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No Frontiers Raw Rules

Written by Chris Gilders and Will Denham Templates by Joe Prozinski Ship illustrations by Mark Carmichael A D12 Miniatures Games System from WargamesUnlimited.net

www.WargamesUnlimited.com // No Frontiers // Raw Rules beta v0.3 // December 2008

Index Introduction ................................ 3 Dice............................................ 4 Models ........................................ 4 Model Profile and Definitions.......... 4 Class .......................................... 6 Move .......................................... 6 Turn ........................................... 6 Dodge......................................... 7 Shields........................................ 7 Armour ....................................... 7 Structure .................................... 8 Special Abilities............................ 8 Cloak .......................................... 8 Hyperdrive/ ................................. 8 FTL/Warp Drive/Light Speed .......... 8 Carrier ........................................ 9 Ships and Squadrons .................... 9 Weapons Profile ..........................10 Arc ............................................10 Range ........................................12 Rate of Attack (RoA)....................12 Damage (Dam) ...........................12 Twin ..........................................12 Special Rules ..............................12 Destroying an enemy ship ............12 Turn Sequence............................14 Roll for initiative..........................14 Ship Activation Phase ..................14 Next Player.................................14 End phase ..................................14 Activating Ships ..........................14 Movement ..................................14 Scanning and Spotting Cloaked Ships .................................................15 Shooting ....................................17 Damage .....................................17 Natural 12!.................................17 Ion Weapons ..............................19 EMP Weapons .............................19 Point Defence and Flak.................20 Point defence weapons.................20 Flak guns ...................................20 Missiles ......................................20 Short range missiles ....................20 Long range missiles .....................20 Damage .....................................21 Damage .....................................21 Example of Activation ..................21 End Phase ..................................21 Special Orders ............................22 All Power To Shields ....................22 Attack Pattern Alpha ................... 22 Attack Pattern Delta.................... 22 Run Silent ................................. 22 Jink .......................................... 22 ECM .......................................... 22 Evasive Manoeuvres ................... 22 Engage Countermeasures ............ 22 Fighter Strafe............................. 22 Ramming................................... 22 Tailing....................................... 23 Target Engines/Weapons/Bridge!.. 23 Abilities ..................................... 24 Afterburners .............................. 24 Shield Recharge ......................... 24 Tractor Beam ............................. 24 Fighter Tractor ........................... 24 Interceptor ................................ 24 Gravity Well Projectors ................ 24 CAG/ATC ................................... 24 Advanced Scanners..................... 24 Advanced Point Defence .............. 25 Deploy Mines ............................. 25 Redeploy, Rebuild & Resurrect ..... 25 Cloaks....................................... 25 Locked On ................................. 26 Super Manoeuvrable ................... 26 Scout Fighters or ELINT............... 26 Fleet Carrier 25 Pilot Ability ................................ 27 Raw .......................................... 27 Veteran ..................................... 27 Ace ........................................... 27 Hotshots, Legends and Super Heroes ................................................ 27 Dodging in a dogfight.................. 27 Traits ........................................ 28 Sample Profiles .......................... 30 Weapon Profiles ......................... 31 Damage Table............................ 32 Ship Building.............................. 33 Class and Move .......................... 33 Turn Cost .................................. 33 Dodge Cost (Class 8 only) ........... 34 Shield Cost ................................ 34 Shield Recharge Threshold Cost ... 34 Armour Cost .............................. 34 Structure Cost............................ 34 Cloak Level Cost......................... 34 FTL/Warp Drive Cost ................... 34 Weapons Points Cost................... 35

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www.WargamesUnlimited.com // No Frontiers // Raw Rules beta v0.3 // December 2008

Introduction
These rules are presented in their raw state to try to prompt some feedback from any players interested in yet another space combat game. Commander Velius stared at the shapeless lumps of the Yartfed asteroid field through her viewport, as she considered her career. She, and the ship, the Frigate ‘Temerity’ were close to retirement. Yet again, the Authority had sent her to deal with a hive of pirates that had got too big for their boots, instead of nipping the problem in the bud by actually deploying extra law-enforcers in the system in the first place, ‘Shutting the door after the Xaros has bolted, again!’ Velius thought to her self… “Deploy Lieutenant Averson’s fighter,” she heard the bridge crew behind her order. ‘Let him earn his pay for once, talented pilot, pity he can’t keep his nose out of politics’ she thought. The destroyer would open its docking bay for a few seconds to let the single-seater craft deploy, a risky moment when the ships insides would be vulnerable in a battle, but not here, in an asteroid belt, facing what, no doubt, would turn out to be a few converted, obsolete, freighters. Lieutenant Avison’s main duty today would be to act as a second set of scanners on the asteroids to pick up fleeing transports and to let Avison show off a bit, regain his confidence after being sent out here as sole escort to a third-rate destroyer; instead of being allowed to be leading a fighter wing for the fleet. He was now in a dead-end career where he could quietly serve out his tenure without bringing any more unwanted attention to himself. The blue light of his thrusters momentarily showed his position as he jetted away, then it went dark. ‘Running silent, keeping a quiet eye out there for us, clever boy!’ “Commander, scans are picking up the pirate base and it’s abandoned…” Ensign Tomkins approached her from his station. “It has been for a while.” “Ma’am, we’re picking up a contact in the field, no, wait, two, three, now, nine distinct signatures, we have MISSILES INBOUND! Signature reports they are standard torpedoes, we now have three large contacts, all with ‘Qarm’ engine signatures in the asteroid field, one of which has just cloaked!” ‘Not going to be a quiet day after all!’

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www.WargamesUnlimited.com // No Frontiers // Raw Rules beta v0.3 // December 2008

Dice
No Frontiers uses a twelve sided dice to resolve a multitude of events from determining which player goes first to all shooting and damage rolls.

It is recommended that you have about five or six dice available as you will often be rolling more than one at a time.

Models
Although the game can be played with card or paper counters representing your ships, it is much more fun to use painted plastic or pewter models.

Model Profile and Definitions
Each model has a profile that determines its size durability and special rules. Each ship can take a number of damage points before it is destroyed. Each ship or flight of fighters is represented by a base mounting one, or more, figures on table. For the purposes of these rules, all measurements to and from a ship are from their central mounting pin (or nearest point to the centre it the ship is mounted off centre or has more than one pin). Example of ship data sheets: Each class of ship (or ship if class 4 or 3) has a data sheet. If several ships of the same class are being represented, we find it easier to note their damage trackers on the same sheet.

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How easy it is to hit and also how this modifies the ships costs How far (inches) the ship moves Abilities.3 // December 2008 Below are example data sheets showing the ‘Temerity’ and Avison’s fighter. Traits.www. Traits. if more of her class were on table. Fleet Name Ship Name Tech Level Class/Size Move Turn Dodge Shields Armour Structure Hyperdrive Weapon Name Stat Qty Arc Range RoA Dam Twin Sub-tot Total Avison' s Fighter 1 8 2 12 180 5 8 4 0 0 1 n 0 1 0 1 2 3 4 5 Cannon Missile 1 2 F F 5 10 2 1 1 3 n n 4 10 4 20 Abilities. How many shield points (the ship will also have d3 recharge rate) How damage resistant the ship’s structure is. Damage caused Twin linked (re-roll misses) ‘Temerity’ is shown by one ship on table and has her own profile sheet. Page 5 . We tend to use 2 – 3 flights to make up a squadron (12-18 ships). Fleet Name Ship Name Class/Size Move Turn Shields Armour Structure Hyperdrive none 6 7 5 5 1 15 Y Temerity Points Cost 15 100 7 22. because they tend to only have 1 structure point. Equipment & Extras Tractor Beam Total Points Cost 25 0 311 What abilities a ship has and their cost. they would share a sheet.WargamesUnlimited. only one sheet per fighter class on table is needed. rated from 0 – 4.5 35 How much damage the ship can absorb. usually representing 1-6 fighters (depending on how you have based them). The fighter profile represents the flight. which are usually smaller models. Whether the ship can enter hyperspace. Shields OOOOO Structure OOOOOOOOOO OOOOO Weapon Name Laser Cannon Plasma Bolts missiles missiles Point Defence Point Defence Point Defence Point Defence Stat Qty 1 1 1 1 1 1 1 1 Arc F F S P F P S A Damage trackers Status of weapons How many on board Fire Arc Range in Inches Range 15 15 10 10 5 5 5 5 RoA 2 2 3 3 1 1 1 1 Dam 3 3 3 3 1 1 1 1 Twin n n n n 1 2 3 4 5 6 7 8 Sub-tot 24 24 27 27 1 1 1 1 Total 24 24 27 27 1 1 1 1 How many dice are rolled per attack. are shown on table in flight groups. Equipment & Extras 0 0 Total Points Cost 40 Fighters.com // No Frontiers // Raw Rules beta v0.

com // No Frontiers // Raw Rules beta v0.www. A ship’s turning capability increases in units of 45°. The inbound missiles are class 9 (unguided missiles). A ship with a TURN Value of 3 may make up to three 45° turns during its activation. A fighter can turn up to this amount per inch moved. please not the figures below are a guideline.3 // December 2008 Class The CLASS of a ship represents the size of the ship. he could move up to 12”. A partial turn counts as a 45° turn during movement. allowing them to turn practically on the spot with their thrusters. therefore is classed as a 6 when working out her points and to be hit by those incoming missiles. Fighters are the exception to this rule. they are lightly armoured and have no real structure. Avison’s fighter. unarmoured except in very rare circumstances and rely on their dodge save to survive. Turning Template with 45° and 90° corners and marked in inches along the edges (a 45° set square is perfect for this. have no shields or be very lightly shielded. therefore rather difficult to stop. They really should not exceed 2 structure. they will have a turn of either 90° or 180°. readily available in major newsagents in kids stationery sets). Fighters represent a flight of ships. The bigger the ship. A fleet carrier might have a move of 5 or 6” whilst a fast corvette might move up to 10”. Page 6 . As a class 6 Frigate ‘Temerity’ has a move of 7” (her engines are not what they used to be). the easier it is to hit with attacks. The larger the ship the greater its structure is likely to be. measured from the pin. Move The MOVE value determines how many inches a ship may move when it is activated. Turn The TURN value determines the number of 45° turns a ship may make during its activation. The CLASS of a ship ranges from 3 to 10. whereas if Avison had his fighter moving at full speed. After the first turn a ship must move at least 1” before executing another turn unless it is SUPER MANEUVERABLE. you have our permission to claim your opponent is an unsporting cad!! Ship Space Station Capital Battleship / Carrier Destroyer / Support Carrier Frigate Corvette Fighter / Bomber Missile / Torpedo Enhanced Missile / Quantum Class 3 4 5 6 7 8 9 10 Maximum Structure Infinite 300 100 35 25 2 n/a n/a ‘Temerity’ is a frigate.WargamesUnlimited. Avison’s fighter is a class 8 vessel. with a turn of 180° will easily be able to manoeuvre round the asteroid field. if your opponent is seriously flouting them.

1 – Most warships and larger civilian ships protected by shields (Mon Calamari MC-80 series). but they are mostly more fragile craft and should rely on their dodge score first. Armour grades: 0 .3 // December 2008 All stop and pivot. unlikely to take any real damage. and then stop. It may then turn up to its turn allowance but lose an inch of movement for each turn. In some rare cases a fighter will have armour. Dodging in a dogfight Any class 8 ship engaged with another class 8 in combat is assumed to be dogfighting. battleships and large ships with not many vital systems (Star Destroyers).A fully armoured ship.g. These are incredibly rare ships that should be only used as objectives for scenarios.www. built for speed rather than protection. The best fighters can dodge incoming shots on a 3+. so has 5 shields. or part thereof. ‘Temerity’ is a relatively mobile frigate. often with little or no shields (New series Galactica) 4 . ‘Temerity’ is an older frigate.WargamesUnlimited. and a recharge rate of d3. 3 – Heavily armoured vessels. Dodge A small or nimble ship (Class 8 fighters) may have a DODGE value. Avison’s fighter has a dodge of 4+. only large capital ships will have a high ARMOUR value. Generally. Shields Ships equipped with a shield generator will have a SHIELDS value. they are depleted until their owning ship recharges them. this reduces BOTH ships dodge save by 2 (e. so only has armour 1 (and it looks like she might need it)! Page 7 . fragile craft.Unarmoured freighters and civilian transports (The Space Shuttle). Fighters should be limited to 3 shields maximum. larger ships rely on armour or shields. A ship with shields may also have a SHIELD RECHARGE rate. Shields are energy banks that absorb damage from enemy weapons. and can turn 5 times during her movement. The ship must make a 1” move forward. This value denotes the target number required when the ship attempts to dodge an incoming attack this acts as a saving throw for small.com // No Frontiers // Raw Rules beta v0. Avison’s fighter has no shield. so any missiles of shots targeted at him that hit will be avoided on a score of 4 or more on a d12. as each level of armour acts as a point multiplier on the ships structure. 2 – Armoured warship. a dodge of 4 becomes a 6) to a minimum dodge of 7+. When shields are hit. ‘Temerity’ is a frigate. allowing her to come about by over 180° is she so needed to engage her foes. but hopefully he’s a good enough pilot to get out the way! Armour A ship with ARMOUR will be able to reduce the amount of damage inflicted during an attack.

Cloak The CLOAK LEVEL of a ship determines how difficult it is to spot a ship and how many “ghost” images may be deployed when a cloak is engaged. corvettes and smaller ships will generally have a structure of about 5.com // No Frontiers // Raw Rules beta v0. The jumping ship may still fire before it departs. each point being crossed off when damage is scored. but may not move. once structure is lost it is permanent.www. shown by her ten and five structure points. some examples are provided below. A ship preparing to jump must announce preparation to jump for following turn The following turn after the announcement. OOOOOOOOOO OOOOO ‘Temerity’ has 15 structure points. whereas a class 3 super dreadnaught would have as much as 300 or more points. ‘Temerity’ has a FTL. Special Abilities Ships may have additional special rules that provide extra abilities and effects. Unless the ship can regenerate. The ship may return to any point the following turn. Hyperdrive/FTL/Warp Drive/Light Speed Ships with Faster Than Light or Warp capability may cover great distances. If ‘Temerity’ jumps out of the combat.WargamesUnlimited. These are usually shown as rows of five or ten circles. Ship must remain out of play for at least the whole of the turn following this. but Avison’s fighter does not. ship may engage its FTL/Warp and leave the playing area. Avison is going to be left on his own! Page 8 .3 // December 2008 Structure The STRUCTURE value represents the amount of damage a ship may take before it is destroyed.

Ships and Squadrons When activating models. Class 7 6 5 4 3 Max Fighters Stands 2 4 12 20 Unlimited Max Launch Rate 2 4 6 8 12 This is unless you purchase ‘Fleet Carrier’ Trait (see page 25). when you may count your ship as being two classes lower (e.g. several models may be grouped together into a squadron. Corvettes (class 7) and Fighters (class 8) may have more than one model in a squadron.www. this represents how many stands of fighters can leave the carrier in one go. Page 9 . ‘Temerity’ carries one fighter flight (one stand). This is usually groups of fighters.WargamesUnlimited. Frigate s (class 6).com // No Frontiers // Raw Rules beta v0. class 6 would count as a class 4).3 // December 2008 Carrier The maximum number of small ships carried by the parent vessel. whereas a fleet carrier might have 8 – 12 squadrons on board (16 – 24 stands). Larger ships will have a launch rate. bombers and frigate sized ships.

how many attack die are rolled and the amount of damage the weapon inflicts.3 // December 2008 Weapons Profile A ship may have a number of weapons systems. One Fire Arc Two Fire Arcs Page 10 . Thus a fire ARC of “F” denotes that the weapon may fire 90° forwards. Weapon Name Arc Range RoA Dam Twin Railgun Missile F FF 25 15 2 2 4 4 Y Arc The fire ARC for the weapon.WargamesUnlimited.com // No Frontiers // Raw Rules beta v0.www. Each weapon system has a profile that determines the range of the weapon. Each fire arc is 90°. A fire arc of “FS” denotes the weapon may fire 180° to one side (Forward and Starboard).

com // No Frontiers // Raw Rules beta v0. Fire arcs from different weapons systems may overlap.3 // December 2008 Wide Fire Arcs Three Fire Arcs Turret (Noted on spreadsheet as FPRS or Turr) N.www. Page 11 .B.WargamesUnlimited.

unfortunately. minus the target’s armour. classes 5 – 4 will leave a 5” marker and a class 3 ship will leave an 8” marker (although if you have destroyed a class 3 vessel. Replace the ship with a debris field marker.3 // December 2008 Range Maximum range of the weapon in inches. she will roll 2 dice for each battery and then she could re-roll misses due to being twin linked. all of which will spread out over a wide and dangerous area. Damage (Dam) The number of damage points inflicted on the target for each successful hit. Twin If a weapon with the TWIN LINKED special rule may re-roll any missed attacks. modified for armour. if destroyed. A class 7 or 6 ship will leave a 3” marker. All class 8 ships must make a dodge roll each turn they are in the field or be destroyed. All other ships take one strength 3 hit. Any ship with armour 3 or higher. so the chances of a refit are slim! Avison’s fighter has a cannon that does 2 points of damage at a range of 5”.com // No Frontiers // Raw Rules beta v0. her range is 12”. If ‘Temerity’ had a refit.www. as each ship is made up of a considerable amount of material. will leave a debris field one class larger due to the mass of the ships armour (up to a maximum of 8”). Rate of Attack (RoA) The number of attack dice rolled for each weapon. she could be fitted with two forwards laser batteries. Destroying an enemy ship When an enamy ship reaches 0 structure points it is considered destroyed. she’s an old ship. Special Rules Some weapons may have some additional special rules (see below).WargamesUnlimited. Any ship flying through a debris field is in danger of suffering damage. at this point you may want to claim victory). they could be classed as twin linked. and each hit will do 3 damage to her target (before armour). Example of a 3” Debris Template Page 12 .

decoys etc) at 25 points per blip. the highest player chooses whether to deploy first or second unless the scenario forces the defending player to deploy their fleet first. Players may also purchase extra ‘blips’ (representing asteroids. then move it to one side (space is a big 3-d place). This represents space being an infinite volume and even with the best flight computers available that there will still be some deviation within the flight path of the ship over the vast distances travelled through the void. plus d12 other dummy blips. and each ship will be represented as a ‘blip’. If a ship deploys on another ships base.com // No Frontiers // Raw Rules beta v0. with 12 being the ships line of approach. both players agree a point value (about 3000-4000 points makes a good evenings game at the moment). they place a marker on table as the ships intended jump point. Each player then rolls a d12. If ships are deployed from hyperspace at any point during the game.WargamesUnlimited. drones. Page 13 . The owing player may choose to deploy his fleet as unspotted.www. The second d12 being the ships distance in inches from their jump point (halved if using advanced hyperdrives).3 // December 2008 Deployment To start the game. treating the score as a numbers on a clock face. then roll a d12. each fleet chooses its scenario and objectives. plus then any modifications to point values.

WargamesUnlimited. Activating Ships When • • • • a ship is activated. if they have the initiative. 4 or 5 ship or squadron of class 8. make a ranged attack against an enemy ship. A ship may make any number of turns up to its TURN value. the player with the highest roll wins initiative and can choose to activate a single class 3. it may perform any action in any order. Remove activation counters. place an activation counter next to the ships to keep track of which vessels have moved. Page 14 . If a ship makes a turn of less than 45°. move the remainder of its movement potential and then make a special action such as deploying a squadron of fighters. 7 or 6 ships or allow his opponent to activate a ship. Move Scan Shoot Special Action Example: A ship may move some of its movement potential. Next Player It is now the turn of the next player to activate a ship or squadron of ships.www.3 // December 2008 Turn Sequence The turn sequence is divided into several phases. Play continues to alternate between players until all ships or squadrons of ships have been activated. they will move before their opponent’s last ship(s). Ship Activation Phase When a ship or squadron of ships has been activated.com // No Frontiers // Raw Rules beta v0. End phase Recharge shields or regenerate. The initiative roll may be modified by special rules. Players that are out numbered may choose to reserve one ship or squadron until last. Resolve any special effects. Roll for initiative Roll a D12. if they do not have the initiative. Movement A model may move any distance up to its MOVEMENT value. it is still counted as a turn.

replace your ship on table with a sensor ‘blip’. but your opponent has not yet correctly identified it. Class 7 6/5 4/3 Cloaked Number of ‘Blips’ 1 2 3 Advanced Cloaking Number of ‘Blips’ 2 4 5 A ship with a cloak may engage its clock when it is activated. All cloaked ghosts are also removed from play. check inventories for smuggled goods and the like must make a second scan roll from inside a range of 15”. and therefore should be used only sparingly. It may recharge shields. Class 8 ships do not carry very powerful sensor suites.com // No Frontiers // Raw Rules beta v0.www. If your fleet starts this way. A cloaked ship may not be targeted by weapons unless otherwise specified. All counters are placed around the base of the cloaking ship. Each counter may be moved in any direction at the ships normal movement value. if a roll of 6 or 7 they will identify the blip as either being blank or real. and therefore can only spot within 5”. regenerate or carry out other special actions that would not reveal its presence. The ship model is replaced with a number of counters equal to the Clock Level. take serial numbers and names. Cloaked Movement Cloaking devices shield a ship from all active and passive sensors. only available to certain civilisations. If you are using several cloaked ships.WargamesUnlimited. which will modified by the technologies of the ship trying to scan or spot and the cloaked ship. The remainder are “ghosts”. If a ship wishes to deep scan a target to accurately identify their target. Page 15 . run and maintain. Scanning To identify a hidden ship the activated ship needs to roll on the table below. scan other blips or launch fighters. One of the counters should be numbered or marked as the actual ship. confusing opposing ships and allowing raiders to sneak up on targets unawares. A cloaked model may de-cloak at the start of any subsequent activation. All ‘blips’ may move as if they were the parent ship. plus d12 spares to represent ‘sensor ghosts’/asteroids/passing freighters. Ships have a 20” scanning range for class 3 to 7. very expensive to install. A cloaked ship may be spotted by making a roll of 8. As soon as a ‘blip’ actively scans another vessel.3 // December 2008 Scanning and Spotting Cloaked Ships Hidden movement If you wish to begin a game withes ships hidden from your opponent. you get one blip per ship. counters must be different colours or clearly identifiable as belonging to each ship. They are highly technical pieces of equipment. but may not fire. fires or carries out a special action it is revealed. this shows that there is something out there on your opponent’s passive sensors.

WargamesUnlimited. it is up to the owning player to declare whether this is.www. they would need a 6). If a ‘blip’ is spotted. If it is the target. so will need a 8 to spot each sensor ‘blip’.3 // December 2008 Scanning Target Spotter Concealed 6 Running Silent 7 Cloaked 8 Advanced Cloak 9 In our example the crew of ‘Temerity’ is trying to spot the cloaked ship attacking them.com // No Frontiers // Raw Rules beta v0. (if they were trying to spot another ship that was just a in the asteroid field. the ship is placed back on table. representing the target ship caught unawares and its location is known to all players. or just a sensor ‘ghost’. within 3” of the ‘blip’ with shields raised. the real target. Page 16 . in fact.

her opponent rolls to hit. leaving two shield points.WargamesUnlimited. Any shots against an unshielded ship causes damage reduced by the armour of the target ship. the theory being that energy weapons are more potent up close and projectile weapons have a tighter dispersion radius up close and do more damage. A second missile slams into the shields. Example: ships with 8 shields left gets hit by an attack that does 11 points of damage. Each one of the Phaser attacks is reduced by 3 points of damage as the armour absorbs the attack. The attack that fully depletes shields does not go on to do actual structure damage.com // No Frontiers // Raw Rules beta v0. the ship’s armour is reduced by 1. extra damage points are lost. Example: One of the inbound missiles reaches ‘Temerity’. The missile does 3 points of damage (she has five shields). Next turn the attacking ship moves within 5” and all hits from the Phaser will do 2 points of damage. Ship Space Station Capital Battleship / Carrier Destroyer / Support Carrier Frigate Corvette Fighter / Bomber Missile / Torpedo Enhanced Missile / Quantum Class 3 4 5 6 7 8 9 10 This is modified by +2 if firing through debris fields or asteroids.www. The model thus takes 5 hits doing 1 point of structure damage each. Page 17 . If a ships is engaged at close range (3” for class 8 ships. 5” for all others). a natural roll of 12 is always a penetrating hit and inflicts 1 point of structure regardless of target armour. The target model must be within the weapons maximum range. while missiles are carrying unburnt fuel which will cause more damage as it burns on impact using up the atmosphere of the compartments hit. Subsequent attacks will damage the structure directly. unless it has a dodge save. The target number required to hit the target is directly related to CLASS of the target. Damage Ships with shields absorb all of the hits until the shields are depleted. (Damage – Armour) x Hits (4-3) x 5 Natural 12! If a ship fires a weapon at another ship that it cannot damage because of the strength of its armour. leaving 3 points of damage that are lost. The shields are reduced to 0.3 // December 2008 Shooting A firing model rolls a number of D12 die equal to the RATE OF ATTACK. and scores a ‘9’. Example: a ship with an armour rating of 3 is hit by 5 attacks from a Phaser with a damage rating of 4. a good hit. Example: A weapon with a rate of attack (RoA) of 4 shooting at a Corvette would roll 4D12 requiring 7 or more on each dice to hit.

The armour on the ‘Temerity’ holds up and stops one point of damage. but missile four hits.www. ‘Temerity’s’ owner now needs to cross off only two points from her play sheet.3 // December 2008 depleting them.com // No Frontiers // Raw Rules beta v0. much to the crew of ‘Temerity’s’ relief.WargamesUnlimited. Page 18 . A third missile misses. causing three points of damage. the spare point of damage is expended as the shields dissipate.

overloading the electrical systems of any ships within range.www. They are still capable of causing secondary explosions within the target ship. but takes no further effects. They cost 20 points extra (built into the spreadsheet).com // No Frontiers // Raw Rules beta v0. This is a one-shot weapon. • • • 3” EMP Burst 35 pts 5” EMP Burst 60 pts 8” EMP Burst 100 pts Page 19 . but if used. all unshielded ships in range cannot fire. place a burst template under the ship which used it. they are designed to cause damage to systems such as flight control computers and weapon systems.3 // December 2008 Weapon Damage Charts: Rate of Attack vs. It does zero damage. To regain control of the ship. turn or move apart from repeating their last manoeuvre as their electronic systems are fried and their crew attempt to repair/restart them. Target Armour Dam 1 Rate Of Attack 1 2 3 4 5 6 Target Armour 2 3 4 5 Target Armour 2 3 4 5 0 0 0 0 0 0 Target Armour 2 3 4 5 1 0 2 0 3 0 4 0 5 0 6 0 Dam 4 Rate Of Attack 1 2 3 4 5 6 Target Armour 2 3 4 2 1 0 4 2 0 6 3 0 8 4 0 10 5 0 12 6 0 Target Armour 2 3 4 3 2 1 6 4 2 9 6 3 12 8 4 15 10 5 18 12 6 Target Armour 2 3 4 4 3 2 8 6 4 12 9 6 16 12 8 20 15 10 24 18 12 0 1 2 3 4 5 6 1 0 0 0 0 0 0 6 - 0 4 8 12 16 20 24 1 3 6 9 12 15 18 5 - 6 - Dam 2 Rate Of Attack 1 2 3 4 5 6 0 2 4 6 8 10 12 1 1 2 3 4 5 6 6 - Dam 5 Rate Of Attack 1 2 3 4 5 6 0 5 10 15 20 25 30 1 4 8 12 16 20 24 5 0 0 0 0 0 0 6 - Dam 3 Rate Of Attack 1 2 3 4 5 6 0 3 6 9 12 15 18 1 2 4 6 8 10 12 6 - Dam 6 Rate Of Attack 1 2 3 4 5 6 0 6 12 18 24 30 36 1 5 10 15 20 25 30 5 1 2 3 4 5 6 6 0 0 0 0 0 0 Ion Weapons Some weapons are not designed to inflict large amounts of structural damage. which releases a tremendous burst of energy.WargamesUnlimited. as a last line of defence carry an ‘EMP’ burst weapon. EMP Weapons Some ships. the owning player must roll 8+ on their next activation. and always cause damage 0. This includes the ship using the device! Any ship with shields immediately looses them. instead. roll on the Ion weapon portion of critical hit table instead. or use them in mines.

They are targeted on a ship.www. and each corresponding missile group being marked with the same coloured marker. If the missile is tracking a ship which cloaks. short range and long range missiles. but may be shot down by Point Defences and Flak. The missiles can be shot down by flak. but it means the missile has successfully locked onto its target. if it is there. high rate of fire weapons that form a ships last line of defence against small and nimble targets such as fighters and missiles. If their target manages to evade or out distance the missile. Long range missiles Like short range missiles move 10” per turn up to their maximum range. then the owning player must decide which sensor blip to target. All (be they enemy or friendly) targets in flak template are rolled against on a 9+ (with their usual modifiers). Before the attacker fires on their initiative. Page 20 . and then damage is applied. Each activation move their move distance towards their target each turn when their firing ship activates. each one is limited to ship class. as long as it has not exceeded its maximum range. as they fire from the target ship as an attack is being made. usually shown with a marker. we also use a d10 to show how many missiles are inbound in a group rather than covering a table with missile counters. Flak guns These guns place a massive. and the missile must make a separate scanning roll before it hits. The result will not reveal a cloaked ship. the point defence may take a shot at the incoming bogie (modified by usual factors). point defence and other shooting each turn as they move. it will turn and try to track its target. Flak templates come in three sizes.3 // December 2008 Point Defence and Flak These are the exception to the turn/firing sequence. Short range missiles These are fired and hits in the same turn. They cannot be redirected onto another target once fired. indiscriminate. If their target moves past the missile.WargamesUnlimited. They may target any ship in normal firing as cannon. and if in range.com // No Frontiers // Raw Rules beta v0. the missile falls short. They cannot be twin-linked. barrage around the ship. • 3” Class 8 – 6 and freighters 35 points • 5” Class 6 – 4 50 points • 8” Class 4 – 3 75 points Missiles Missiles split into two different groups. but may also fire at incoming attackers. Point defence weapons These are limited range.

Page 21 . and at no point during her move could she bring these to bear. above) Example of Activation ‘Temerity’ is activated.com // No Frontiers // Raw Rules beta v0. in the asteroid field.WargamesUnlimited. meaning she will have two shields for the next turn (and I think she might need them). further multiples of 10 points of damage caused by a single ship causes another critical (see below). moves another 2” to bring her guns into range and arc. they may still be recharged. unobserved. knocking out her shields. who has been floating. She then fires her two forwards laser batteries (unfortunately only hitting with one) and causes 3 points of damage on the corvette. she rolls to spot the cloaked ship and succeeds. Example of damage tracker: OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO When the tracker reaches 0 points. If the owing player decided to activate Avison.www. End Phase Any ships with shields gain a recharge at the rate specified on their profile. rolling an 8. roll on the critical table. ‘Temerity’ has a shield recharge rate of D6. A ship with Regenerate gains D12 structure points. ‘Temerity’ moves 2”. and rolls a 2. as they are only P or S arc. he would have to wait until his opponent has activated another ship. the ship is destroyed (see ‘Destroying and Enamy ship’. then she may move another 3” (hopefully out of range of some of the inbound missiles). ‘Temerity’ may not fire her missiles. Her opponent reveals a corvette. If a ship’s shields are at zero.3 // December 2008 Damage If an attack from a single ship inflicts 10 or more points of damage on an opponent from any weapons in one turn. turns 45°.

with zero emissions. but may not be cloaked or running silent. Attack Pattern Alpha +1 to hit Ship may only fire its weapons that belong to a single weapons arc. If the ship makes no turns before firing. The ship may only move half distance this activation and may not fire any weapons except defensive.com // No Frontiers // Raw Rules beta v0. Ramming A rare occurrence in the age of fragile starships. Examples: • Fighter (class 8) gets 12-8=4.www. an 8+ dodge save Models with a Dodge save as standard gain this special order as a re-roll. Run Silent Any ship may choose to run silent. and may only fire one weapons system. ECM -3 to hit until next activation. it may select a single Special Order. All Power To Shields Ship gains an extra D12 shield recharge during the End Phase. It must be spotted before it can be fired upon. Page 22 . a 6+ dodge save • Capital (class 4) gets 12-4=8. unless ‘Evasive Manoeuvres’ orders were issued last go). a 4+ dodge save • Frigate (class 6) gets 12-6=6. as the shock to ships systems will most likely destroy the rammer as well as the ramie. the following procedure is carried out. Engage Countermeasures Ship benefits from a 7+ save against tractor beam weapons Fighter Strafe Size 7 or 8 ships only. if powered up. the attacking ship gains +2 ROA and +2” movement. ship may still count as unrevealed. however. Jink -1 to hit enemy targets and to be hit until the ship is next activated. may also be used to block scanning attempts. treat as a cloaked ship with no further sensor ghosts. if a crew is desperate enough to try it. the ship being rammed rolls to see whether the opposing ship can evade (d12 roll below class to pass. Evasive Manoeuvres Ship gains (12 – CLASS) dodge save. may not fire any weapons. all ships within 10” count as -4 to spot due to the amount of interference.3 // December 2008 Special Orders When a ship is activated.WargamesUnlimited. Attack Pattern Delta +2 to hit The ship may only fire weapons that are in its forward weapons arc. Roll to see whether the crew carries out the order (5+).

WargamesUnlimited. +1 to hit. however. the rammed ship takes damage as shown in the table below: Rammer Class 3 Class 4 Class 5 Class 6 Class 7 Class 8 Target 3 4 5 6 7 8 200 160 120 Destroyed Destroyed Destroyed 150 100 80 60 Destroyed Destroyed 80 70 60 50 40 Destroyed 50 40 30 20 10 Destroyed 15 20 15 10 5 Destroyed 5 4 3 2 2 Destroyed Whilst the ramming ship takes damage as shown in the table below: Rammer Class 3 Class 4 Class 5 Class 6 Class 7 Class 8 Target 3 4 5 6 7 8 160 80 40 20 10 1 150 90 45 30 15 1 50 40 30 20 15 2 Destroyed Destroyed 30 20 10 2 Destroyed Destroyed Destroyed 15 10 2 Destroyed Destroyed Destroyed Destroyed Destroyed Destroyed Tailing If fighter starts within 2” of rear arc of another fighter or missile. Page 23 . may declare tailing.www.com // No Frontiers // Raw Rules beta v0. may choose to target a certain area of an enemy vessel. any critical that does not apply to that part of the ship is ignored.3 // December 2008 If the ships hit. Target Engines/Weapons/Bridge! The firing ship. instead of being hit on a 7 would be hit on a 9). if attacking an unshielded target. The difficulty rating to hit is increased by two (so a corvette. Critical hit rolls are made for every five points of damage.

Advanced Scanners (35 points) The ship’s technology is such that there scanners are finely attuned to pick up any blips or anomalies. They also stop any ship activating their hyperdrive to escape a combat. it may not moved in its activation this turn (but may still fire as normal). the ship may make a x 1. All tractor beams have a range of 4”. Cannot intercept if already activated. disrupting travel and forcing ships to drop out of hyperspace in the wrong place. These disrupt other ships transit through hyperspace by projecting the gravitational pull of a large celestial body into their path. Shield Recharge Any ships with shields gain a recharge rate.5 move over and above its normal movement. If a ships shields are at zero. believing they are about to crash into an uncharted stellar body or supernova. Afterburners (5 points) (class 8 only) For one move. Fighter Tractor (5 points) Some fighters are equipped with a powerful tractor beam that they use to snare other fighters. Counts as Gravity Well Projectors (200 points. if the opposing fighter is snared.www. Class 5 or above only) Some ships contain huge gravity well projectors on board. Page 24 . they may be recharged. Tractor Beam (25 points) Tractor Beams Hold same size ships in place. smaller ships get dragged towards using ship at 2” per turn.3 // December 2008 Abilities Abilities are used during the ship’s activation. Interceptors activation. Interceptor (5 points) Interrupt enemy turn if within half Interceptors max move. targeting or strafing. It has a 4” range. Roll to hit as normal. making them easier to hit. The ship gets a +1 in all scanning attempts (this can be used cumulatively with bonuses from Elint ships). CAG/ATC (25 points) (20 points) +1 to all attacks by all fighters (may be combined with tailing.com // No Frontiers // Raw Rules beta v0. They can be lost as a result of critical hits.WargamesUnlimited.

May be shot. One shot missile mine This activates as an enhanced torpedo as any targets comes within 10” and cost 10 points. Scatter of rock The ‘blip’ is replaced by a field of small boulders. place a template 2” x 6” across where the blip was. The mine activates the turn after deployment. May be shot. they are increasingly hard to spot. 45 points. May be shot.WargamesUnlimited. Roll for ramming. counting the rock as having 50 damage 0 armour. Lump of rock Nastier than it sounds. Deploy Mines (20 points) Some ships carry orbital mines. as this can be deployed anywhere within 5” of its ‘blip’ and will move in a pre designated destination until it hits something. Rebuild & Resurrect (100 points) Carrier ships may repair and redeploy fighter bases. EMP mine. the APD will fire once at the target ship using the same rules as normal Point Defence. When trying to identify the ‘blip’ roll at -1. Deploy as a ‘blip’ but a note must be taken of what each ‘blip’ is. May be shot. Mines In planetary defence. This detonates with the same effects as a 3” EMP blast. On a D12 roll of 7+ to launch a previously destroyed fighter/bomber base Cloaks Cloak Level Cloak Advanced Cloak Pts 10 50 Page 25 . Dam 2 Range 5) which will fire at anything within range. these can be deployed at a rate of up to one every 4” (although they may be further). any ship moving through this field takes d12 strength 2 hits per inch moved. cheap and deadly. that hit any unshielded ship with huge force. Laser Mine This mine has a limited shot laser on board (ROF 1. civilisations sometimes deploy mines to protect their territories.www.3 // December 2008 Advanced Point Defence (50 points) Each time an enemy model moves within range. These cost 8 points. May not be shot.com // No Frontiers // Raw Rules beta v0. 25 points. Redeploy.

Super Manoeuvrable (100 points) Some ships are incredibly manoeuvrable.g. ships (Electronic Signals Intelligence) to spot enemy activity.com // No Frontiers // Raw Rules beta v0. a class 6 destroyer would count as a class 4 battleship.L. the ship returns to a turn rating of 4. being able to turn on the spot. increasing its fighter capacity from 4 to 20 fighters. Page 26 .N.3 // December 2008 Locked On (10 points) “Special” missiles may lock on and follow a class 8 or 9 ship.T. E. Scout Fighters or ELINT (75 points for capital ships. whilst an ELINT ship cannot carry any fighters as their normal hanger space will be filled with sensor equipment. Fleet Carrier (100 points) This ship has had its internal areas stripped out and restructured to become a carrier. A scout fighter may only have one weapons system. which need to be defended. If the ability is lost due to a critical hit. They may also add +1 (cumulative with other bonuses such as a CAG) to hit to any ships they have scanned this turn to all ships in their fleet. +5 for class 8) Some fleets make use of E. These ships always have a +3 to spot hidden or cloaked enemy vessels and to scan.www. These make these ships rather attractive targets. A ship with this trait counts as being two classes lower when working out the amount of fighters and launch rate for the vessel.I.WargamesUnlimited. target must make 2 dodge saves. They can always move in any direction when they turn.

Scar. –10% cost Veteran +1 to hit and save. +75% cost. Avison has caught them by surprise! Normally. ignoring armour. Four missiles smash into the rear of the still unshielded corvette.WargamesUnlimited. but the Corvette’s armour stops 4) and a single cannon hit on a 12 that does a point of damage.www. but it causes a critical. Avison will be painting a new silhouette if he survives the next few turns! Dodging in a dogfight Any class 8 ship engaged with another class 8 in combat is assumed to be dogfighting. Reroll any failed save. +25% cost Hotshots. but a 5 is not good enough. Page 27 . doing 9 points of damage (it would be 12. Buck Rogers etc) 2+ save.g. This is not enough to kill the Corvette. usually shown as a single fighter on a base. he would need a 7+ to hit the ship. his player rolls a 12. and strafes. but being an Ace he gets a +2 to hit (5+) and strafing gains another two missiles to his rate of fire of two. The Corvette has a turreted pint defence cannon. causing a massive internal explosion as the corvettes reactors go into meltdown. Avison gets to show his stuff as his owning player activates him. this reduces BOTH ships dodge save by 2 (e.3 // December 2008 Pilot Ability (Fighters/bombers and class 8 only) Raw –1 to hit and save. moves 10” to the rear of the uncloaked corvette. a dodge of 4 becomes a 6) to a minimum dodge of 7. with better/different paintjob to show that the figure is something special.com // No Frontiers // Raw Rules beta v0. Skywalker. He rotates 180°. Starbuck. +10% cost Ace +2 to hit and save and 1 reroll per-game. and rolls its single die to hit. Legends and Super Heroes (Solo.

As each deck is lost. the Borg player keeps rolling at that level he has reached until he either successfully rolls or rolls a 1. next turn roll 9-12 and two points are assimilated. the sneaky sneaky Romulans always roll at +1 Initiative and/or +2 when all ships cloaked. Assimilation (35 points) .WargamesUnlimited. After that he rolls 7-12.www. 4 points and so on. Roll of 1 (see above) Romulans Tactical Genius (50 Points per fleet) Known as being one of the most tactically aware races. critical hit may be caused. Cylon Infection (25 Points) If a heavy raider or Mk 1 raider crashes into (is destroyed when moving over) enemy target roll a d12 each turn. this represents systems being taken over. 11 or 12 successfully assimilates a point of damage. each turn roll a d12. If successful.3 // December 2008 Traits Traits are inherent racial tendencies. Rodenberry Federation (50 points per fleet) Technologically adept. Page 28 . it has a 6” range. and can therefore never be lost as the result of critical hits.com // No Frontiers // Raw Rules beta v0. Upgrading to Veterans costs twice as much. and works like assimilation (see above). If the Borg rolls a 1 they have failed and are flushed out of the airlock. On a roll of 12 the Cylon crew has taken over that area and the sector is out of control and the assimilation process starts. either by evolution or design. Klingon Bloodthirsty Honour (25 points per ship) No Klingon ship will back down from a combat. Cylon Fighters may regenerate from base ships (100 points). 2 or more to regain control of assimilated ships. No Aces or Super heroes allowed. may choose to shoot three times on any go that a friendly ship is destroyed on to avenge their noble comrade. +1 to scanning or targeting rolls. Roll of 1 Crew regains control (phew) but all damage is still lost.after successful hit against unshielded target. if the roll fails. Borg Regenerate structure points each turn (100 points). may also ram with no tests if their ship will not survive another turn of combat (K’plah!) Star Wars Droid All fighters count as raw but may regenerate (to simulate the amount on board). May choose to ‘infect’ a target ships computer systems rather than attack.

+1.3 // December 2008 Counters Red counter. -3 when shooting at the target (the target is more difficult to hit. generally the target is easier to hit) Green counter. -1. +3 when shooting at the target (stationary target. +2.com // No Frontiers // Raw Rules beta v0.WargamesUnlimited.www. painted with targeting systems. -2. ECM etc…) White counter. evasive. FTL/Warp being engaged Page 29 .

www.WargamesUnlimited.3 // December 2008 Sample Profiles Fleet Name Ship Name Tech Level Class/Size Move Turn Dodge Shields Armour Structure Cloak Level Hyperdrive Colonial Pegasus 1 4 6 2 0 0 3 200 0 Y Fleet Name Ship Name Tech Level Class/Size Move Turn Dodge Shields Armour Structure Cloak Level Hyperdrive Colonial Viper MK II 1 8 14 180 3+ 0 0 1 0 N Page 30 .com // No Frontiers // Raw Rules beta v0.

www. try it on the spreadsheet until you find the weapon to suit your ship! Page 31 .WargamesUnlimited. RoA or Damage is increased.com // No Frontiers // Raw Rules beta v0.3 // December 2008 Example Weapon Profiles Weapon Missile Enhanced Missile Photon Torpedo Quantum Torpedo Laser Phaser Disruptor Ion Cannon Railgun 5” Flak Point Defence Cannon Nuclear Missile Arc F F F F F F F F F F F F Range 10” 10” 10” 10” 20” 30” 30” 20” 25” 5” 5” 5” 25” RoA 1 1 1 1 1 1 1 1 1 Defence Defence 2 1 Dam 3 4 5 6 2 4 4 Special 5 1 1 1 8 Reroll N Y N Y N Y Y N N N N N N Pts 10 20 26 42 13 38 38 29 38 50 1 4 84 Note: The cost of the weapons will increase if the number of Arcs.

+D12 Structure Ion 1-5 6-8 9 4 5 6 7 8 9 10 11 12 10 11 12 Page 32 .3 // December 2008 Damage Table D12 1 2 3 Result No extra effect No turn allowed next activation Out of control. otherwise randomise) -1 Ability or +1 Structure -1 Cloak or +1 Structure -1 Move or +1 Structure -1 Dice Shield Regeneration next activation or +1 Structure -1 Armour until target ship’s next activation or +1 Structure Secondary explosion.com // No Frontiers // Raw Rules beta v0. roll a D12 1-5 = 45° right.WargamesUnlimited. then full move ahead One random functioning weapon may not fire next activation All weapons reduced by 1 ROA next activation Weapon destroyed (from the arc facing the firing model if possible. then full move ahead 6-7 = full move straight ahead 8-12 = 45° left.www.

WargamesUnlimited. Class Turn 3 4 5 6 7 0 0 0 -100 -60 -55 1 250 100 0 -40 -35 2 500 250 50 0 -25 3 450 75 40 0 4 700 125 60 25 5 200 100 35 6 300 160 55 7 240 85 8 300 125 90 180 is dependant on the 8 0 5 Page 33 . if you can write a better more easy to use version.3 // December 2008 Ship Building The best way to build a ship profile is to use a spreadsheet to calculate the total build points.www. Class and Move A models size (class) and maximum movement potential provide the points cost for the model. In fact. let me know. The ship design spreadsheet is available from the No Frontiers web site and can be modified as you see fit. Class Move 3 4 5 6 7 8 0 0 -100 1 100 -25 -100 -50 2 350 0 -50 -40 -30 3 750 50 -25 -30 -25 4 1000 100 0 -20 -20 -6 5 200 25 -10 -15 -5 6 350 50 0 -10 -4 7 500 100 15 -5 -3 8 150 45 0 -2 9 200 135 5 -1 10 400 15 0 11 35 1 12 65 2 13 100 3 14 4 15 5 16 6 17 7 18 8 Turn Cost The points cost for the maximum number of turns allowed models class.com // No Frontiers // Raw Rules beta v0.

5 2 3 4 Structure Cost Take the armour cost multiplier (above) and multiply the required structure points by the multiplier.www.WargamesUnlimited.3 // December 2008 Dodge Cost (Class 8 only) Dodge Value 3 4 5 6 7 8 9 10 11 Pts 9 8 7 6 5 4 3 2 1 Cloak Level Cost Cloak Level 0 1 2 3 4 Pts 0 10 20 35 50 FTL/Warp Drive Cost Size 3 4 5 6 7 8 Pts 150 75 50 35 15 5 Shield Recharge Threshold Cost Threshold D6 Threshold D12 Threshold D12 Ratio 10 30 30 Armour Cost Armour 0 1 2 3 4 X 1 1.com // No Frontiers // Raw Rules beta v0. Page 34 .

3 // December 2008 Weapons Points Cost Seriously. pick the profile you like. or develop your own to suit your own take on the ships.com // No Frontiers // Raw Rules beta v0.www. just use the spreadsheet.WargamesUnlimited. copy it into the spreadsheet. it really is very complicated and will take ages to explain. Please note there are no set names to these weapons. if you like them. The example systems listed earlier on page 30 are just samples of systems we used during play testing. put the name on that best suits your weapon. Rate Of Attack Rate Of Attack Total Points Total Points Max Range 3 3 5 5 5 10 10 10 10 10 10 10 10 10 10 10 10 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 20 20 20 20 20 20 20 Max Range Damage Damage 2 3 1 2 3 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 1 1 1 1 1 1 1 1 1 2 2 2 2 3 3 3 3 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 1 1 1 1 2 2 2 2 5 1 4 8 2 6 11 16 6 12 19 26 10 18 27 36 5 12 20 28 9 18 28 38 13 24 36 48 19 33 48 63 9 20 32 44 13 26 40 20 20 20 20 20 20 20 20 20 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 2 3 3 3 3 4 4 4 4 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 54 17 32 48 64 23 41 60 79 14 30 47 64 18 36 55 74 22 42 63 84 28 51 75 99 20 42 65 88 24 48 73 98 28 54 81 108 34 63 93 123 Page 35 . feel free to use them.

A strength 0 weapon will cost 20pts more and roll on the Ion effect table. Please try it.com // No Frontiers // Raw Rules beta v0.WargamesUnlimited.www. multiply the Rate of Attack by the Damage and add the result to the weapons points cost. To make a weapon Twin Linked. Page 36 .3 // December 2008 Please note that weapons can go up to strength 8 on the spreadsheet.

www.3 // December 2008 Play Templates 3” Debris 5” Debris Page 37 .WargamesUnlimited.com // No Frontiers // Raw Rules beta v0.

www.com // No Frontiers // Raw Rules beta v0.3 // December 2008 8” Debris Page 38 .WargamesUnlimited.

com // No Frontiers // Raw Rules beta v0.www.3 // December 2008 3” Flak 5” Flak Page 39 .WargamesUnlimited.

www.3 // December 2008 8” Flak Page 40 .com // No Frontiers // Raw Rules beta v0.WargamesUnlimited.

3 // December 2008 3” EMP burst 5” Flak burst.WargamesUnlimited. Page 41 .com // No Frontiers // Raw Rules beta v0.www.

WargamesUnlimited.www.com // No Frontiers // Raw Rules beta v0.3 // December 2008 8” EMP burst Page 42 .

com // No Frontiers // Raw Rules beta v0.3 // December 2008 Activation Counters Hyperspace Entry Markers Page 43 .WargamesUnlimited.www.

www. Running Silent and Blips Page 44 .WargamesUnlimited.com // No Frontiers // Raw Rules beta v0.3 // December 2008 Cloaked.

com // No Frontiers // Raw Rules beta v0.WargamesUnlimited.www.3 // December 2008 Cloaked. Running Silent and Blips Page 45 .