapon systems on the model by HALF.

Escort models in the target models Squadron, and any Flights within 4 of the target, may Combine their Defensive Fire with the target model. A model/Flight may only declare Defensive Fire ONCE per Activation. A model/Flight that is eligible to declare Defensive Fire in defence of more than one model must CHOOSE which target to defend. Once all Defensive Fire has been declared, calculate the Defensive Fire pool for each target model, using the current Point Defence value of all contributing models, Linking and Combining as appropriate. If a model is the target of more than one Torpedo Attack in a single Activation, the Defensive Fire pool defending it is Split evenly between all incoming Torpedo Attacks (any remainder is assigned by the controlling player). The total number of hits from the Torpedo Attack is then calculated as normal, then the Defensive Fire pool against that Attack is rolled, using the Exploding Dice mechanic, with each roll of 4, 5 and 6 cancelling hits.

DEFENSIVE FIRE

Once all Attacks by the Active Squadron have been declared, eligible models/Flights may declare Defensive Fire against Torpedo Attacks. Any model targeted by one or more Torpedo Attack may declare Defensive Fire against the Attacks. Any models in the target models Squadron and within Command Distance of the target, may Link their Defensive Fire with the target model.

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