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STAR FLEET BATTLES PLAYTEST RULE (DN100.

2)

New playtest rule for Star Fleet Battles Copyright © 2001 Amarillo Design Bureau Do not forward or repost without ADB permission.

TRIANGULUM GALAXY POWER ARMOR

(DN100.2) POWER ARMOR

(DN100.21) COST: A PA costs 3 points of Basic Point Value to buy as Commander's Options. The Economic Point Value is 1.5. See also (DN100.32).

(DN100.211) CAPACITY: A Size Class 1 unit can have up to 12 PA normally, a Size Class 2 unit can have up to 6 PA normally, a Size Class 3 unit can have up to 4 PA normally and a Size Class 4 unit can have up to 2 PA normally. Size Class 5 units cannot have PAs normally. These PA are in addition to the unit's regular boarding parties. These PA must be purchased with Commander's Option points; they are not automatically on any unit unless specifically listed as such in its ship description.

(DN100.212) TROOP TRANSPORTS: A Troop Transport ship (including a Commando ship) or Ground Assault PF (or any unit with "barracks") can replace up to half of its boarding parties with PAs at a cost of three BPV per PA. These PAs replace regular boarding parties and the cost includes the "trade-in" value of the replaced boarding party.

can engage a PA in a dogfight. It can be fired once per turn with the normal quarter turn (eight impulses) delay between turns (E1. but might be used to capture information. Exception: A Heavy Ground Pack (DN100.2241) A PA can be transported into (or recovered from) space by a friendly transporter. its offensive potential drops to one and any Pack (see DN100. or a sublight shuttle or fighter.0).34) and an ECM Pack (DN100.2212) Damage scored on a PA in a boarding action and damage scored in a space action is interchangeable and cumulative. A PA struck by a Shield Cracker (E16. A PA cannot use its proton pulse emitter-1A or any Pack within four impulses of launching from a ship or taking off from a surface (whether a planet.224) TRANSPORT: PAs can be carried by a shuttle or use a transporter as a boarding party. (DN100.0) is destroyed as if it were drone. (DN100. but a given PA can only accomplish either (or both) task one time during a given scenario. A PA cannot use its proton pulse emitter-1A or any Pack while onboard a ship or on a planetary surface (including moons and asteroids).313) at the same step as shuttles on Impulse #32] except that it has a maximum speed of one and it cannot use a booster pack.3) carried by it at that point is destroyed. Not even a fighter or shuttle moving speed one.2211) A PA is treated as a shuttle [moving in the Order of Precedence (C1.50).0) with another PA.(DN100.222) ARMAMENT: A PA is armed with a proton pulse emitter-1A (360°).22) CAPABILITIES: If on a ship or planet a PA is treated as a regular boarding party with some special abilities: The offensive potential (D15.223) DOGFIGHT: A PA can only be engaged in a dogfight (J7. Exceptions: A Ground Pack (DN100. (DN100.0). (DN100. A PA struck by an ADD round (E5.2214) PAs in space are detected at Tactical Intelligence Level A (the same level as drones) unless using Hidden Deployment (D20. moon. counting as one boarding party for such operations.0) is destroyed by the power surge created. (DN100.87) of a PA is two and it requires three points of damage to destroy.161). or asteroid) or being moved by a transporter. PAs cannot themselves gather intelligence under (D17. (DN100. A non-friendly transporter without the permission of the PA player cannot transport a PA. (DN100.221) OPERATION IN SPACE: A PA can operate independently in space.34) can be used on a planet or moon. See (EN100. After receiving two points of damage a PA is considered crippled.2213) PAs are capable of landing or taking off from planets/moons as shuttles. and are not required to move directly ahead as the first move after launch unlike other launched units. (DN100. .36) can be used immediately. (DN100. They have a turn mode of Zero.

PAs use a different range modifier for small targets than that listed in (E1.412) of one or zero through their docking points (C13.9). or one on one Impulse and five the next in any combination of up to six every two impulses.2261) Up to six PA can be launched in a single impulse from a single bay.54). thus two PAs could land on one Impulse while four more took off. They can attempt to board ships moving at an Effective Speed (C2. and a crippled PA will be death dragged by any unit at any speed (G7.55). (DN100. (DN100.50) as the launching of a shuttle for the purposes of determining when a shuttle could be launched from or landed into that bay (or a mine laid from that bay).21). At ranges 6 to 10 the PA benefits from two points of natural ECM. Such boarding attempts are made in the Final Activity Phase of the turn the PA entered the unit's hex. They are still subject to taking casualties under (D7.0) as any other unit (whether a nonAndromedan PA by the non-Andromedan unit rules. Note that PAs can claim the status of attempting to board so long as the unit they are trying to board does not exceed an Effective Speed of one during subsequent turns.5).7) as follows: At ranges 0 to 5 there is no penalty when firing at a PA. A PA will be "deathdragged" as a fighter by any unit moving faster than speed two.226) LAUNCHING FROM/LANDING ABOARD: A PA can be launched from a ship through its shuttle bay. (DN100.2243) PAs in space cannot "crash aboard" ships as shuttles can.228) SMALL TARGET: PAs are treated as drones for purposes of (FD1. (DN100.227) SIZE CLASS: A PA is considered to be Size Class 7. Note that each damage point allocated to them under such conditions destroys one PA unit. At ranges 11 to 20 a PA benefits from four points of natural ECM. (DN100. This includes landing.2242) A PA in space can be displaced (G18.2262) The launching or landing of even a single PA counts under (J1.(DN100.225) HET: An uncrippled PA can HET once per turn to brake a tractor link as if it where a fighter (G7.21) while trying to board. (DN100. or while aboard an enemy ship. or an Andromedan PA by the Andromedan unit rules). PAs attempting to board a ship are immune from having any weapons fire directed at them (including tractor attempts) so long as they are attempting to or have boarded the ship. (DN100. . It does not require movement points to accomplish this. it does not require three damage points under (D7. or up to three can be launched every two impulses.

611). Unlike shuttles and fighters.2293) PAs are too small to carry enough shielding to protect their electronics and/or their operator.31).229) TERRAIN INTERACTION: For interactions with all terrain types except asteroids. Note that "dead" PA boarding parties healed by a Legendary Doctor during a scenario will not have their armor. (DN100. If there is more than one hex of asteroids between the PA and the firing unit.231). the Doctor could "heal" a PA pilot who could then operate a PA repaired by other Legendary officers (DN100.23) REPAIR: PA armor cannot be repaired during a scenario.5)].23) and (G22.26) and (D19. In addition. but will be a single individual with no combat capability (unless combined with four other such individuals.0) [including those created by an Ion Storm (P14. A Legendary Engineer (G22.132) repairs. . Legendary Ground Forces Officer (G22. Legendary Marine Major (G22.2292) If another PA in the same hex attacks a PA in an asteroid hex.0) rules including but not limited to (D19.2291) If a PA in an asteroid hex it receives six points of natural ECM due to its ability to hide behind asteroids.9). the above listed Legendary Officers cannot raise a PA unit from the "dead". If a Legendary Doctor is present with other Legendary officers. (DN100. PAs can benefit from Passive Fire Control (D19. Note that special scenario rules may provide for radiation conditions in which a PA could survive exposure for some specific period of time. (DN100.At ranges greater then 20 a PA benefits from six points of natural ECM. (DN100. (DN100.0) and operate under all applicable (D19. The unit being repaired must be a boarding party designated as a PA unit which has taken one or two points of damage.231) The actual "boarding party" (a single individual in this case) can be healed by the normal rules (G9. (DN100. The Legendary Officer must be present with (in the same location as) the PA unit and perform no other action on a turn he repairs PA armor.22) can repair one point of PA armor per turn. or a Legendary Captain acting in the role of one of the above (G22.4). there is no ECM benefit to either side for the asteroid hex. it is automatically repaired between scenarios of a campaign as part of the (G17.33). but see (DN100. in which case all of them are then treated as a single boarding party). they cannot operate in a Radiation zone (P15.0) or a Neutron Star (P15.5). the PA receives the six points plus one point for each additional hex of asteroids (P3.23). and Radiation Zones treat a PA as a fighter. except that it does not count against the total.

253) RECORDS: It should be obvious that records will need to be kept on damage sustained by any one PA boarding party. Damaged PAs. When a given PA is damaged.252) PA provides no protection from attack by Transporter Artillery (E20. (DN100. Each ship able to carry PA will have a box system to record damage to the PAs carried on board.22). including any additional boarding parties purchased above its starting level.232) Note that PAs can only be repaired between rounds of a campaign if they are on the ship/planet etc. i. (DN100.g.2531) One solution is to use the counters from Module M. always open to review by all sides in any given scenario. Such records are.. (DN100. its counter number can be recorded. or that were left behind on an enemy ship (or carried off by an enemy ship) or planet. (DN100. are all killed if the barracks box they are in is destroyed (G28. has an offensive potential of one point (D15.(DN100.141) cannot purchase PA status for any of their boarding parties.87).251) Ships with Poor Crews (G21. A result of 6 indicates the PA is destroyed.25) OTHER RULES: A PA is treated as a regular boarding party for all other purposes e. . for simplicity's sake. If the result of the hit-and-run includes the destruction of the boarding party roll a die: A result of 1-3 indicates the PA receives one point of damage and returns. PA units that were destroyed when the shuttle they were on was blown up in space (or were themselves destroyed while in space)..24) HIT-AND-RUN: A PA is treated like a commando (D15.3). (DN100. with each PA represented by a single counter. (DN100. Ships with Outstanding Crews (G21. even a PA with a single damage point. etc. two can be carried by a shuttle into a combat situation (J2..33).0) except that each such unit requires three points of damage to be destroyed (DN100.e. except as defined below.142) gain no additional benefit in the purchase of PA status. they may spend Commander's Option points in the same manner as a non-Outstanding Crew ship.84) for purposes of hit-andruns if undamaged prior to the attempt.211). cannot be sent on hit-and-run raids. cannot be repaired and are lost. A result of 4-5 indicates the PA received two points of damage and returns. requires one transporter action to move (G8.

e. Note that a Legendary Ace cannot repair a PA.2581) A Legendary Captain. While nominally capable of sublight disengagement. The PA cannot itself detect a mine (its fire control system is a lot less effective than even that of a shuttle).257) PAs are not fighters. If the ship has PA and non-PA boarding parties. the owning player may choose which is lost (and will obviously choose the non-PA boarding party).. The Prime team members operate in all ways as PAs. etc. Use the procedure for a minesweeping shuttle (M8. (DN100. e. the life-support systems .0). but cannot function as a Prime team until they abandon the PAs.g.2532) Another means of keeping record keeping down is to require that the resolution of damage to PAs be done on the basis of eliminating whole counters. This might result from one of the above (or a Legendary Engineer) repairing a destroyed PA and then operating it.g. (DN100. They can use (D6.46) against opposing forces not in BA or PA armor.21). A second volley of five damage points eliminates the damaged PA.g. perhaps as part of a mission to insert into a planet of a hostile power.255) PA boarding parties cannot be affected by non-violent marine combat (D6. (DN100. (DN100. if the ship has taken its 50th damage point. Legendary Marine Major. or Legendary Ace fighter pilot can operate a PA.2582) A Prime Team could be completely equipped with PAs. that has a lock-on to the mine. Obviously this method favors the non-PA player as it reduces the PA side's firepower faster than if that side were allowed to cripple all its PAs to resolve damage before any are destroyed.258) Some other units might operate a PA. they are not a "fighter squadron" eligible to receive lent EW from their "carrier".259) PA armor can only disengage aboard a ship or other unit capable of disengagement. kills another PA. (DN100. e. The PA sweeps a mine by actually contacting the mine and disarming it. and puts a point of damage on a third. and do not benefit from any of the rules of fighters not specified above. A ship must guide the PA to the mine.32).323) to other PAs in its "squadron".256) PAs can be used for minesweeping. but if they do so they lose all of their other Legendary Abilities. (DN100.. Legendary Ground Forces Officer.46). including a PF. five damage points kills one PA and damages a second.254) PA units are destroyed by damage to the ship they are on exactly as non-PAboarding parties are (D7. Note that a scenario may call for such a team to return to a site and take off from a planetary surface in PA armor. one PA boarding party is destroyed. nor can one PA lend EW from its Pack (DN100. nor can they sweep a mine with their proton pulse emitter-1A (the fire control is not that precise). They cannot combine to sweep a single mine.(DN100. (DN100. (DN100. they cannot use Chaff (D13..

32) PACKS: There are six types of Packs that can be carried by a PA. It can be recharged by any power source owned by the player controlling the PA unit (or his allies). ECM packs are able to do this because the size of the unit they are generating the ECM for is very small.g. inside any ship or base. If used for a hit-and-run the PA is not returned after the attempt. the Ground Pack adds one to the PA's offensive potential. If more than 100 turns has elapsed. If the PA is on a planet. Some special scenario rules may provide for PA units to disengage by sublight and subsequently land on a nearby planet (which cannot be more than 100 hexes from the PA's current location) for a subsequent scenario. The Transporter pack must be .323) ECM PACK: Size: 0. it is able to perform its function with no further energy cost for 100 turns. A Transporter Pack can be used by the carrying PA to transport itself once. (DN100. but this will require the PA unit to take no other actions for one turn. Operates like a proton pulse emitter-1A (360°) (EN100. (DN100. inside any ship or base. it remains on the target ship. (DN100.3) PACKS FOR PAs (DN100. The ECM pack must be charged with a half-point of power from any source on the owning ship. An ECM Pack adds two points of ECM to a PA.. The application of this energy requires that the PA unit be aboard the ship taking no other action for one turn. the Pack carried by each PA must be recorded at the start of the scenario and cannot be changed during the scenario. not a ship. (DN100.g.161) but can only be fired once.324) TRANSPORTER PACK: Size: 0.322) PROTON PULSE EMITTER-1A PACK: Size: 1. (DN100. the pack may be recharged at any power source owned by the player controlling the PA unit (or his allies).21).5.of PA armor could not possibly sustain the pilot long enough to reach any base.5. after which it will need to be recharged. Packs are destroyed when a PA receives two points of damage..5. (DN100. e.31) CARRIAGE: A PA can carry up to one space of Packs. (DN100. which increases the EW effect. and are included in the PA cost (DN100. Once charged.25 points of energy applied to it.3221) The proton pulse emitter-1A pack can be recharged by having .321) GROUND PACK: Size: 0. e. Any Packs can be chosen. The maximum range is three hexes. A PA can carry only one Ground Pack.

The PA can take no action for one turn while the mine is loaded.327) INTERUPTION: A PA in the process of being reloaded is very vulnerable to damage from simple hand phasers.3263) A given unit may have a number of Stilettos equal to twice the total number of PAs it has. The PA can take no action for one turn while the missile is loaded. damage: 1. speed: 24. (DN100. but note that if all PAs equipped with mini-mine packs are destroyed the remaining mini-mines will not be able to be laid by any means during a given scenario. (DN100. This mine can only be dropped by a PA that is acting independently in space. These cost no additional BPV. A Stiletto Missile Pack can launch one Stiletto Missile.32512) A given unit may have a number of mini-mines equal to twice the total number of PAs it has. (DN100.32511) MINI-MINE: A Mini-Mine is treated like a T-bomb (M3. but note that if all PAs equipped with Stiletto packs are destroyed the remaining stilettos will not be able to be launched by any means during a given scenario. minelaying shuttle. It cannot be dropped from a shuttle hatch. (DN100. It can be recharged at any power source owned by the player controlling the PA unit (or his allies).3261) STILETTO MISSILE: A Stiletto Missile is treated like a Spear Missile (see FN103. (DN100.2) but with these statistics: Size: 0.3262) To reload a PA with a stiletto missile requires that the PA be aboard a ship operated by its owning race or an ally with such a missile available. endurance: 8 hexes.charged with 1/5th of a point of power from any source on the owning ship.326) STILETTO MISSILE PACK: Size: 0. (DN100. A Stiletto Missile is self-guided and cannot receive any EW.25. inside any ship or base. It is legal to use a transporter to move a PA into space. . (DN100.g.0) but with an explosion strength of five. but this will require the PA unit to take no other actions for one turn. or be independently transported into space. Use the standard procedure for activation. A Mini-Mine Pack can drop one Mini-Mine..325) MINI-MINE PACK: Size: 1. tracking arc: FA. minerack. e. and it can only be deployed by a PA. (DN100.5.32513) To reload a PA with a mini-mine requires that the PA be aboard a ship operated by its owning race or an ally with such a mine available. an explosion and detection range of zero (only in the hex of the Mini-Mine). warhead: 6. (DN100. have it drop its mine. and then use another transporter to beam the PA back aboard (or someplace else) causing the mine to become active. These cost no additional BPV.

3271) A PA in the process of being reloaded can abandon the reloading process at any point in the reload turn. Exception: ECM packs are always active and do not affect the use of other packs by that PA.33) RESTRICTION: A PA cannot use a pack in the same impulse that it uses its proton pulse emitter-1A or any other Pack.(DN100. or down to a planet. (DN100.0) are located with the Barracks on ships which have barracks. These reload facilities can never "chain react" (D12. the reload energy (if any) is lost. All Rights Reserved Last updated 8 August 2001 .4) ORDER OF THE ULTIMATE TRUTH LIMITATION (DN100. (DN100. BACK TO PLAYTEST INDEX Copyright © 2001 Amarillo Design Bureau.3272) If a PA on a ship being boarded by an enemy does not abandon its reloading. and are otherwise located in the largest block of hull boxes on the ship. it cannot take part in the subsequent boarding action at the end of the turn.41) LIMITATION: PAs operated by the Order of Ultimate Truth (OUT) cannot operate in space and can only carry a Ground Pack (DN100. (DN100. Players controlling PAs might take such action due to the ship they are on being boarded by enemy action. the owning player may select the block.) immediately. any mine or missile being reloaded is ruined and must be discarded. If it does so.3273) The reload facilities for PAs for purposes of (D16.0). (DN100. but can be given up as a casualty to resolve one (1) casualty point.321). If a ship has two equal blocks of hull boxes. etc. or the player may simply decide he needs to launch that particular PA into space (or onto an enemy unit.