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Seattle (Hyperion-class heavy cruiser)

Speed: 2 cm Damage: 28/6 Craft: 1 Tiger Starfury


Turns: 2/45 Crew: 32/6 Traits: Anti-Fighter 2, Interceptors 2,
Hull: 5 Troops: 3 Jump Engine
Weapon Range Arc AD Special
Heavy Laser Cannon 4,5cm B 4 Beam, Double Damage
Heavy Laser Cannon 4,5cm B(a) 2 Beam, Double Damage
Plasma Cannon 2cm F 4 AP, Twin-Linked
Plasma Cannon 2cm A 2 AP
Plasma Cannon 2cm P 6 AP
Plasma Cannon 2cm S 6 AP

Nanking (Hyperion-class heavy cruiser)


Speed: 2 cm Damage: 28/6 Craft: 1 Tiger Starfury
Turns: 2/45 Crew: 32/6 Traits: Anti-Fighter 2, Interceptors 2,
Hull: 5 Troops: 3 Jump Engine
Weapon Range Arc AD Special
Heavy Laser Cannon 4,5cm B 4 Beam, Double Damage
Heavy Laser Cannon 4,5cm B(a) 2 Beam, Double Damage
Plasma Cannon 2cm F 4 AP, Twin-Linked
Plasma Cannon 2cm A 2 AP
Plasma Cannon 2cm P 6 AP
Plasma Cannon 2cm S 6 AP

Kourou (Hyperion-class missile cruiser)


Speed: 2 cm Damage: 28/6 Craft: None
Turns: 2/45 Crew: 32/6 Traits: Anti-Fighter 2, Interceptors 2,
Hull: 5 Troops: 1 Jump Engine
Weapon Range Arc AD Special
Heavy Laser Cannon 3cm B 4 Beam, Double Damage
Missile Racks Precise, Slow-Loading, Super
7,5cm F 2
AP
Missile Racks Precise, Slow-Loading, Super
7,5cm P 4
AP
Missile Racks Precise, Slow-Loading, Super
7,5cm S 4
AP
Plasma Cannon 2cm P 6 AP
Plasma Cannon 2cm S 6 AP

Tiger Starfury
Speed: 2 cm Damage: - Dogfighting: +1
Turns: SM Crew: - Traits: Dodge 3+, Fighter
Hull: 5 Troops: -
Weapon Range Arc AD Special
Burst Plasma Cannon 0,5cm T 1 Weak

Missile Rack 1cm T 1 AP

Tihirant (Tikrit-class heavy cruiser)


Speed: 2,5 cm Damage: 44/5 Craft: 2 Thorun Dartfighter
Turns: 1/45 Crew: 48/6 Traits: Anti-Fighter 1, Jump Engine
Hull: 5 Troops: 5
Weapon Range Arc AD Special
Heavy Bolters 3,75cm F 18 AP, Double Damage
Heavy Bolters 3,75cm A 6 AP, Double Damage
Anti-Ship Missiles AP, Double Damage, Slow-
6cm F 4
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Anti-Ship Missiles AP, Double Damage, Slow-
6cm F 4
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Light Pulsars 2cm T 12 -
Tankhar (Targrath-class strike cruiser)
Speed: 3 cm Damage: 32/6 Craft: 2 Thorun Dartfighter
Turns: 2/45 Crew: 34/6 Traits: Anti-Fighter 2, Jump Engine
Hull: 5 Troops: 4
Weapon Range Arc AD Special
Bolters 2,5cm F 8 AP, Double Damage
Energy Pulsars 2,5cm A 4 Twin-Linked
Anti-Ship Missiles AP, Double Damage, Slow-
6cm F 4
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Anti-Ship Missiles AP, Double Damage, Slow-
6cm F 4
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Light Pulsars 2cm T 6 -

Karazuk (Kathrik So-class cruiser)


Speed: 1,5 cm Damage: 50/8 Craft: 2 Thorun Dartfighter
Turns: 1/45 Crew: 56/8 Traits: Anti-Fighter 2
Hull: 6 Troops: 4
Weapon Range Arc AD Special
Heavy Bolters 3,75cm F 6 AP, Double Damage
Anti-Ship Missiles AP, Double Damage, Slow-
6cm F 4
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Light Pulsars 2cm P 6 -
Light Pulsars 2cm S 6 -

Ochan (Ochlavita-class destroyer)


Speed: 2,5 cm Damage: 22/4 Craft: -
Turns: 2/45 Crew: 18/4 Traits: Agile, Anti-Fighter 3
Hull: 5 Troops: 3
Weapon Range Arc AD Special
Anti-Ship Missiles AP, Double Damage, Slow-
6cm F 4
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Medium Bolters 2,5cm F 2 AP, Double Damage
Medium Bolters 2,5cm A 2 AP, Double Damage
Light Pulsars 2cm F 2 -
Light Pulsars 2cm T 4 -

Ochentos Kur (Ochlavita Ki-class command destroyer)


Speed: 2,5 cm Damage: 22/4 Craft: -
Turns: 2/45 Crew: 18/4 Traits: Agile, Anti-Fighter 2,
Hull: 5 Troops: 3 Command+1
Weapon Range Arc AD Special
Anti-Ship Missiles AP, Double Damage, Slow-
6cm F 4
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Medium Bolters 2,5cm F 2 AP, Double Damage
Medium Bolters 2,5cm A 2 AP, Double Damage
Light Pulsars 2cm T 4 -

Thorun Dartfighter
Speed: 4,25 cm Damage: - Dogfight: +1
Turns: SM Crew: - Traits: Atmospheric, Dodge 2+,
Hull: 4 Troops: - Fighter
Weapon Range Arc AD Special
Twin Bolt Cannon Double Damage, Twin-
0,5cm T 1 Linked
SHIP TRAITS
Agile The ship needs only ¼ of its Speed in a straight line before making turns, and need only move 1” in a straight line
before making subsequent turns.
Anti-Fighter X Automatically rolls X dice against all Fighters within 0,5cm at the endo f the Movement Phase, splitting the dive
between the fighters. Any dice that equal or exceed the Hull of a flight will automatically destroy it, ignoring any
Dodge trait the fighter possesses. May not be used against fighters in dogfights.
Command +X Sol ong this ship is on the table, not Crippled nor with a Skeleton Crew, the player gains na extra bônus to his
initiative equal to X. This is not cumulative.
Dodge X+ Whenever the ship suffers a hit, roll one disse. If the resukt equals or exceeds the Dodge score, all effects of the
attack are ignored. Cannot be used by ships that have not moved, that are Adrift or against hits from Energy Mines or
Jump Points.
Interceptors X When the ship suffers a hit from na attack in a turn, roll a number equal to X. If any result in 2+, the hit is negated. All
disse that rolled 2+ can be used again against the next strike, but the result target result for the next attack is 3+, and
so on. A ship will never be reduced to less than one dice, and a roll of 6 will always negate an attack.
WEAPON TRAITS
AP +1 to all Attack Dice rolls.
Beam Will always strike a successful hit in a roll of 4+, regardless of the target’s Hull score. All Attack Dice that hits can be
re-rolled for additional hits, hiting with a 4+.
Double Damage Double all damage caused by hits and this weapon’s Critical Hits. Still inflict 1 point of damage even in a Bulkhead hit.
Slow-Loading Can only be fired every other turn.
Super AP +2 to all Attack Die rolls.
Twin-Linked Any Attack Dice that fails to hit the target can be re-rolled.
Weak -1 to all Attack Dice rolls.
DILGAR POWERS
Pentacon Squadrons of 5 ships. A Dilgar player can select a Pentacon formation in the Movement Phase and, instead of moving
Formations it, to force the enemy to move a ship. Each Pentacon formation can be skipped this way onlyy once per Movement
Phase, and must have moved by the end of the Phase.
If the formation is reduced to 3 or fewer ships, it becomes a normal squadron.
Fighter Support Any Dilgar Fighter can support a dogfight within 0,5cm, as long the supported Fighter has moved into contact with
the enemy this turn, and not vice-versa. The supporting Fighter cannot attack and count as being involved in the
dogfight, per normal rules.
Masters Of Any hit from a Dilgar bolter (light, normal or heavy) which score a critical hit cause Triple Damage to the target.
Destruction Any hit from a Dilgar pulsar which score a critical hit will cause Double Damage.
DAMAGE TABLES
Crippled All turns are reduced to 45 and the ship will make one less turn (to a minimun of 1). SM ships will be reduced to 2/45.
Speed is reduced by half. Only one weapon per fire arc can be used while attacking.
Roll a dice for each ship Trait; on a roll of 4+ the Trait is lost.
Skeleton Crew No Special Actions can be attempted and only one weapon can be fired in each turn.
-2 to all Damage Control checks. Halve the number of Troops on board, rounding down.
Running Adrift Happens when a ship’s Crew score is reduced to 0.
The ship is moved at half its current Speed in a straight line in the End Phase. Trrops reduced to 0.
Count as destroyed, but may still be boarded.
Stricken Ships Roll 1 dice, adding +1 for every point below 0 the damage the ship has taken.
1-6 – Running Adrift
7-11 – Ship destroyed. Burned hulk left stationary on the table.
12-17 – Ship explodes. The ship will Run Adrift and explode at the end of the Next Movement Phase. All targets
within 1cm are attacked by N Attack Dice (N=half the ship’s starting Damage).
18+ - Ship explodes. As abive, but the explosion is immediate.

TURN SEQUENCE
Initiative Phase Each player rolls 2D6 and adds the race modifier and the highest Command trait among their ships. Ties are re-rolled.
Movement The Initiative winner can decide to move a ship or force his oponente to do so.
Phase Players then alternate the moving of ships. Before moving a ship, can try Special Actions.
Turning – non-SM ships may turn after moving half its Speed allowance, and must move at least 0,5cm before turning
again.
After all ships of all fleets have moved, the Initiative winner can choose between moving all his Fighters or forcing the
oponente to do so.
Attack Phase The Initiative winner attacks with one of his ships, resolving all damage. Players then alternate the attacking with
ships.
End Phase Damage Control. Compulsory Movement (Running Adrift). Launch Fighters (cannot have executed a Special Action
this turn).
ATTACK AND CRITICAL HITS
ATTACK TABLE ENGINES Damage Crew Effect
1 Bulkhead Hit. 1-2 Power Relays Destroyed -0 -1 -1 Speed (-0,25cm)
No damage 3-4 Thrusters Damaged -1 -1 -2 Speed (-0,5cm)
2-5 Solid Hit. 5 Fuel Systems Ruptured -2 -3 -4 Speed (-1cm)
-1 Damage 6 Engines Disabled -3 -4 Ship moves as Adrift
-1 Crew REACTOR Damage Crew Effect
6 Critical Hit. 1-2 Capacitors Damaged -0 -1 -2 Speed (-0,5cm). All weapons lose 1 AD. (stacs)
-1 Damage 3-4 Power Feedback -1 -1 Lose one random trait
-1 Crew 5 Reactor Gas Leak -0 -3 No Special Actions
Critical Roll 6 Reactor Explosion -3 -4 No Special Actions
CRITICAL HITS WEAPONS Damage Crew Effect
1-2 Engines 1-3 Targeting Systems Dmg -0 -1 All weapons lose 1 AD (stackable)
3 Reactor 4 Power Fluctuations -0 -0 Must roll 4+ on 1D6 before firing a weapon
4 Weapons 5 Weapons Offline -2 -2 Random weapon cannot fire
5 Crew 6 Ammo Explosion -3 -4 Random arc cannot fire
6 Vital Systems CREW Damage Crew Effect
1-2 Fire -0 -2 -
3-4 Multiple Fires -0 -3 -1 to Damage Control
5 Localised Decompression -1 -3 -1 Troops. No Special Actions
6 Hull Breach -2 -4 -2 Troops. No Damage Control this turn
VITAL SYSTEMS Damage Crew Effect
1 Bridge Hit -0 -1 No Special Actions
Vital Systems 2 Secondary Explosions -1D6 -1D6 -
Critical Damage 3 Engineering -4 -3 No Damage Control permited
cannot be repaired 4 Weapons Control -4 -4 Random arc cannot fire
5 Reactor Implosion -2D6 -4D6 Random trait lost
6 Catastrophic Explosion -4D6 -2D6 Two random traits lost

SPECIAL ACTIONS
Order Crew Check Effect
Activate Jump Gate! Auto/Against Crew 6
All Hands on Deck! Automatic +2 Damage Control. Only one weapon may be fired this turn.
All Power to Engines! Automatic +50% Speed this turn. No turns may be attempted.
All Stop! May move between 0-half Speed this turn. If in a gravity well, may attempt another
Automatic
Special Action this turn.
All Stop and Pivot! Only if used All Stop! or not moved last turn. May not be moved and can fire only one
Automatic
weapon. May turn at double rate in any direction.
Close Blast Doors! May fire only one weapon (if the ship has only one weapon, may not fire at all).
Automatic
Ignore hits taken this turn on a 5+.
Come About! 9 May make one extra turn, or increase a turn by 45. Lumbering ships only add 45 to a turn.
Concentrate All Only one target can be fired upon this turn. All Attack Dice (except Beam, Energy Mine or
8
Firepower! Twin-Linked) can be re-rolled.
Give Me Ramming Only a Crippled ship can use this order. May add 50% to Speed, but cannot turn. The
Speed! touched ship and the ramming ship make na opposed Crew test. If the ramming fails, the
9 ramming ships keeps moving. Otherwise, bith ships suffers na attack with N Attack Dice,
where N is half the starting Damage of the other ship, with Super AP and Triple Damage.
Interceptors and Stealth has no effect.
Initiate Jump Point! Automatic
Intensify Defensive Fire! 8 All weapons halve their AD. Interceptors and Anti-Fighters are doubled.
Launch Breaching Pods! The target ship must be within 1cm and cannot have moved more than half its original
Automatic Speed this turn. No one can attack the target ship. Resolve the boarding action with all
the ship’s Troops.
Run Silent! Gains Stealth 4+ or +1 to Stealth (if it already had it, to a max of 6+). The ship cannot fire
8
weapons move more than half Speed or turn, even if the test is failed.
Scramble! 7 Can launch 2 Fighters in the End Phase, or add +2 to its Carrier score.
Stand Down and The target must be Crippled or Skeleton Crew and be within 2,5cm. There must be
Prepare to be Boarded! enough of your ships within 2,5cm of it with a total of current Damage higherthan the
starting damage of the target. The involved ships cannot attack the target.If the test is
Opposed
successful, the ship surrenders while it is not attacked and there is one of your ships
within 2,5cm of it in the Initiative turn. If there is no ship, the original player assumes
control again with a successful Crew Test of 10.

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