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Russell Morrissey's Space Fight!

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Russell Morrissey's Space Fight!

This is a development design manuscript, and is an evolving document. Be sure to check back to see the
latest version on the official SPACE FIGHT! web page:
www.spacefightgame.com

Eventually, this game will be available as a full-colour softback book.

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Russell Morrissey's Space Fight!

CONTENTS
1. WHEN UNIVERSES COLLIDE
1.1 The Factions
2. INTRODUCTION
2.1 Welcome
2.2 How the Game is Played
2.3 What You Need
3. SHIP OVERVIEW
3.1 Stat Card Overview
3.2 Sizes
3.3 Under Fire: The Damage Track
3.4 Death of a Starship
3.5 Ramming Speed!
3.6 Self Destruct
4. THE GAME SEQUENCE
4.1 Initiative
4.2 During Your Turn
4.3 Special Terms
5. MOVEMENT
5.1 Emergency Stop!
5.2 Sharing Hexes
5.3 Moving in Reverse
6. ACTIONS & FIRING
6.1 Readied Actions
6.2 Open Fire!
6.3 Firing Arcs
6.4 Special Weapon Types
6.5 Targeting Specific Systems
6.6 Shields
6.7 Auras & Defence Grids
6.8 Repairs
6.9 Sensors
6.10 Tractor Beams
6.11 Cloaking Devices
6.12 Faster Than Light
6.13 Other Actions
7. SPECIAL SHIP TYPES
7.1 Squadrons
7.2 Bombers
7.3 Laser Towers
8. STANCES
9. BOARDING COMBAT
8.1 Boarding
8.2 Transporters
8.3 Boarding Craft
8.4 Combat
8.5 Captured Vessels
8.6 Unit Types
10. STARSCAPE TERRAIN FEATURES
9.1 Asteroids
9.2 Minefields
9.3 Nebulae
9.4 What, no planets or moons?
11. HEROES
12. SCENARIO: WHEN UNIVERSES COLLIDE
13. APPENDIX: VESSEL GUIDE
14. CREDITS

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Russell Morrissey's Space Fight!

WHEN UNIVERSES COLLIDE...

Nobody knew how it happened. Perhaps it was some ghastly dimensional experiment gone wrong;or perhaps it was a highly
improbable coincidence of cosmic anomalies. But when a Federation vessel encountered an Imperial battlecruiser in the far
reaches of the galaxy, the meeting did not go well....

Reports soon came flooding in of strange encounters in every corner of the galaxy. Entire new civilizations where once there
were none, new races, fleets, technology. It was hypothesized that every possible universe had converged, alternate realities
coming into conflict. Only one thing was for sure: space was becoming very crowded.

And so, across the length and breadth of the galaxy, war erupted. Dozens of civilizations battled each other for resources,
territory, or their very survival. As Imperial battlecuisers stood off against Hive cubes, the warlike Spartans with their ridged
foreheads and cloaking devices threw themselves into conflict with the Alliance. Plucky Rebels battled the Machines, while
Federation starships defended themselves from the Shadows. Everyone fought everyone.

Alliances were made and broken. Battles were fought and lost. Heroes rose and fell. And war raged on...

These are not the only factions crowding the galaxy; dozens, maybe hundreds, or other civilizations of different sizes find
themselves suddenly battling for space and resources against enemies they've never encountered before, sometimes against
technology unknown in their own universe.

This is SPACE FIGHT!

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T he F ac tions

FEDERATION: With their clean, white ships and their marvelous high technology, the Federation vessels amazed the other
factions; the efficiency of their shields was unparalleled, the sophistication of their sensors beyond anything seen before, and the
wonder of their transporter technology had scientists and researchers from the other factions scrambling to replicate it.

EMPIRE: What the Empire lacks in sophistication, it makes up for in sheer might. Mighty battlecruisers which dwarf the
largest Federation vessels, carrying enough firepower to level a planet, as the Empire crushes star systems one by one, pulling
them under its iron rule.

COLONISTS: Probably the most low-tech of the factions, but certainly the most determined, the Colonists travel in powerful
battleships which are able to launch many squadrons of fighter craft.

ALLIANCE: A loose confederation of races, the Alliance boasts some of the most beautiful star vessels the galaxy has ever
seen. Some are even said to be organic in nature. Unfortunately, the Alliance's member races have a tendency to fight amongst
themselves.

HIVE: The remorseless, technology-absorbing Hive spreads out across the galaxy, destroying anything it encounters. Its
massive cube-shaped ships dwarf even the Imperial battlecruisers. The Hive does not make alliances, does not negotiate, and
does not back down.

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MACHINES: The height of artificial-intelligence, the Machines seek to destroy organic life. Launching fleets of unpiloted
living fighter drones from their great star-shaped bases, the Machines are able to wage war without tiring.

SHADOWS: These dark insectoids have mastered cloaking technology with their alien, crab-like warships; boasting incredibly
destructive beam weapon technology and carrying fighter craft capable of eliminating half a dozen of any other faction's fighters
with ease, the Shadows are mysterious and feared.

REBELS: A plucky, ragtag group of smugglers, pilots, and refugees, the Rebels find themselves fighting for their very existence
as they encounter numerous advanced starfaring civilizations.

SPARTANS: An alien warrior race with ridged foreheads and a culture of battle and honor, the Spartans are formidable
opponents. Their starships often look like birds of prey, and sometimes exhibit cloaking technology. The Spartans are as fond of
hand-to-hand combat as they are of ship-to-ship combat.

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INTRODUCTION
Welcome
SPACE FIGHT! is designed to simulate combat in space between vessels of different types. The game is “genre neutral” in that
it does not attempt to model any one TV show or movie, but to encompass all of them, from Star Wars and Star Trek, to
Battlestar Galactica and Babylon 5. To accomplish this, certain assumptions are made:

The writers of sci-fi movies and shows are not physicists, and labels they arbitrarily choose to label a particular technology are
just labels. The system doesn’t differentiate between the nature of a phaser or a laser, between warp drive and hyperdrive, and
acknowledges that a parsec is not a unit of time (as George Lucas would have you believe) and that there isn’t a Great Barrier
around the edge of the galaxy (as Gene Roddenberry would tell you).

How The Game Is Played

SPACE FIGHT! is played on a hex-grid, or “starscape”, with counters or miniatures representing the various vessels in play.
Each vessel has a corresponding statistics card which details its capabilities. Players move their ships, fire weapons, activate
defense systems and use their ships' various capabilities in an attempt to defeat their opponents in battle. A battle may consist of
several players with one ship each, two players with several ships each, or any other combination of players and ships. A sample
hex-grid starscape is shown below:

The hex grid doesn't have to show a starscape, of course. It may display the surface of a moon-sized space station complete
with laser towers, a blasted post apocalyptic landscape for high-altitude dogfights, or anything else you can think of! The
starscape may contain features which have an effect on the game each round – asteroids might move, a black hole might pull
ships towards it, and so on.

The game requires players to decide which resources to spend during combat in order to achieve their goals. On a basic level,
this involves deciding which actions each ship should take – for example, a Federation Cruiser has 14 action points to spend
each turn, but 30+ action points' worth of options to choose from. On a more strategic level, certain goals may need to be
achieved, and could include the use and location of individual heroes and their special abilities, tactical goals, and more. One
conflict may involve massive capital ships firing broadsides at each other, while another may involve a Rebel Freighter escaping
through an asteroid field while pursued by overwhelming numbers of Machine Raiders. Perhaps your Imperial Destroyer will
need to deploy Imperial Bombers to destroy a Colonial facility on an asteroid while avoiding automated laser fire and combating
the defenses which include a group of three cloaked Spartan Scouts who also want the information before the facility manages to
send vital information across the subspace ether to call in a fleet of Shadow Battle Spiders.
What You Need

To play SPACE FIGHT! You need the following:

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1. Dice. You will need a number of dice. These dice come in various geometric shapes and are used to roll
different numbers. A four sided die (a d4) is used to roll a number between 1 and 4; a six sided die (a d6, the type of die
you usually think of) allows you to roll numbers between 1 and 6. In total you will need at least one of each of the
following die types: d4, d6, d8, d10, d12, d20. These dice are
pictured (right) and are available cheaply from most hobby gaming
stores as well as many places online.
2. Starscape. You will need a hex-grid as described on the
previous page. There are many ways to obtain a starscape. On the
SPACE FIGHT! Web page is a simple starscape which you can
download and print out. You can join several copies of this
starscape together to create a much larger playing area.
Alternatively, you can purchase various illustrated starscapes from
EN Publishing in PDF format, illustrated with various space
phenomena. Finally, you can purchase poster-sized starscapes from
many hobby gaming stores.
3. Counters. On the SPACE FIGHT! web page, you can find
several counter sheets for the various space ships and heroes
detailed later. You can print these counter sheets (an example is
pictured below) and cut them out. Because hex grid starscapes come
in a variety of scales, we provide the counters in 1”, 1.25”, and 1.5”
scales. Use the sheets which match the scale of your starscape. The
form fields on the counter PDFs enable you to distinguish between
different counters of the same type when in play by entering your own ship names or numbers (and allow you to say
“Red Squadron standing by!”)

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SHIP OVERVIEW
Stat Card Overview

Every vessel in SPACE FIGHT! has a ship stat card. This card details the vessel's capabilities; it contains all the information you
need in order to use that ship in the game, and is designed to be used as an interactive interface and record sheet during play
which you will write on. These stat cards are found at the end of this book.

1. Ship Name & Description. This section contains the vessel type and a brief description. It also contains a section for you to
write the name of the vessel (e.g. USS China) to distinguish it from other ships of the same type.

2. Action Points: This indicates how many actions the ship can take in a round, and is frequently related to the size of a ship's
crew. A tiny fighter will generally only have one action available per round, while a huge starship may have many more. A ship
loses action points as it takes damage, representing the attrition of infrastructure and crew. The actions available in the section
below it each have an action point cost. Also noted here is the crew complement of a vessel, and the number of combat units
(infantry) it carries.

3. Thrust: This indicates the amount of thrust a ship can use to accelerate or decelerate in one round. This refers to thrust at sub-
light speeds, and has no bearing on its maximum faster-than-light capabilities. A small ship will tend to have a higher thrust
than a large one. Also noted here is the vessel's faster-than-light capabilities (if any).

4. Agility: Agility is a score which determines how often a ship may turn; the higher the agility, the more often it can turn. Ships
with a low agility score which are able to turn infrequently have to make large wide arcs in order to change heading. Agility also
affects initiative, allowing faster, more agile ships to act first, and accuracy, enabling more nimble ships to line others up in their
sights more easily.

5. Defence: A component of a ship's size, this score tells you how hard it is to hit a ship. The higher the number, the harder it is
to hit. Also noted is the ship's size category and length. Defence is a combination of Size, Agility, and Thrust. Some vessels
have two defence scores separated by a slash: these are ships with different defence scores depending on your angle of attack.
The number before the slash is the defence score when attacking from the forward/aft, and the number after the slash is when
attacking from port or starboard.

6. Hit Points: Hit points are an abstract figure which represents general superstructure, hull integrity, crew and systems.
Whenever a ship takes damage, it loses hit points. A ship reduced to zero hit points is destroyed. As a ship’s hit points decrease,
the ship moves along the damage track, detailed later - this has the effect of reducing action points and thrust, damaging systems
and so on.

7. Systems: Below these items, you can see a number of entries describing different actions; the vessel may spend its action
points in order to perform these actions, which include attacks, maneuvers, shields – and other things which the example
Federation Cruiser does not possess (such as defence grids, electronic warfare, launching or docking squadrons, and so on). To
the left is a number used to randomly determine which systems are damaged by a “critical hit” (by rolling a d20 and comparing
the result to the numbers shown), and to the right are checkboxes used to record damage to each system and the die rolls needed
to repair them.

8. Damage Track: The Damage Track is used to check off hit points of damage as your ship is attacked. The four categories
indicated different “stages” of damage (described later in this book). As your ship's hit points are reduced, its available action
points and thrust is also reduced; these effects are noted on the card.

9. Shields: This section records your ship's shields. Many ships will not have a Shields section, and some will have a Defence
Grid in addition to or instead of the Shields section. In this section, you record the damage your shields absorb, reducing the
shield points as they are battered by enemy fire, and increasing them as they are recharged. The four sections indicate different
levels of shield strength known as its “Rating” - as the shields are depleted, they are less able to absorb incoming fire. To the
right of the shield section is a box which allows you to denote a shield arc (forward, aft, port, or starboard) which you have
“intensified”.

10. Combat Units: This section displays the infantry units you have on board, their combat strength, and the enemy units they
may be fighting.

11. Sensor Locks: Use this section to indicate which vessels you have a sensor lock on.

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The Ship Card In Use

Here's an example showing the previous ship card in use.


The ship in question is the USS China. You can see that the
player has made the following notations on it:

• The China is currently moving at Speed 8.


• The Sensor Array has taken two hits, and the
Tractor Beam has taken one hit.
• The ship is fairly damaged – it's down to 42 hit
points and near the bottom of the Damaged
category on the Damage Track.
• The shields have taken a bit of a battering, too. It's
down to 22 Shield Points, lowering its Shield
Rating to 4.
• The starboard shield is currently intensified.
• There are currently 3 units of Federation Security
aboard. These are battling the 2 enemy units who
have managed to board the China.
• The China has sensor locks on the two Spartan
vessels Greataxe and Broadsword.

Sizes
There are several different size categories for ships in
SPACE FIGHT! These range from tiny snub-nosed fighters
to massive space stations the size of a small moon. Size is
the most important factor determining a ship's Defence score.

Tiny (6) Fighter ships such as X-Wings, TIE Fighters, Vipers, and Starfuries. These ships
usually only have cockpit space for one pilot. Vessels of this size can be formed into
squadrons, and gain additional properties (detailed later). Tiny ships typically only
have 1-2 hit points.
Small (5) Smaller cargo or transport ships, often including basic living quarters. The
Millenium Falcon or Serenity would fall into this category. Crews tend to number
between 2 and 12. Small ships typically have 4-8+ hit points.
Medium (4) Mid-sized military vessels or larger cargo ships. An escort or frigate with some
serious firepower and a crew of dozens. Medium ships typically have 30+ hit points.
Large (3) A starship such as the USS Enterprise or a Battlestar. Such a vessel will have a dozen
or more decks, a crew of hundreds, and a wide variety of offensive and defensive
options, and often able to launch fighter squadrons. Large ships typically have 100+
hit points.
Huge (2) A space station, Star Destroyer or a Borg Cube - massive vessels capable of
withstanding immense punishment. Ships of this size are ponderous, but possess
enormous firepower. Huge ships typically have 500+ hit points.
Gargantuan (1) Truly gigantic space stations, usually too big too move in the tactical scale. Vessels
of this size are unique and very rare - the Death Star fits into this category.

Under Fire: The Damage Track


As a vessel takes damage, it loses hit points. At zero hit points, the vessel is destroyed.

Hit points represent a variety of things, and are a largely abstract measure of: infrastructure, hull integrity, crew complement,
systems status, and more. Hit points can be repaired by some vessels during combat (detailed later).

As a vessel loses hit points, it also progresses along a damage track. The damage track divides a vessel’s hit points into four
stages: Scratched, Damaged, Battered, Crippled. Each stage represents one-quarter of a vessel’s hit points (round down, full HP
is ignored). So a ship with 8 hit points normally, which has been reduced to 5 hit points, is in the second “quarter”, or
“damaged”:

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Russell Morrissey's Space Fight!

7 5-6 3-4 1-2


Scratched Damaged Battered Crippled

If the vessel is able to effect repairs, increasing its current hit points can move it back up along the damage track.

If the vessel has less than 4 hit points, the damage track is divided as follows:

Ships with 3 HP

- 2 - 1
Scratched Damaged Battered Crippled

Ships with 2 HP

- 1 - -
Scratched Damaged Battered Crippled

Zero hit points, of course, means that the vessel has been destroyed. At each stage of the damage track, a vessel suffers the
following effects:

• Scratched: No effects.
• Damaged: Reduce action points and thrust by 25% (round down)
• Battered: Action points and thrust are reduced to 50% (round down)
• Crippled: Action points are reduced to 25% (round down), and thrust is reduced to 0

No vessel can be reduced to zero action points; the minimum number of action points available is always 1. The change
in APs from moving up or down the damage track is applied at the beginning of the ship's next turn; do not apply it
immediately.

Death of a Starship

Sometimes ships explode. It's the biggest hazard of interstellar warfare. Conveniently, however, they don't always explode right
away, sometimes allowing your fighters to fall back before being engulfed in the fiery demise of a capital ship. When a ship
reaches zero hit points, it is considered destroyed. At this point, it will explode; it's only a matter of time. Functional systems
are dead, it cannot effect repairs, and any crew worth talking about are incapacitated.

Of course, the ship doesn't stop moving just because it's dead; the laws of physics don't allow for that! It will continue to move
with the same heading and speed it had before it was reduced to zero hit points, and will not stop moving until it explodes or
until it collides with another object (at which point it explodes immediately).

Each round, at the end of the ship's turn, roll 1d6. If you roll 4-6, the ship explodes. If you roll 1-3, it keeps moving in a
straight line until next round. The following round it explodes on 3-6, the round after on 2-6, and finally 1-6. The exception is
size Tiny ships, which explode immediately and do not cause the area damage detailed below.

When the ship explodes, any vessel within the same hex as the determinate hex of the ship takes damage equal to five times the
ship's normal maximum Action Points (a lot of Action Points represents a lot of systems, stockpiles, fuel and munitions). Ships in
an adjacent hex to the ship take half this damage, and ships two hexes away take half again. Halve the damage at each hex of
distance from the exploding ship (round down) until you reach zero damage. So, a ship with 32 APs will do damage equal to:
160/80/40/20/10/5/2/1, reaching out to 7 hexes. You don't want to be close to an exploding capital ship!

Fortunately, as the ship starts to break up, you may have a round or two to pull your fighters back before the vessel goes
supernova.

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Ramming Speed!
A vessel can deliberately ram another,
automatically exploding on contact and
causing the above damage. An attack roll is
still needed, otherwise the vessel misses the
target ship and passes through its hex.

Self-Destruct
A vessel can be set to self-destruct. This
action cannot be undone. The player must
choose a countdown period in rounds
(minimum of 5 rounds). At the end of the
vessel's turn that many rounds later, the ship
explodes. Note that it continues moving as
normal during this period, and transporters
or hangar bays can still be used to escape
the ship.

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THE GAME SEQUENCE


Each round, each ship in turn spends thrust points to alter its speed, moves according to its current speed and agility, and
spends action points to take actions.

Initiative
At the start of the game, each individual ship rolls 1d20, adds its Agility score, and any modifiers found in its stat block or from
heroes. The ship with the highest score acts first, followed by the next highest, and so on. This sequence stays in place every
round for the whole game.

If a new ship enters the game (for example, fighters launched from a carrier), roll initiative for them and insert them into the
initiative order at the beginning of the next round.

During Your Turn


A ship's turn follows the following sequence:

1. PRE-TURN
1.1 Adjust action point total from damage or repairs in the previous turn
1.2 Shields recharge points equal to their rating and pay the maintenance cost in action points if
maintained from the previous round
1.3 Apply aura damage if beginning turn in an aura
2. TURN
2.1 Ships change speed by spending thrust points and select a stance which lasts the entire round
2.2 Ships move and spend action points
3. END TURN
3.1 Resolve combat unit attacks on the ship
3.2 Roll for explosion of destroyed ship if appropriate
3.3 Move on to the next ship's turn

SPECIAL TERMS
Throughout this book, you'll occasionally come across the following game terms.

Turns & Rounds

The game is divided into consecutive rounds. During each round, every ship and hero in play takes a turn. When every ship
and hero has taken its turn, the game moves on to the next round.

Repair Ends
Occasionally you will see an effect listed with the words “(repair ends)” at the end. You'll find this little phrase at the
end of temporary statuses which can be inflicted on a vessel – for example, an EMP pulse which disables sensors, or
the act of a saboteur who damages the hanger bay doors. During its turn, a vessel may spend action points to allow its
engineering crew to make a “repair roll” to end this status (it must roll separately for each and every status it is suffering). This
is done quite simply: roll a d20, and if you roll 11 or more, the status ends (sensors restored, hanger bay doors repaired, etc.)

Bursts
Some actions or weapons have an effect descriptor which reads something like “Burst 3”. A burst is an area-of effect which
covers a number of hexes, centered on a target hex. A Burst 1 attack affects all hexes within 1 hex of the target hex; a Burst 2
attack affects all hexes within 2 hexes of the target hex.

The effect could be damage (such as the Colonial Battleship's nukes), or it may be an ECM effect (like that of the Colonial
Support Vessel or Rebel Freighter). The effects of a burst are detailed in the stat block.

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Russell Morrissey's Space Fight!

The “target hex” (the hex from which the burst emanates) will either be that of a target ship in the case of weapons, or it may be
a ship's own hex, especially with burst defensive actions such as an ECM pulse.

Determinate Hex

Some of the larger vessels in SPACE FIGHT! Use counters which cover multiple hexes. For the purposes of deternming firing
arcs and for turning, these ships have a determinate hex.

The larger ship counters all have the hex grid faintly displayed on them. The determinate hex is the central hex on the counter.
The following ships, due to their shape, do not have an actual central hex: Colonial Battleship, Imperial Destroyer, Hive Cube,
Machine Starbase, and Alliance War Frigate, allowing for two or more candidates for the determinate hex. In such cases, the
rule-of-thumb is that the determinate hex is the one slightly aft of center; in the case of these particular ship's we've marked the
determinate hex with a small green or blue star on the counter itself.

A vessel rotates around its determinate hex when turning, and the determinate hex indicates the origin point for firing arcs.

Dice Notation
When you are required to roll a number of dice, the following notation is used.

Each die type is referred to by the number of sides it has: a d4 is a 4-sided dice, a d6 is a 6-sided dice, a d20 is a 20-sided dice.
There are six die types in total: d4, d6, d8, d10, d12, d20.

Sometimes you will need to roll more than once die. In this case, you'll see a number before the die type. Thus 3d6 means
“three six-sided dice”, and 2d10 means “two ten-sided dice”. These die rolls are added togther.

Finally, you may see these die rolls modified with a bonus or penalty. This is noted after the die type. d12+4 means “roll a
twelve-side dice and add four”, and 3d6+2 means “roll three six-sided dice and add two”.

Most of the time you'll need to roll equal to or higher than a target number in order to succeed at an action.

Line-of-Sight
Many effects within the game require a line-of-sight; and some features such as nebulae can have an effect if they block line-of-
sight.

Vessels do not block line-of-sight from each other. However, some terrain features such as asteroids do.

Determining line-of-sight is easy. Simply draw a line from the center of each ship (or the determinate hex if the ship does not
have a central hex). If that line intersects any part of a hex covered by a terrain feature which can block line-of-sight, then there
is no line-of-sight between the two vessels.

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MOVEMENT
Movement in SPACE FIGHT! is simple. Each ship has a speed (usually beginning the game with 0) and moves that many hexes
each round. You can also spend thrust points to change your speed by accelerating or decelerating, and can change your
heading by one hex side (or sixty degrees) for free as long as you do so no more often than your speed and agility allow.

If any part of this game is complicated, this is it. Don't worry, it becomes second nature.

The speed concept is important – if a ship is currently rocketing forward at 15 hexes per round, it can't just stop dead. It must
spend thrust points to decelerate in order to stop. Smaller ships with more thrust points are able to accelerate and decelerate
much faster than larger ships. You'll need to think ahead a little when planning your movement, or you might find yourself
colliding with something because you couldn't stop or turn in time!

Tip: a great way to record your current speed is to place markers (such as dice with the ship's speed on the face-up side) on your
ship counters. This provides an easy visual reference so that everyone can see who's moving at what speed.

• You MUST move your full speed in hexes each turn.


• You may only change your speed once at the beginning of your turn. Each thrust point you spend increases or
decreases your speed by one hex.
• The number of hexes you MUST move before EACH 60 degree turn is equal to your speed divided by your agility
score (round down) with a minimum of 2 hexes unless moving at speed 1.
• A 60 degree turn does not cost any thrust points.

Agility scores: Terms Used:

1 Lumbering Speed Number of hexes moving this round


2 Clumsy Thrust Points Points available to change speed
3 Poor Heading The direction the ship is facing
4 Average Agility A rating of how agile the ship is
5 Agile
6 Nimble

If a ship can perform any other type of special movement, it is noted in its stat block. These maneuvers cost action points and
can be performed in addition to any other movement performed by the ship in its turn. Many vessels will be able to perform
unique maneuvers; for example:

Wingover (2)
The Rebel Freighter can combine a half loop and a barrel roll. Once per turn it can
move forward two hexes and turn 180 degrees in addition to any other movement it has
in its turn.

Emergency Stop!
In an emergency, a ship can perform an emergency stop. This action diverts all of the engine resources into a single movement
action, bringing the ship to a halt as fast as possible. However, such maneuvers are not healthy for the superstructure of a space
vessel, and can cause severe stress to the vessel in question.

When performing an emergency stop, you may add your ship's Agility score to its Thrust for the purposes of
deceleration only. You must do this at the start of your movement. However, your ship will suffer damage equal to
1d4 hit points per size category as the superstructure warps and bends in an effort to drag your vessel to a halt.

Sharing Hexes
Vessels in SPACE FIGHT! are assumed to be piloted by competent crewmembers. When ships enter each other's hexes, they do
not collide; instead, they are assumed to be passing above or below other ships in the same hex. This means that a fighter
squadron can race along the hull of a battlecruiser, blasting as it goes.

The exception to this rule is when a ship is out of control. This usually occurs because it has been reduced to zero hit points and
is about to explode, but other events can create this situation. If the ship is out of control and it enters another ship's hex, it
makes at attack roll against the other vessel's defence score. If it succeeds in this attack roll, it collides with the vessel in
question with the same result as if it were deliberately ramming it (see Ramming Speed in the movement section).

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Some terrain features such as asteroids cannot share a hex with another ship; entering the hex of such an object means a collision
as described in the section on Terrain Features.

Ship counters which cover multiple hexes such as the Imperial Destroyer display the hex grid faintly on top of the ship drawing
to make it easy to see which hex a ship is in when over the top of another counter.

Moving in Reverse
If a vessel can move in reverse, it will have a tiny “r” next to its thrust score. For example: THRUST 4r.

In order to move in reverse, a vessel must reduce its speed to zero and then continue to reduce it into negative numbers. So a
ship moving at speed -3 is moving in reverse at speed 3.

Increasing reverse speed is harder than increasing forward speed. Each point of reverse speed increase (i.e. each point of
negative speed) costs 2 thrust points instead of 1. However, each point of reverse speed decrease costs the usual 1 point.

For example: to go from speed 0 to speed -3 costs 6 thrust points. To then go from speed -3 back to speed 0 only costs 3 thrust
points.

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ACTIONS & FIRING


The number of action points available to a ship varies - a small fighter craft will typically only have 1-2 action points, while a
large starship with hundreds of crew members may have many more. Any given action costs 1 or more action points. Typical
actions include:

• Firing a weapon
• Maintaining deflector shields or a defense grid
• Launching a fighter squadron
• Cloaking or decloaking
• Scanning a ship or object
• Using transporters or other special actions

A vessel's stat card tells you how many Action Points it has to spend each turn. Each available action is listed on the
stat card, along with the Action Point cost of that action. Each action can only be used once per turn, and can be performed at
any point during your turn (before, after, or during movement).

Readied Actions
A vessel may “ready an action”. This means that an action is decided upon, and it takes place at a later time. For example, a
ship may ready an action to fire at another vessel as soon as it decloaks, or as soon as it gets into range.
Readying an action has twice the action point cost that the action would normally cost. This is because your crewmen, instead of
busying themselves doing various things, are hunched over a targeting scope waiting to fire or waiting in the transporter room
ready to beam across to another ship as soon as it comes into range.

You can ready an action by spending the action point cost during your ship's turn (remember, it costs double); you are then able
to perform that action at any time before the ship's next turn. If the round reaches the ship's next turn without your having taken
the action, the action points are wasted: your crew sat there hunched over the “Fire!” button to no avail.

You may only ready one action per round.

Open Fire!

After movement, the next most important thing in a space combat game is shooting. You can use your Action Points
to use the weaponry on your vessel; this weaponry can range for small cannons and lasers to torpedoes, massive ion
cannons and nuclear weapons.

A weapon entry on your ship's stat card contains a few pieces of information – the cost in Action Points to use the
weapon, its range and firing arcs, the damage it does when it successfully hits its target, and any accuracy-based
modifiers to the to-hit roll.

At its most basic, to fire a weapon you need to have line-of-sight, spend the Action Point cost, roll a d20 plus your ship's Agility,
and score equal to or higher than the target's defense value, and if successful roll an amount of damage which is deducted from
the target's hit points.

Rolling “20”s or “1”s

A die roll of 20 is ALWAYS a hit, no matter what modifiers apply to the die roll. Conversely, a die roll of 1 is ALWAYS a miss.
In addition, a natural roll of 20 is considered a critical hit and does maximum damage. For example, a turbolaser which does
3d6 damage will do 18 damage on a critical hit.

A critical hit also has a chance to damage a specific system – if you score a critical hit, roll d20. On a roll of 11 or more, a
system on the target ship has been damaged. Roll randomly on the ship card's critical column to determine which system is
damaged and check off one damage box. The system is now unusable by the target ship until the repair roll noted in the damage
box is rolled to restore it. If a system is hit multiple times, check off additional damage boxes – the repair roll for each
subsequent damage box is more difficult than the one before it.

Heavy damage can raise the required repair roll above 20, making it impossible to repair without bonuses to the die roll. If you
have checked off all four damage boxes for a system and the system is hit again, it is completely destroyed and can never be
repaired.

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They're coming in too fast!

Targets are harder to hit when they're moving at great speeds. If your target is moving at a speed of 10 or greater, it gains a +2
bonus to its defence. If it is moving at a speed of 20 or greater, is gains a +4 bonus. Conversely, it's harder to shoot accurately at
such high speeds, and a vessel receives -2 to its attacks at speeds of 10 or greater and -4 at speeds of 20 or more.

Evasive Maneuvers!

A ship of size Large or smaller can take emergency evasive action once per round. The evasive maneuvers are declared before
the attacking vessel makes its attack roll, and the effects last until the end of the target ship's next turn. Once evasive maneuvers
have been announced, the following effects occur:

• The ship gains a +4 bonus to its defense value.


• The ship cannot use transporters, launch smaller vessels, or use tractor beams.
• The ship cannot fire weapons.

Positioning
A couple of other factors grant a bonus to the attack roll.

• You get a +2 bonus to attack a stationary target


• You get a +2 bonus to attack another ship from the rear and score critical hits on a roll of 19-20 (normally only on a roll
of 20).

Firing Arcs

Every weapon notation on a ship card indicates which direction (or directions) that weapon may fire in. A fighter may have
forward firing blasters, a capital ship may have weapons mounted on the port or starboard, and some vessels even have rear-
firing weapons. There are four firing arcs: forward, port (left), starboard (right), and aft. To fire at another ship, the target
must fall within the firing arcs covered by the weapon.

Multi-hex Ships and Firing Arcs


If a ship covers multiple hexes, it's slightly harder to determine firing arcs. In such cases, the above diagram is still used; you
use the ship's determinate hex for establishing firing arcs . Note that the Hive Cube has no determinate hex since all its
weapons can fire in all arcs.

Special Weapon Types

Arrays are a way of flexibly combining phaser emitters or banks. A phaser array resembles a long band containing mutiple
phaser emitters along its length. These phasers can fire individually as normal, or, more commonly, can be combined in the
array for a focused powerful shot.

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The ship card entry for a phaser array will contain individual stats for the phaser emitters, and a notation such as “in 2 arrays of
3”. This indicates that there are 6 separate phaser weapons which can be used individually; alternatively either or both arrays
can be focused to fire at once in a single beam, doing with one single attack roll the total damage that the three separate beams
would normally do, but costing less in AP to fire than the three separate beams normally would.

For example, the Federation Flagship's phaser entry looks like this:

Phaser Banks x12 (in 4 arrays of 3) 1 each or 2 each +2 to hit, 1d6 damage, 6 forward (in two arrays of 3), 3 port (in
array one array), 3 starboard (in one array). Range 10.

The vessel has twelve phasers in total arranged in four arrays, each array containing three phaser emitters. The ship could fire all
12 phasers separately for 1AP each, doing 1d6 damage each. On the port side are located 3 of its 12 phasers arranged into a
single array. It could fire those three phasers for 1AP each, doing 1d6 damage each on a hit. Alternatively, it may choose to fire
the port phaser array – it's firing the same three phasers on that side that it would normally, but it makes only one attack roll and
does 3d6 damage if it hits; in addition using the phaser array is more efficient, costing only 2 AP instead of the 3AP it would cost
to fire the same three phasers individually.

Targeting Specific Systems

It is possible to deliberately target and disable specific systems on the target vessel. Usually, damage is simply applied to a
vessel's hit point total (see above), but at times it may be tactically viable to focus fire on a shield generator, sensor array, hangar
bay, or any other system indicated on the ship's stat card.

• You may target any system entry on a ship's stat card.


• The system's defense score is 4 points higher than the vessel's. So an Imperial Destroyer's defense score is 4, and its
deflector shield generator's defense score is 8.
• If you do 10% (round down) of the vessel's hit point total in damage to the target system with a single attack, it is
disabled. The Spartan Scout has 45 hit points, so you need to do 4 damage to the shield generator to disable it.
Deflector shields reduce damage each round as normal.
• When a system is hit, check off one damage box on that system. The vessel cannot access that system until it is repaired
with a repair roll. If a system is hit multiple times, check off extra damage boxes with increasingly difficult repair rolls
(in the same way as described in the Critical Hit section).
• If you inflict a multiple of the damage needed to disable a system, it suffers additional hits. For each full multiple,
check off one box. For example, since the Spartan Scout's systems require 4 points of damage to disable them, doing 8
points inflicts two hits, 12 points inflicts 3 hits, and so on.
• If you have checked off all four damage boxes for a system and the system is hit again, the system is completely
destroyed and can never be repaired.
• Damage done to a system does NOT come off the vessel's hit point total.
• You can only target a system at HALF the range of your weapons (round down). This means that some smaller vessels
such as fighter squadrons need to come in very close.

Shields

Many ships have deflector shields of varying strengths. Shields work by reducing the amount of damage caused by weaponry
striking the ship, and are noted on the vessel stat card.

Shields cost action points to maintain each round; if you do not spend the action points, then your shields go down, so choosing
where to divert your ship's resources (in this case power) is an important decision.

Shield Rating: When your shields are up, they absorb a certain amount of damage from each attack as noted on the stat card;
this is called its Shield Rating. Excess damage (that which exceeds the Shield Rating) is applied to the ship as normal. This
rating also tells you how much the shields automatically recharge at the beginning of each round, restoring lost Shield Points.

Shield Points: Your shields also have a number of Shield Points. These represent the total status of your shields, and are
depleted as the shields absorb damage. Each time the shields absorb damage (an amount equal to the Shield Rating), the Shield
Points are reduced by the same amount. As the Shield Points are depleted, the Shield Rating falls. When they reach zero, the
shields are down. Shield Points are automatically recharged at the beginning of each round by an amount equal to the Shield
Rating.

Repair Rolls: You can also recharge (divert power to) your depleted shields by using your repair roll; this is instead of using it to
repair damage to the ship itself. You cannot use a sick bay to make this repair roll.

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Intensifying a Shield: Ships with shields have four different shield arcs which correspond with firing arcs. At times you may
wish to increase power to a specific shield. You can only do this to one shield at a time. By spending the number of action
points normally needed to maintain your shields (in addition to the basic cost to maintain them), you can double the Shield
Rating of one shield for the round (until your next turn). For example, the below ship spends 3 AP to maintain its shields, and an
additional 3 AP to intensify its forward shields for a total of 6 AP.

An intensified shield's Shield Points are not depleted at twice the rate, however. The Shield Point depletion is the same as when
the shield is not intensified. So a Rating 3 shield intensified to 6 is hit for 10 damage; it absorbs 6 damage, loses 3 shield points,
and 4 damage goes through to the ship's hit points.

Recharging: A vessel's shields recharge a number of Shield Points equal to its Shield Rating at the beginning of each round.
Use the initial Shield Rating to determine the recharge rate, not the current (possibly depleted) Shield Rating.

Auras & Defence Grids


Some large vessels possess an “aura”, usually provided by a defense grid of some kind. Unlike shields, which provide a passive
defense, a defense grid is an active defensive measure. Examples include the automated weaponry on a Colonial Battleship or
the laser towers on an Imperial Destroyer. Defensive grids are usually too weak to seriously damage a larger vessel, but can cut
swathes of destruction through a squadron of fighters.

An aura is assigned a range and a damage rating. Enemy vessels within the aura’s range (counted from the ship's determinate
hex) automatically take damage equal to the damage rating (no hit roll is needed), and a squadron takes full damage from an
aura. For example, a Colonial Battleship has an entry in its stat block which reads: Aura 5, Damage Rating 1d6. This means that
ships within 5 hexes of the Colonial Battleship's determinate hex automatically take 1d6 points of damage per round - enough to
destroy most fighter-sized craft, and seriously deplete a squadron!

The damage from an aura is inflicted automatically whenever a ship enters the aura or begins its turn in the aura. If it is
beginning its turn in the aura, the damage is applied right at the beginning of the turn – before thrust points are used or action
points are spent (so if your shield is not up, the damage applies before you can raise it).

As with shields, ships with defence grids have four different grid arcs which correspond with firing arcs. By default, activating
your defence grid covers all four arcs; you can, however, intensify a specific arc.

Intensifying a Grid: You may sometimes need to intensify a specific defence grid. Your can only intensify one of your four
defence grids at a time. By spending the number of action points normally needed to maintain your grid (in addition to the basic
cost to maintain it), you can increase the damage rating of one grid arc by one die type for the round (until your next turn). For
example, if the grid normally does 1d6 damage, intensifying it will do 1d8 damage instead.

On the Damage Track: A grid's damage output is reduced as the ship progresses down the damage track. When the ship is
Battered the damage from the grid is reduced by one die size (e.g. from d6 to d4). This stacks with the Intensify action, so a
powered-down (one die size less) intensified (one die size more) grid does its standard basic damage.

Repairs
Many vessels can effect repairs whilst in battle - from a lowly astromech droid to an entire engineering department.
A repair roll typically takes on action (unless otherwise noted - some vessels, such as the Hive Cube can repair as a
free action), and requires a roll of 11 or more on a d20 (possibly modified by certain Heroes). If the roll is successful, the repair
facility restores a number of hit points equal to its repair rating. If the roll is unsuccessful, no repairs were
completed.

Because hit points are an abstract measure of many things, including crew complement, a repair roll can also be a
measure of the actions of a sick bay or medical ward, as it returns injured crew members to duty. For this reason,
some vessels may have two or more separate repair facilities on their ship card (for example, an engineering department and a

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sick bay) each with its own repair rating. Any given facility can only make one repair roll per round, however.

As mentioned in the section on firing at specific ship systems, a repair roll can be used to restore a damaged system system
instead of the vessel's hit point total at the player's choice. As usual, the base roll to restore a damaged system is 11+ on d20, but
systems which have been damaged multiple times may require higher rolls to restore them. See the sections of Critical Hits and
Targeting Specific Systems for details on multiple hits and increasing the difficulty of repair rolls.

Repair rolls can also be used to replenish Shield Points as noted in the Shields section.

Sensors
Not all ships have the ability to scan a target vessel and obtain information about it; those that can have a sensors entry in their
stat block which typically requires one action point to use. The sensor rating indicates how powerful or sophisticated the ship’s
sensors are, indicating a bonus to the d20 roll needed to obtain information about another vessel.

You may attempt to establish a sensor lock on any vessel on the game map. To gain information about another vessel, you must
roll 11 or more on a d20. You may add your sensor rating to that roll. A successful sensor lock has the following effects:

• Target Weapons. A sensor lock means that you are using your ship’s sensors exclusively to target a single vessel. When
you obtain a sensor lock on an enemy vessel, the target vessel will automatically know of it. A sensor lock grants you a
+4 bonus to hit the target. Changing your sensor lock target requires you to make a roll against your new sensor target,
and you will lose the sensor lock on the original target even if you fail to achieve a sensor lock on the new target. Some
larger, sophisticated starships such as the Federation Cruiser are able to obtain sensor locks on more than one vessel.
This is noted on their ship cards. In such cases, when you attempt to establish a lock on an extra target beyond your
vessel's capacity, you may choose which of the previous locks is dropped.
• Transporters. A sensor lock is also required in order to use transporters. You do not need a sensor lock to beam your
own crew members back from a remote location – they carry communicators and beacons for that purpose.
• Cloaked Ships. A sensor lock allows you to fire at a cloaked vessel at a -4 penalty. Getting a lock on a cloaked vessel is
very difficult: a -4 penalty is applied to the sensor roll and the lock is dropped at the beginning of the cloaked ship's
turn, requiring you to continually reestablish it.

Initially establishing a sensor lock requires line-of-sight; an existing sensor lock is not broken if line-of-sight becomes blocked
during movement..

Tractor Beams
A tractor beam is used to gain control of another vessel's movement; often holding it in place or drawing it in towards the
capturing ship. The beam works by reducing the target's speed. If the beam reduces the target's speed to less than zero, that
excess (negative) speed is used by the tractor beam to move the target ship wherever he desires. Of course, the target vessel is
able to apply thrust to increase its speed.

The target ship's movement still occurs during its own turn. If it has a positive speed (a speed of greater than zero), the target
ship moves as normal at that speed. If it has a negative speed (a speed less than zero), the player controlling the tractor beam
decides where it moves.

A tractor beam has a rating which indicates the amount of speed it is able to negate; it also has a maximum size limit – some
ships are simply too big to be manipulated in this way. If multiple tractor beams are used on a single target, take the rating of the
strongest beam and add 1 point for each additional beam.

For example, an Imperial Destroyer with a rating 10 beam is attempting to capture a Rebel Freighter (Thrust 8) moving at
speed 4. On a successful hit, the beam reduces the freighter's speed by 10 points – which takes it to -6 speed. Of course, the
freighter applies its Thrust 8 to increase its speed up to 2 from -6.

In the following round, the same occurs. The Destroyer reduces the freighter's speed from 2 to -8, and the freighter applies 8
points of thrust to increase it back up to zero. The freighter is currently motionless. Next round, the Destroyer will start to drag
the freighter towards it.

Tractor Beams, like shields, have a per-round cost to maintain. If you do not spend the action points to maintain your tractor
beam each round, the tractor beam deactivates.

When a tractor beam deactivates, the target ship continues at its new speed (unless that is a negative speed, in which case its
speed is now zero).

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Cloaking Devices

Factions such as the Spartans and the Shadows have access to cloaking technology. Cloaking devices make a vessel practically
invisible.

• A cloaked ship cannot be targeted by weapons unless a sensor lock is achieved (although it can still be affected by burst
weapons).
• A cloaked ship cannot fire unless specifically noted on its stat card.
• When cloaked, turn the ship counter over.
• Sensors can be used to lock onto and fire at a cloaked ship at a -4 penalty to both the sensor roll and the attack roll (see
the Sensors section). If the cloaked vessel is using its own sensors, both penalties drop to -2.
• A cloaked ship drops all sensor locks on it at the beginning of its turn, forcing other vessels to continually reestablish
their sensor locks. In addition, the action of cloaking immediately causes all sensor locks on the cloaked vessel to drop.
• A cloak's action point cost must be spent each round to maintain the cloak; otherwise the vessel decloaks.
• Some ships have special stealth attack options which they can use while cloaked. Typically this allows the to decloak
and fire a single highly damaging shot. This is noted on the ship card if available.

Faster Than Light

The Federation calls it Warp Drive. The Empire and the Rebels call it Hyperdrive. The Colonists refer to FTL. Moving at
speeds greater than the speed of light is well within the capabilities of all factions in SPACE FIGHT! although the
implementation may vary. For example, while the Rebels have figured out how to mount a small Hyperdrive on a fighter craft,
the Colonists' FTL drives are massive, lumbering affairs attached to only larger vessels. The Alliance, in fact, while
understanding the theory of such technology, has not actually managed to implement it in a vessel, relying instead on a network
of Jump Gates; fortunately, this extensive Jump Gate network became part of the merged universe along with its inhabitants.
Most of this doesn't matter in the context of SPACE FIGHT! While faster-than-light speeds are ideal for traveling to a battle,
they don't have much practical use within the battle itself (aside from escape, of course). It can have an effect on a scenario,
though – for example, one in which a Colonial Battleship must dock all its fighters and spool up its FTL drive to escape before
being destroyed by overwhelming numbers.

To instigate faster-than-light speed, a ship must announce its intention in its turn. The figure in its stat block (marked “FTL
Capable”) indicates how many rounds it takes to activate the faster-than-light drive, and the figure after the slash indicates how
many action points are required to do so. These action points must be spent each round of activation.

For example: FTL Capable 2/6 indicates that it takes a vessel 2 rounds to activate its faster-than-light drive, and that it must
spend 6 action points in each of those rounds to do so. If the vessel fails to spend the required number of action points each
round, the faster-than-light drive fails to activate.

A ship which has engaged a faster-than-light drive immediately leaves the area and is considered out of the game.

Other Actions

There are many other actions available to vessels, such as ECM and EMPs. These actions are detailed on the ship's stat card.

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SPECIAL SHIP TYPES


Squadrons
Often small vessels are grouped into squadrons. This allows a carrier to launch a full complement of up to 80 fighters while
keeping the game manageable. In game terms a squadron, although composed of multiple ships, is treated as if it were one ship
only. A squadron possesses some unique qualities:

• A weapon can only cause one point of damage to a squadron, regardless of its power. The exceptions to this are auras
and area-effect weapons which do full damage.
• When damaged, a squadron's thrust does not decrease; it's action points decrease as normal.
• A squadron is not susceptible to specific system damage from critical hits or ships targeting specific systems.
• If a hero is in a squadron, he is not killed until the last ship in the squadron is destroyed.
• The squadron is size Small rather than Tiny, making it easier to hit than individual fighters.
• Many squadrons (or many fighter-sized ships, for that matter) have a more powerful missile attack in addition to their
main guns. These are one-use attacks, so you'll need to decide the best time to unleash it. They are “recharged”
automatically by docking.

COLONIAL FIGHTER SQUADRON


A squadron of 12 Colonial Fighters, usually launched from a Colonial Battleship. Colonial Fighters are
highly maneuverable, and are armed with projectile cannons and javelin missile launchers.

ACTION POINTS 4 THRUST 7 AGILITY 5 DEFENCE 16 HIT POINTS 12


Crew 12 Not FTL Capable Agile Tiny (8.5m)
Crit System Cost Details
1 Turbo 1 Usable only three times between dockings, allows double
acceleration for one round.
2 Twin Accelerator Cannons x12 1 +2 to hit squadrons or size Tiny ships, 1d4 damage, forward
arc. Range 3.
3 Javelin Missile Launcher x 12 1 -4 to hit, 1d8 damage, forward arc. Range 5. Can only be
used once between dockings.

10-11 7-9 4-6 1-3


Scratched Damaged Battered Crippled
No effect AP 3 AP 2 AP 1

A squadron possesses a large number of weapons, and enough action points for a certain number of its members to effectively
fire each round. As the squadron is damaged, its action points total will decrease as normal, effectively reducing the damage
output of the squadron. When a squadron reaches zero hit points, it is completely destroyed.

Launching a Squadron
If the squadron does not begin play on the starscape, it may be launched by a carrier vessel such as the Imperial Destroyer or the
Colonial Battleship. Launching a squadron is an action, and the carrier's stat card will indicate how many launch facilities it has
(usually one or two); this is the maximum number of squadrons it can launch in a given round.

When a squadron launches, it does so with an initial speed equal to the carrier. The squadron appears adjacent to the carrier
facing directly away from the carrier in a hex of the player's choice unless the stat card indicates otherwise.
The squadron does not begin acting until the beginning of the next round. At the beginning of the round following the
squadron's launch, roll its initiative and add it into the turn order.

Docking
Squadrons can return to their carriers. To do so, they must move adjacent to the carrier and match its speed. The carrier can then

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dock them on its turn by spending the same number of action points it needs to launch them. Note that a launch facility cannot
launch and dock fighters at the same time.

A ship with docking capabilities such as the Colonial Battleship or Imperial Destroyer can dock any vessel which is at least two
sizes smaller than the carrier. With such unfamiliar craft, the procedure costs 4 action points.

Bombers

Some ships have a bombing capability. Bombers attack a hex rather than a specific target, and the area effect of their payload
can cover more than one hex, damaging any ground targets within that area. To accurately target a hex, the bomber must roll 11
or more on d20 (unless otherwise specified in its stat block); a miss, however, simply means that it has instead struck a nearby
hex. The stat block indicates the damage and spread of a bombing attack. For example:

Fire Weapons (1)


1 x proton bomb: 1d4 damage, burst 1. Range 1.

Bombs usually have a range of 1, unless otherwise noted.


To determine which hex has been struck on a miss, roll 1d10 to determine direction. The distance from the target can increase
with faster moving ships; roll 1d4 and add 1 hex for full every 5 points of current speed.

The stat block will describe any additional special bombing capabilities or maneuvers
available to the ship -from dive bombing to carpet bombing. It may seem obvious, but
just for the sake of completeness: bombing attacks only affect ground targets (or large
flying targets of more than one hex in size).

Laser Towers
There are many different types of artillery and point-defense, from laser towers to
missile launchers and ion cannons. Some are manned and controlled directly by a
player, and others are automatic, attacking vessels which enter their range. In this core
rulebook, we're going to introduce just one type, the basic laser tower which is
controlled by a player. You'll find a lot more of this type of thing in GROUND ATTACK!, a supplement to SPACE FIGHT! to be
available separately.

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A tower is, in essence, a ship with no thrust points. In other words, it can fire and be fired upon, it can take damage, it can make
repair rolls, and even have heroes aboard; but it can't move. In SPACE FIGHT! you are most likely to find laser towers mounted
on asteroids. Towers, by their nature, are often more powerful than ship-mounted weapons, and can often fire in all firing arcs.

LASER TOWER
A basic laser tower manned by a gunner and an engineer, this lightweight tower is easily deployed on the
surfaces of asteroids. Boasting powerful dual-linked laser cannons capable of cutting down a fighter
squadron, the turret is able to rotate in a full 360-degree arc.
ACTION POINTS 1 THRUST 0 AGILITY 0 DEFENCE 15 HIT POINTS 25
Crew 2 Stationary Stationary Tiny (10m)
Crit System Cost Details
1 Engineer 1 Repair Rating 1.
2 Dual-linked Laser Cannon 1 +2 to hit squadrons or size Tiny ships, 1d8 damage, all firing
arcs. Range 8

- 2 - 1
Scratched Damaged Battered Crippled
No effect AP 1 AP 1 AP 1

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BOARDING COMBAT
Boarding

Many ships have the capability and crew type to board another vessel. The method of boarding varies - from transporters to
small boarding craft filled with marines - but the effect is much the same. If a ship is able to engage in boarding maneuvers, this
will be noted in its stat block, as will the process for commencing a boarding. Note that shields will always prevent the use of
transporters.

Transporters
Transporters can immediately transport one friendly unit to or from a target vessel with a successful attack roll against its
defence score (stationary ground-based locations or asteroids have a defence score of 0, meaning that the process is automatic
unless the location is shielded or provides other modifiers). Failure to make this roll does not harm those being transported – it
simply means that the transporter operator has not managed to obtain a sufficiently stable transporter lock.

Shields interfere with transporters. If either the target vessel or the transporting vessel has shields up, the shield rating of the
highest of the two is applied as a penalty to the transporter roll. So, if the target ship has shield up with a current rating of 4, a
15+ on a d20 is needed to transport aboard.

Boarding Craft
A boarding craft such as the Colonial Support Vessel or the Imperial Assault Craft carries combat units from ship to ship. The
number of units it can carry is noted next to the crew notation To instigate a boarding action, the craft must be adjacent to the
target vessel and moving within 3 points of its speed. A roll of 11 or more on a d20 immediately transfers the combat unit to the
target vessel.

The process of moving a combat unit (or a hero, for that matter) via a boarding craft is as follows: on a ship's turn it moves the
combat unit to the boarding craft and launches it; the boarding craft then moves in its own turn until it reaches the target vessel
as described above; the boarding craft then attempts a boarding action which, if successful, immediately transfers the unit to the
target ship. If the target ship is a friendly vessel, the boarding action is automatically successful. As you can see, the combat
troops have no actual movement action of their own – their movement is controlled completely by the ships they are on.

Combat
A boarding unit and the defending crew have stats much like a vessel; these are found in the table below. The number of units a
vessel has available for combat operations is noted next to the crew total in parenthesis. If there is no such notation, then the
vessel does not have troops able to withstand an assault or instigate a boarding action.

Friendly and allied combat units aboard your ship are tracked on the ship stat card.

During combat, each boarding unit gets one attack on the turn of the host ship*; it rolls a d20. A hit is scored with a roll equal to
the defence of the opposing unit or more, defeating the target combat unit. The defending combat unit gets one return attack.
Combat units can only engage one other combat unit at a time; you cannot attack friendly units.

[What does this mean? Combat is resolved on a one-on-one basis. Units cannot “gang up” on each other. Each side
gets a number of attacks equal to the number of combat units present that are owned by the side with the fewest number
of combat units present.]

Alternatively, a combat unit may attack a ship system, damaging it on a roll of 11 or more. The combat unit is still susceptible to
attack by opposing combat units; in effect it gives up its own attack to damage the system instead. Damage is applied to specific
systems in the same way as described in Targeting Specific Systems and Critical Hits – each hit checks off one damage box,
requiring a repair roll to restore.

Each enemy unit on your ship lowers your Action Points total by 1 as your crew fights, hides, and attempts to work in
adverse situations and as the boarding units block walkways, damage equipment and generally cause a nuisance. As always, this
cannot reduce your Action Points to zero.

Any combat force aboard a vessel with no opposing combat forces (because they've all been killed or because the vessel never
had any to begin with) controls that vessel.

Boarding actions between large vessels can turn into protracted engagements. Additionally, friendly ships may be able to deploy

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combat forces of their own to assist one side or the other. Individual heroes may also affect these conflicts.

*If combat units are operating on a location not played by a player (thus not having an initiative score), the location has
an effective initiative score of 0 (i.e. at the end of the round). This happens when an objective is placed on an asteroid
or ground-based location as opposed to an enemy ship.

Captured Vessels
Once a vessel has been captured as described above, the vessel's player should hand the ship's stat card to the
capturing player. That vessel is now under the control of the player who captured it. However, a captured vessel
does not operate at peak efficiency. Many of the crew and systems will be damaged in the boarding action, and the
existing crew is unlikely to cooperate. Therefore, a captured vessel operates as though Crippled on the damage
track, and its hit points are reduced accordingly to put it at the top end of the Crippled band (if it already has less hit points than
that, its hit point total does not change). The captured vessel can, of course, be repaired by the capturing player. Heroes on a
captured vessel remain on that vessel.

Unit Types
Each faction has different combat units with different statistics. Some combat units have special abilities which they can use
during combat. Not all units are equal. See the following table for information on combat units.

UNIT TYPE ATTACK DEFENCE SPECIAL


Federation Security +2 8 A unit of Federation Security gets +2 to its attacks when
attempting to disable ship systems.
Imperial Soldiers -2 12
Colonial Marines - 10
Alliance Rangers +2 10 Alliance rangers are expert infiltrators and are able to
attack heroes directly even when protected by a combat
unit.
Hive Drones -2 10 When a unit of drones defeats an opposing unit, it
assimilates that unit, transferring it to the Hive player's
control.
Machine Robots - 15 A unit of Machine Robots can self-destruct instead of
attacking, destroying itself and one opposing unit.
Shadow Emissaries - 14 A unit of Shadow Emissaries can cloak itself, giving it
+4 to defence. It is only able to attack ship systems
while cloaked, since attacking troops gives away its
location.
Rebel Fighters - 10
Spartan Warriors +2 8 A unit of Spartan Warriors can rage while attacking,
getting two attacks but -4 to defence. The two attacks
may be directed at two different targets.

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Imperial Soldiers Federation Security Hive Drones

Colonial Marines Machine Robots Spartan Warriors

Shadow Emissaries Rebel Fighters Alliance Rangers

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STANCES
Stances are an area of advanced starship combat and tactics. A starship captain can get by without using stances, but the best
captains will master them.

Stances refer to specific behavior patterns adopted by vessels or in coordination with other vessels to provide the synergistic
benefits of formations or behavioral “modes”. Typically as stance will require a certain type of behavior from those using it and
will grant certain broad benefits to the vessel(s) in question. An example might be an “attack run” where a squadron gives up
some of its maneuverability and ability to defend against incoming attacks in order to line up particularly devastating shots, or an
escort pattern which allows ships to effectively defend an objective while sacrificing some of their flexibility of options.

Entering a Stance

Ship's declare their stance at the beginning of their turn when they determine their speed. The stance then lasts until they declare
that they are leaving or changing their stance at the beginning of a later turn. A ship cannot enter or leave a stance at any time
other than at the beginning of their turn, and all benefits, restrictions, and effects apply until the ship leaves the stance.

Linked Ships

Some stances require that ships move in formation; they need to move together at the same speed. Linking your movement to
that of another ship is easy, and stances which require this have that fact noted in their descriptions.

When two or more ships are “linked” they move together. One vessel is always the lead ship (the vessel to whose movement
other ships are linked – it doesn't have to be in front of the other ships: “lead” merely denotes that it governs the movement
patterns of those linked to it). For example, several squadrons may link themselves to the civilian vessel they are escorting,
moving with it in an escort formation.

When a ship is linked to another, it moves and acts on the lead ship's initiative score. All such linked ships move together
simultaneously without breaking formation. A ship becomes linked to another by entering an appropriate stance, and becomes
unlinked by leaving that stance, at which point its initiative score reverts back to its own score.

Attack Run
“Stay on target.... stay on target!”

An attack run is performed by a squadron or small ship and is used to make a devastating attack on a target. The ship lines up its
attack run and then flies in a straight line; attacking in this manner makes its attacks more effective, but the ship must
concentrate on ignoring distractions and enemy attacks, often to its detriment.

Requirements: Size small or lower (including squadrons). The vessel must be moving at a speed equal to or less than its thrust
score, and may not change heading at all while in the stance.

Effect: The vessel doubles its action points while in this stance, but suffers a -4 penalty to its defence score.

Damage Control
“Seal those bulkheads! Shut down all non-essential systems!”

A damaged vessel can place itself in damage control mode. It shuts down all non-essential systems (leaving only life-support,
engineering, and sick bays) and diverts crew and resources to the repair effort at the expense of other actions. This makes the
vessel very vulnerable to attack, but enables the crew to accomplish miracles of engineering as they pitch in with the repair
effort.

Requirements: The ship must have a crew of 6 or more and must be stationary.

Effect: The vessel gains a +2 bonus to all repair rolls (including those from the sick bay) and doubles the repair rating of its
repair facilities. However, all other systems shut down completely and cannot be accessed while in this stance, and the vessel
suffers a -4 penalty to its defence score (in addition to the -2 penalty it suffers for being stationary).

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Guard
“Hold the line! Don't let them through!”

Vessels can escort each other, providing protection in the form of a defensive screen which is hard to penetrate. Typically
multiple squadrons will escort larger ships, but any vessel may escort any other vessel.

Requirements: The escorting vessel(s) must be within 3 hexes of the escorted ship.

Effect: The escorting vessel becomes linked to the escorted ship. It loses its ability to move independently or to spend action
points, but instead projects an aura equal to its weapons range. Any enemy vessel entering or beginning its turn in this aura is
subject to an attack from the escorting ship. The escorting ship may fire at every enemy vessel which meets these conditions, but
cannot fire at any given enemy vessel more than once in a round. In addition, the escorted vessel gains a defence bonus of +2 (it
only gains a total defence bonus of +2 no matter how many ships are escorting it).

Special: It is possible to guard a stationary object other than a ship.

Cover
“Lay down a covering pattern. We have to make sure those fighters get through!”

By directing its weapon fire in a covering pattern, a ship can effectively protect nearby allies.

Requirements: The covered ship must be within weapon range of the covering vessel. Covered ships must be of a smaller size
category than the covering ship.

Effect: The vessel is able to cover all ships within its weapon range. The covered ships gain a +4 defence bonus against any
attackers also within weapon range of the covering ship. The covering ship may not attack other vessels while in this stance. A
ship can only benefit from cover from one ship at a time.

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STARSCAPE TERRAIN FEATURES


Asteroids
The most common terrain feature found on a starscape is an asteroid. An asteroid occupies one or more hexes, and (unlike
vessels) cannot share a hex with another ship. Any ship which comes into contact with an asteroid is deemed to have collided
with it.

A collision causes damage to both the asteroid and to the vessel in question. An asteroid has hit points just like a vessel, can be
attacked with weaponry, and is destroyed and removed from the game when reduced to zero hit points (it does not cause
explosion damage to nearby objects like a vessel does). The number of hit points an asteroid has depends on its size – count the
number of hexes it occupies and multiply that figure by 50. A destroyed asteroid results in asteroid fragments (see below).

The damage caused in a collision (to both asteroid and vessel) is dependent on the sizes of each along with the speed at which
the collision occurs. Brushing against a small asteroid at speed 1 is survivable; smashing into a massive asteroid at speed 16
means certain death for many smaller ships and can seriously damage a larger one.

The damage caused by the collision is:

SPEED x SHIP SIZE x ASTEROID SIZE

Speed is the speed of the vessel in question. Ship size refers to the size category of the ship (Tiny = 1, Small = 2, Medium = 3,
Large = 4, Huge = 5). Asteroid size refers to the number of hexes that the asteroid occupies.

The same damage is applied to both ship and asteroid.

For example: a Rebel Freighter (size Medium) collides with a 1-hex asteroid while flying at speed 6. The damage to the
freighter is 3 x 1 x 6 = 18. The freighter has 15 hit points and has its deflector shields up, which absorb 4 points of damage per
round. The freighter thus survives the collision barely, with 1 hit point remaining.

Asteroids block line-of-sight.

Asteroid Fragments One of the counters available to you is an asteroid fragment counter
(pictured right). This counter is one hex in size, and depicts several small asteroid chunks.
Unlike a full asteroid, asteroid fragments can share a hex with other objects, and do not
collide with objects entering their hex. Instead, they represent an area filled with small bits of
rock and debris – hazardous, but not as dangerous as a full asteroid.

Asteroid fragments inflict 1d4 point of damage to vessels entering their hex. They cannot be
destroyed.

Asteroid fragments may be present on the starscape from the beginning of the game, or they
may be caused by the destruction of a larger asteroid during play. When a larger asteroid is
destroyed, replace each hex it occupies with an asteroid fragments counter.

Asteroid fragments do not block line-of-sight.

Minefields
Minefields are a particular dangerous type of starscape scenery. They may be present from
the beginning of the game, or they may be deployed by certain vessels (such as the Colonial
Support Vessel). There are different types of minefield, but the basic minefield is a hex filled
with proximity mines which do damage to their nearby area when detonated.

If any ship moves within one hex of a proximity minefield hex, there is a chance that the
mines will detonate. The vessel must roll 11 or more on a d20 to avoid setting off the mines.
If they detonate, they cause 2d6 damage to all vessels within one hex of the actual minefield.
If the details of a minefield differ from this, is will be noted in the deploying vessel's stat
block. Some may be harder to avoid, have a different sized blast area, cause a different
amount of damage, or cause a different type of damage altogether (such as an EMP pulse).

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Nebulae
Nebulae are huge clouds of gas. They usually take up a large section of the starscape (in some cases, the entire starscape). A
nebula has the following effects:

• Blocks sensors. A sensor lock cannot be achieved or maintained if a hex containing part of a nebula blocks line-of-
sight between the vessels in question. This also applies if either vessel is in a nebula hex. If a ship with a sensor lock
maneuvers so that a nebula hex blocks line-of-sight between it and its target, the sensor lock is immediately dropped.
• Reduced visibility. Nebula hexes also make it harder to target weapons. If a nebula hex blocks line-of-sight between a
ship and its target (or if either ship is in a nebula hex), attack rolls are made at a -4 penalty.

What, no planets or moons?


At the scale SPACE FIGHT! is played at, planets and moons do not feature on the starscape. This is because such an object
would be so large as to cover not only the entire starscape, but several more starscapes also.

GROUND ATTACK!, a supplement for SPACE FIGHT!, introduces hex maps with ground terrain instead of space as the
background feature. This supplement will deal with how to play a battle above a planet's surface. However, for a quick-and-
easy introduction, should you wish to battle above a planet, use the following basic rules:

• A ship must maintain a speed of 1 or more. Any ship moving at a speed of 0 crashes into the planet's surface, exploding
immediately.
• A ship can land on the surface of a planet by reducing its speed to 1 and then spending all of its action points to perform
the landing.
• Combat troops can move 1 hex per round, and can only attack units in adjacent hexes.

GROUND ATTACK! will deal with this subject in much greater detail, and include different types of artillery (various laser
towers, ion cannons, missile launchers, etc. which can fire at the spacecraft above) and more.

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HEROES
Sometimes a ship will be captained by a Kirk, a viper squadron led by a Starbuck or a boarding party commanded by
a Vader. These hero units give specific benefits in certain situations. Each player must decide which of his vessels his hero begins
the game on.

Each player will have a number of “points” to spend on heroes. A hero costs 2 points, unless it is for a “favored” faction, in
which case it costs only 1 point. If you are using a published scenario, it may tell you the number of points available (or
predefine specific heroes). Otherwise, assume that each side gets 1d4 points. Each hero is represented by a hero card held by the
player in question and a counter on the starscape.

Bold Captain A ship commanded by a Bold Captain gets a +4 bonus to its initiative roll at the start of the game. The
Bold Captain grants 2 extra Action Points to his ship.

Legendary Engineer “The engines cannae take any more, Captain!” A Legendary Engineer grants a +4 bonus to
saving throws and repair rolls to his ship.

Science Genius “Fascinating.” A Science Genius grants a +4 bonus to Sensor Rolls to his ship.

Dark Lord When a boarding party appears on your ship, you had better hope it's not led by a Dark Lord. An allied
combat unit on the same vessel as a Dark Lord gets a +4 bonus to its attack rolls.

Spy “Many Bothans died to bring us these plans.” A Spy is able to provide information about the workings,
weaknesses and tactics of an enemy ship. If she is aboard an enemy ship, her faction gains a +4 bonus to hit that ship as
well as all other benefits of a sensor lock. However, if a ship uses this information and rolls a 1 with its attack roll, the
Spy is discovered and eliminated. Any ship may elect not to use the attack bonus (and thus not put the Spy's identity at
risk).

Squadron Leader “You worry about those fighters, I'll worry about the tower!” A squadron which contains the
Squadron Leader gains 2 extra Action Points.

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Saboteur A saboteur is able to wreak havoc on an enemy ship. A ship with an enemy saboteur aboard automatically
takes 2d6 damage at the beginning of every turn. However, if this roll results in “doubles” being rolled (the same value
on both of the two d6s), the Saboteur is instead discovered and eliminated.

Indomitable Leader “With my last breath I spit at thee...” An Indomitable Leader inspires his crew – either through
fear or honor. Those serving under him will not yield, fighting to their last breath. A ship captained by an Indomitable
Leader may act as though it is one category further up the damage track than it actually is.

Bounty Hunter “No disintegrations!” A Bounty Hunter is used to negate enemy heroes. Enemy heroes aboard the
same vessel as the Bounty Hunter do not grant their ability to the ship.

Plucky Pilot “Don't tell me the odds!” A Plucky Pilot piloting a ship of size Small or Tiny grants his ship a +4 defense
bonus when not part of a squadron. In addition, when not part of a squadron, the Plucky Pilot grants his ship 1 free
action point.

Seasoned Admiral A Seasoned Admiral grants every ship in his fleet a +2 bonus to initiative.

Heroes have one other action they can attempt. If they are aboard a ship when it is destroyed, they may make an
attempt to alter the course of the ship before it explodes. Each round, if the ship does not explode, and if there is a hero aboard
the vessel, the hero may roll a d20; if an 11 or more is rolled, the ship's heading can be altered by one hex side.

Moving a Hero
You should use a counter to show which ship your hero is on. Your hero can move from one ship to another in exactly the same
way as combat units (through the use of transporters, shuttles, etc.) and transfer the benefits he grants to a new ship. Movement
through transporters happens on the ship's initiative.. Heroes do not count towards the capacity of a transporter or transport
vessel to carry units, and may therefore travel on a vessel which is at full capacity.

Heroes and Factions


Not all factions have access to all heroes (in fact, the Hive and the Shadows have no access to heroes at all, although the Hive
can assimilate enemy heroes). The chart following this section shows which factions may access which heroes. A green check
means that the hero is favored; a red cross means that it is prohibited; and a blank entry indicates that the faction can access the
hero normally.

Killing a Hero
Combat units can attempt to engage heroes in the same way that they would attack another combat unit. The hero is killed after
one successful hit with a roll of 11+ on d20.

Protecting Heroes
Because they are so vulnerable to attack by combat units, a combat unit can be assigned to protect a hero. In this case, the hero
cannot be attacked by combat units until the unit(s) protecting him are destroyed.

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Heroes of Legend
Here are some examples of how heroes can be used to represent popular characters in film or on TV.

• Darth Vader. Level 5 Dark Lord.


• Starbuck. Level 2 Squadron Leader.
• Han Solo. Level 2 Plucky Pilot.
• Caprica Six. Level 2 Spy
• Commander Adama. Level 3 Seasoned Admiral.
• Captain Kirk. Level 4 Bold Captain.
• Spock. Level 4 Science Genius.
• Scotty. Level 4 Legendary Engineer.
• Khan. Level 3 Indomitable Leader.
• Luke Skywalker. Level 3 Squadron Leader.

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Plucky Pilot Seasoned Admiral Indomitable Leader

Science Genius Saboteur Bold Captain

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Hero

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Scenario: When Universes Collide


This introductory scenario allows two players to become familiar with the SPACE FIGHT! rules. More scenarios will be
available separately, and will include any unique counters or ships needed to run that particular battle. For this scenario, no
additional elements beyond those found in this rulebook are necessary.

Introduction

The Federation Flagship USS Lucky, accompanied by the Federation Cruisers USS Deluxe and USS China, is exploring the edge
of a small asteroid field near the outer rim of the galaxy. An unusual reading is detected by the ship's sophisticated sensors – and
soon its cause comes into view. A mighty battleship which dwarfs the three Federation vessels emerges from around the asteroid
field – an Imperial Destroyer designated ISS Ferocious!

Never encountered before, the Empire is clearly from another universe; sensor readings indicate that the alloys used in its hull do
not belong in this universe, and its mighty turbolasers operate on very different principles to the Federation phasers. Initial
attempts at communication go awry, and battle is soon joined.

Setup

Empire
• ISS Ferocious: Imperial Destroyer (full complement of Imperial Fighters; one squadron already launched and exploring
the asteroid field)
• 1 Indomitable Leader (Commander Lazarus, a feared and respected Imperial officer, located on the ISS Ferocious)

Federation
• USS Lucky: Federation Flagship (begins play with a sensor lock on the ISS Ferocious)
• USS Deluxe: Federation Cruiser
• USS China: Federation Cruiser
• 1 Legendary Engineer (Lieutenant Gruf, aboard the USS Lucky)
• 1 Science Genius (Android Lieutenant Info, aboard the USS China)

The three Federation vessels begin in a triangle formation with the USS Lucky in the center and leading by two hexes. The ISS
Ferocious begins 20 hexes away. Between the two forces is an asteroid field in which one squadron of Imperial Fighters can be
located. Place the three Hero counters on their respective ships.

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APPENDIX A: VESSEL GUIDE


This vessel guide contains stat cards for a selection of ships from all the factions found within this game. Feel free to print, copy,
or cut-out these stat cards for use in play. You should have one stat card for each ship you are using in play.

The vessel guide contains the following stat cards in alphabetical order:

ALLIANCE CORVETTE (Level 4)


ALLIANCE FLYER (Level 3)
ALLIANCE STARFIGHTER* (Level 1)
ALLIANCE WAR FRIGATE (Level 10)
ALLIANCE WAR STAR (Level 7)
COLONIAL BATTLESHIP (Level 8)
COLONIAL FIGHTER* (Level 1)
COLONIAL SUPPORT VESSEL (Level 1)
FEDERATION CRUISER (Level 5)
FEDERATION FLAGSHIP (Level 7)
FEDERATION SCOUT (Level 3)
HIVE CUBE (Level 15)
HIVE PROBE (Level 7)
IMPERIAL ASSAULT CRAFT (Level 1)
IMPERIAL BOMBER* (Level 1)
IMPERIAL DESTROYER (Level 10)
IMPERIAL FIGHTER* (level 1)
IMPERIAL LIGHT CRUISER (Level 4)
LASER TOWER (Level 2)
MACHINE STARBASE (Level 8)
MACHINE RAIDER* (Level 1)
REBEL BOMBER* (Level 1)
REBEL BLOCKADE RUNNER (Level 4)
REBEL FIGHTER* (Level 1)
REBEL FREIGHTER (Level 3)
SHADOW BATTLE SPIDER (Level 10)
SHADOW FIGHTER* (Level 2)
SPARTAN SCOUT (Level 4)
SPARTAN DESTROYER (Level 5)

*These units have two different cards. Most commonly you will use the Squadron card, but cards for individual fighters are
provided should you need them.

Counter sheets are available for free from the SPACE FIGHT! website in 1”, 1.25”, and 1.5” scale.

Ship Names: Vessels are named and categorized by faction and type rather than by the descriptive ship class names by which
the factions refer to their own ships.

NOTES ON WEAPON TYPES

Banks/Batteries/Arrays Weapons can be deployed as “banks” or “batteries” or (in the case of some phasers) the more modern
“arrays”. Banks and batteries are simply linked weapons, while arrays consist of a continuous band which allows beams to be
emitted from any part of the band and, in many cases, optionally combined into a stronger, more focused single beam.

Linked Weapons (usually referred to as “linked”, “dual”, “triple”, “quad-linked”, “banked”, “battery”, etc.) effectively operate
as a single weapon despite consisting of a group of smaller weapons. Many larger vessels may carry dozens of weapons, but
linked or banked into a much smaller number of actual attacks.

Notation - “Weapon Type x2” refers to two separate instances of the weapon, with two separate attacks. So “Dual-linked
Disruptor Cannons x2” means two separate instances of dual linked disruptor cannons. In other words, the vessel in question has
four disruptor cannons grouped into two linked pairs, and makes two attacks (each attack being one linked pair).

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ALLIANCE CORVETTE (Level 4)


A small convoy escort ship packing substantial firepower, Alliance Corvettes are often used to escort
capital ships. Armed with four large plasma cannons, a rack of rail guns and ship-to-ship missiles, the
Corvette can hold its own against fighter squadrons and small capital ships alike.

ACTION POINTS 8 THRUST 4 AGILITY 3 DEFENCE 10 HIT POINTS 60


Crew 87 Not FTL Capable Poor Medium (110m)
Crit System Cost Details
1 Pulse Cannons x4 1 1d6 damage, 2 port, 2 starboard, range 6.
2 Long Range Rail Guns x2 1 1d6 damage, 2 forward, range 12.
3 Missile Racks x4 2 each 2d6 damage, 2 forward, 1 port, 1 starboard, range 10.

19-23 12-18 7-11 1-6


Scratched Damaged Battered Crippled
No effect AP 4, Thrust 4 AP3, Thrust 3 AP 1, Thrust 0

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ALLIANCE FLYER (Level 3)


Often used as scouts and communication vessels by one of the older races of the Alliance, the Alliance
Flyer is incredibly maneuverable. While diplomats and civilians may use the Flyer as a large shuttle or
light transport, the military version is equipped with a pair of powerful neutron cannons. The crystalline
hull material makes the Flyer extremely tough for its size.

ACTION POINTS 5 THRUST 6 AGILITY 5 DEFENCE 15/13 HIT POINTS 24


Crew 3 [2 unit capacity] Not FTL Capable Agile Small (50m)
Crit System Cost Details
1 Boarding Party 2 When adjacent to another vessel, and carrying combat units,
the Alliance Flyer can attempt a boarding action. On a roll of
11 or more on a d20, it successfully forces a breach, allowing
the units to board the vessel.
2 Neutron Cannons x2 1 +2 to hit size Tiny or squadrons, 1d8 damage, 2 forward, range
8.
3 ECM 2 Burst 3, -8 to sensor rolls.

19-23 12-18 7-11 1-6


Scratched Damaged Battered Crippled
No effect AP 4, Thrust 4 AP3, Thrust 3 AP 1, Thrust 0

ALLIANCE STARFIGHTER (Level 1)


The Alliance Starfighter is one of the most agile fighter craft known. With its ability to rotate about its
own axis and remarkable acceleration, the Starfighter can outmaneuver almost any other ship in existence.

ACTION POINTS 1 THRUST 10 AGILITY 6 DEFENCE 20 HIT POINTS 2


Crew 1 Not FTL Capable Nimble Tiny (9.5m)
Crit System Cost Details
1 Linked Pulse Cannons 1 +2 to hit, 1d6 damage, forward arc. Range 3.
2 Fusion Missile Launcher 1 -2 to hit, 1d6 damage, forward arc. Range 5. Usable only once
between dockings.
- Rotate 0 The Alliance Starfighter can rotate 180 degrees to point in the
opposite direction as a free action once per round.

- 1 - -
Scratched Damaged Battered Crippled
No effect Thrust 7 No effect No effect

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ALLIANCE STARFIGHTER SQUADRON (Level 2)


A squadron of 10 Alliance Starfighters. The Alliance Starfighter is one of the most agile fighter craft
known. With its ability to rotate about its own axis and remarkable acceleration, the Starfighter can
outmaneuver almost any other ship in existence.

ACTION POINTS 4 THRUST 10 AGILITY 6 DEFENCE 18 HIT POINTS 10


Crew 10 Not FTL Capable Nimble Small (Squadron) Squadron
Crit System Cost Details
1 Linked Pulse Cannons x10 1 +2 to hit, 1d6 damage, forward arc. Range 3.
2 Fusion Missile Launcher x10 1 -2 to hit, 1d6 damage, forward arc. Range 5. Usable only once
between dockings.
- Rotate 0 The Alliance Starfighter can rotate 180 degrees to point in the
opposite direction as a free action once per round.
8-9 5-7 3-4 1-2
Scratched Damaged Battered Crippled
No effect AP 3 AP 2 AP 1

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ALLIANCE WAR FRIGATE (Level 10)


A massive support and attack vessel equipped with heavy artillery, a stealth device and a pair of Alliance
Flyers to transport its sizeable troop complement, the War Frigate tends to remain on the outskirts of a
battle taking advantage of its long-ranged missiles.

ACTION POINTS 10 THRUST 8r AGILITY 2 DEFENCE 9/7 HIT POINTS 200


Crew 110 (10 combat units) Not FTL Capable Clumsy Huge (800m)
Crit System Cost Details
1 Gravimetric Defense Grid 3 Aura 5, Damage Rating 1d6.
2 Launch Flyer 3 The vessel can launch one of its two Alliance Flyers.
3 Slicer Beam 3 6d6 damage, forward. Range 10.
4 Fusion Beam Cannons x5 1 2d6 damage, 1 forward, 2 port, 2 starboard, range 6.
5 Gravitic Neutron Cannons x4 1 -4 to hit, 2 forward, 1 port, 1 starboard. Range 4. Disables
sensors, repair facilities and defense grids (repair ends). Not
effective against shielded ships.
6 Long-range Missile Launcher 3 3d6 damage, forward. Range 20.
7 Engineering Department 2 Repair Rating 10.
8 Stealth Device 8 Prevents visual detection of the vessel at ranges greater than 4.
Cannot fire or be targeted while cloaked. The AP cost is the
cost to maintain the cloak.

150-199 100-149 50-99 1-49


Scratched Damaged Battered Crippled
No effect AP 7, Thrust 6 AP 5, Thrust 4, Grid Down AP 2, Thrust 0, Weapons Down

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ALLIANCE WAR STAR (Level 7)


A craft designed purely for attack purposes, the War Star carries a massive payload, packing as much
firepower as a much larger ship. Using technology derived from much more advanced races and an
organically synthesised hull, the ship is able to literally heal itself.

ACTION POINTS 9 THRUST 6r AGILITY 4 DEFENCE 11/9 HIT POINTS 95


Crew 38 FTL Capable 4/6 Medium Large (470m)
Crit System Cost Details
1 Interceptor Defence Grid 2 The War Star can launch decoys in front of the ship to draw
that fire away from the ship. Any missile coming within 1 hex
of the War Star will explode prematurely on a roll of 11 or
more on 1d20. The AP cost is the cost to maintain each round.
2 Gravitic Shields 3 Advanced gravitic dispersal shields. Rating 10, Shield Points
50.
3 ECM Jammers 2 Able to prevent any sensor lock on the War Star. The AP cost
is the cost to maintain.
4 Sensor Array 2 Able to maintain sensor lock on 2 simultaneous targets.
5 Quantum Gravitic Cannon 3 -2 to hit, 6d6 damage, forward. Range 8.
6 Fusion Beam Cannons x5 1 2d6 damage, 1 forward, 2 port, 2 starboard, range 6.
7 Neutron Cannons x4 1 1d6 damage, forward arc. Range 10.
8 Fusion Guns x4 1 +2 to hit, 1d6 damage, forward. Range 5.
9 Stealth Device 8 Prevents visual detection of the vessel at ranges greater than 4.
Cannot fire or be targeted while cloaked. The AP cost is the
cost to maintain the cloak.
- Self Healing 2 Repair Rating 6.

94-75 50-74 30-49 1-29


Scratched Damaged Battered Crippled
No effect AP 7, Thrust 4 AP 4, Thrust 3, Grid Down AP 2, Thrust 1, Weapons Down

46
Russell Morrissey's Space Fight!

COLONIAL BATTLESHIP Mk. I (Level 8)


A large, armored carrier ship, a Colonial battleship carries a number of squadrons of Colonial Fighters.
Heavily armed with nuclear warheads and strong point defence systems, the Colonial Battleship is notable
for its decentralized design which makes it immune to viruses and EMPs.

ACTION POINTS 12 THRUST 4r AGILITY 1 DEFENCE 6/3 HIT POINTS 375


Crew 5200 (6 combat units) FTL Capable 4/6 Lumbering Huge (1.4km)
Crit System Cost Details
1 Defense Grid 4 Aura 5, Damage Rating 1d6 network of automated projectile
gun turrets.
2 Flak Grid 4 The Defence Grid can be used in Flak mode which causes
incoming missiles/torpedoes to explode prematurely on a roll
of 11+ on d20.
3 Launch Vessels x2 2 Launch up to two squadrons or vessels from its complement
of 10 Colonial Fighter Squadrons and 8 Colonial Support
Vessels.
4 Engineering Department 2 Repair Rating 5.
5 Sick Bay 2 Repair Rating 2.
6 Nuclear Warheads x4 2 each Cannot target ships smaller than size Large, 3d8 damage (burst
3 from determinate hex of target ship), 2 port, 2 starboard.
Range 15. Nukes move slower than most weapons, and are
easier to evade; ships which take evasive action gain an
additional +2 defense against a nuke.
7 Gun Batteries x4 1 each 2d6 damage, 2 port, two starboard. Range 6.
- Decentralized - Non-linked systems, little automation and basic computer
technology makes the vessel immune to computer viruses or
EMPs.

281-374 187-280 94-186 1-93


Scratched Damaged Battered Crippled
No effect AP 9, Thrust 3 AP 6, Thrust 2, Grid Down AP 3, Thrust 0, Weapons Down

47
Russell Morrissey's Space Fight!

COLONIAL FIGHTER Mk. I (Level 1)


A Colonial Fighter is usually used as part of a Colonial Fighter Squadron. However, they do occasionally
operate independently. Colonial Fighters are highly maneuverable, and are armed with projectile cannons
and javelin missile launchers.

ACTION POINTS 1 THRUST 7r AGILITY 5 DEFENCE 17 HIT POINTS 2


Crew 1 Not FTL Capable Agile Tiny (8.5m)
Crit System Cost Details
1 Turbo 1 Usable only once between dockings, allows double
acceleration for one round.
2 Twin Accelerator Cannon 1 +2 to hit squadrons or size Tiny ships, 1d6 damage, forward
arc. Range 3.
3 Javelin Missile Launcher 1 -4 to hit, 1d8 damage, forward arc. Range 5. Usable only once
between dockings.

- - - 1
Scratched Damaged Battered Crippled
No effect No effect No effect AP 1, Thrust 0, Weapons Down

COLONIAL FIGHTER Mk. I SQUADRON (Level 2)


A squadron of 12 Colonial Fighters, usually launched from a Colonial Battleship. Colonial Fighters are
highly maneuverable, and are armed with projectile cannons and javelin missile launchers.

ACTION POINTS 4 THRUST 7r AGILITY 5 DEFENCE 16 HIT POINTS 12


Crew 12 Not FTL Capable Agile Small (Squadron) Squadron
Crit System Cost Details
1 Turbo 1 Usable only once between dockings, allows double
acceleration for one round.
2 Twin Accelerator Cannons x12 1 +2 to hit squadrons or size Tiny ships, 1d4 damage, forward
arc. Range 3.
3 Javelin Missile Launcher x 12 1 -4 to hit, 1d8 damage, forward arc. Range 5. Usable only once
between dockings.

10-11 7-9 4-6 1-3


Scratched Damaged Battered Crippled
No effect AP 3 AP 2 AP 1

48
Russell Morrissey's Space Fight!

COLONIAL SUPPORT VESSEL (Level 1)


A multi-purpose transport and electronic warfare platform, the Colonial Support Vessel usually supports
squadrons of Colonial Fighters. Used for boarding maneuvers, minelaying, electronic surveillance and
countermeasures, the Colonial Support Vessel is an all-round craft.

ACTION POINTS 2 THRUST 5r AGILITY 4 DEFENCE 14 HIT POINTS 12


Crew 2 [2 unit capacity] FTL Capable 2/2 Average Small (8.5m)
Crit System Cost Details
1 Boarding Action 2 When adjacent to another vessel, and carrying a combat unit,
the Colonial Support Vessel can attempt a boarding action.
2 Electronic Countermeasures 1 Release an ECM pulse (burst 10, centered on the ship) which
prevents sensor locks other than its own. The AP cost can be
used to maintain this pulse.
3 Lay Proximity Mines 2 The hex directly behind the vessel becomes a minefield. Any
vessel coming within 1 hex of the minefield must roll 11 or
more on 1d20 to avoid setting off the mines. If the mines
explode, they do 2d6 damage (burst 1).
4 Sensors 2 Establish a sensor lock on an enemy ship. The Colonial
Support Vessel's Weapons & Control Systems allow any
Colonial vessels within 10 hexes of the Colonial Support
Vessel to benefit from the sensor lock.
5 Javelin Missile Launcher 1 -4 to hit, 1d8 damage, forward arc. Range 5.

7-8 5-6 3-4 1-2


Scratched Damaged Battered Crippled
No effect AP 1, Thrust 3 AP 1, Thrust 2 AP 1, Thrust 0, Weapons Down

49
Russell Morrissey's Space Fight!

FEDERATION HEAVY CRUISER A (Level 5)


A large front-line vessel designed for long duration missions with minimal support. Boasting battleship-
level armament but lighter armor in exchange for speed, a Federation Cruiser carries a wide array of
scientific equipment and sophisticated sensors.

ACTION POINTS 14 THRUST 4r AGILITY 2 DEFENCE 8/6 HIT POINTS 85


Crew 430 (3 combat units) FTL Capable 2/6 Clumsy Large (289m)
Crit System Cost Details
1 Sensor Array 2 Able to maintain sensor lock on 2 simultaneous targets. +2
bonus to sensor checks.
2 Deflector Shields 3 Heavy military grade deflector shields. Rating 5, Shield Points 50.
3 Tractor Beam 3 Size Small or lower, rating 5. Range 10.
4 Transporters x2 2 each Range 4.
5 Engineering Department 2 Repair Rating 10.
6 Sick Bay 2 Repair Rating 5.
7 Phaser Banks x6 1 each +2 to hit, 1d6 damage, 2 forward, 2 port, 2 starboard. Range 8
8 Photon Torpedoes x2 2 each 2d6 damage, 2 forward. Range 10.

64-84 42-63 21-41 1-20


Scratched Damaged Battered Crippled
No effect AP 10, Thrust 3 AP 7, Thrust 2, Shields Down AP 3, Thrust 0, Weapons Down

50
Russell Morrissey's Space Fight!

FEDERATION HEAVY CRUISER D (Level 7)


A top-of-the-line vessel designed for long duration missions and warfare. Boasting battleship-level
armament but lighter armor in exchange for speed, a Federation Flagship carries a wide array of scientific
equipment and sophisticated sensors.

ACTION POINTS 16 THRUST 4r AGILITY 2 DEFENCE 8/6 HIT POINTS 99


Crew 1012 (4 combat units) FTL Capable 2/6 Clumsy Large (642m)
Crit System Cost Details
1 Sensor Array 2 Able to maintain sensor lock on 4 simultaneous targets. +3
bonus to sensor checks.
2 Deflector Shields 4 Heavy military grade deflector shields. Rating 10, Shield Points
80.

3 Tractor Beam 3 Size Small or lower, rating 6. Range 12.


4 Transporters x4 2 each Range 4.
5 Engineering Department 2 Repair Rating 12.
6 Sick Bay 2 Repair Rating 8.
7 Phaser Banks x12 (in 4 arrays of 1 each or 2 each +2 to hit, 1d6 damage, 6 forward (in two arrays of 3), 3 port
3) array (in one array), 3 starboard (in one array). Range 10.
8 Photon Torpedoes x3 2 each 3d6 damage, 2 forward, 1 aft. Range 12.

75-98 50-74 25-49 1-25


Scratched Damaged Battered Crippled
No effect AP 12, Thrust 3 AP 8, Thrust 2, Shields Down AP 4, Thrust 0, Weapons Down

51
Russell Morrissey's Space Fight!

FEDERATION SCOUT (Level 3)


The Federation Scout is designed for research and exploration purposes. Relatively agile for its size, the
Scout is lightly armed; its scientific and sensor capability is fairly advanced for its size.

ACTION POINTS 8 THRUST 5r AGILITY 3 DEFENCE 10/8 HIT POINTS 40


Crew 70 (1 combat unit) FTL Capable 2/4 Poor Medium (215m)
Crit System Cost Details
1 Sensor Array 2 Able to maintain sensor lock on 2 simultaneous targets. +2
bonus to sensor checks.
2 Deflector Shields 2 Light military grade deflector shields. Rating 5, Shield Points 32.
3 Transporter 2 Range 4.
4 Engineering Department 2 Repair Rating 5.
5 Sick Bay 2 Repair Rating 5.
6 Phaser Banks x4 1 each +2 to hit, 1d6 damage, 2 forward, 1 port, 1 starboard. Range 8
7 Photon Torpedo 2 2d6 damage, forward. Range 10.

31-29 21-30 11-20 1-10


Scratched Damaged Battered Crippled
No effect AP 6, Thrust 3 AP 4, Thrust 2 AP 2, Thrust 0

52
Russell Morrissey's Space Fight!

HIVE CUBE (Level 15)


A mighty cube-shaped vessel designed for the sole purpose of conquering and assimilating other cultures,
the Hive cube has been known to destroy entire battle fleets. Its self-replicating modular design renders it
almost immune to the effects of damage.

ACTION POINTS 24 THRUST 1r AGILITY 1 DEFENCE 3 HIT POINTS 750


Crew Unknown (25 combat units) FTL Capable 2/10 Lumbering Gargantuan (3km)
Crit System Cost Details
1 Sensor Array 2 Able to maintain sensor lock on 5 simultaneous targets.
2 Deflector Shields 4 Heavy military grade deflector shields. Rating 15, Shield
Points 150.
3 Tractor Beams x2 3 Size Large or lower, rating 12. Range 12.
4 Transporters 4 Range 8.
5 Regeneration 0 Self regeneration, repair rating 20. A Hive Cube is not
affected by any damage track condition and remains fully
functional until destroyed.
6 Shield Neutralizer 4 Disables a target vessel’s deflector shields, range 10 (repair
ends) on a successful attack roll.
7 Disruptors x4 1 each 2d6 damage, all arcs. Range 12.
8 Torpedoes x2 2 each 4d6 damage, all arcs. Range 8.
9 Cutting Beam 4 +2 to hit. 4d8 damage, all arcs. Range 6.

- - - -
Scratched Damaged Battered Crippled
No effect No effect No effect No effect

53
Russell Morrissey's Space Fight!

HIVE PROBE (Level 7)


A smaller vessel used by the Hive to scout out areas or escort larger Hive vessels.

ACTION POINTS 10 THRUST 5r AGILITY 3 DEFENCE 10 HIT POINTS 80


Crew Unknown (5 combat units) FTL Capable 2/10 Poor Large (350m)
Crit System Cost Details
1 Sensor Array 2 Able to maintain sensor lock on 2 simultaneous targets.
2 Deflector Shields 4 Military grade deflector shields. Rating 10, Shield Points 50.
3 Tractor Beam 3 Size Small or lower, rating 8. Range 18.
4 Transporters 4 Range 8.
5 Regeneration 0 Self regeneration, repair rating 10. A Hive Probe is not
affected by any damage track condition and remains fully
functional until destroyed.
6 Disruptors x2 1 each 1d8 damage, all arcs. Range 10.
7 Torpedoes x2 2 each 3d6 damage, all arcs. Range 8.
8 Cutting Beam 2 4d6 damage, all arcs. Range 6.

- - - -
Scratched Damaged Battered Crippled
No effect No effect No effect No effect

54
Russell Morrissey's Space Fight!

IMPERIAL ASSAULT CRAFT (Level 1)


An Imperial Assault Craft operates from an Imperial Destroyer, transporting a unit of 12 Imperial soldiers
into combat. Most frequently it is used for boarding actions. The Imperial Assault Craft is heavily
armored, but carries no actual armaments, relying on fighter escorts.

ACTION POINTS 3 THRUST 3 AGILITY 3 DEFENCE 12 HIT POINTS 10


Crew 2 [2 unit capacity] Not FTL Capable Poor Small (19m)
Crit System Cost Details
1 Boarding Party 2 When adjacent to another vessel, and carrying combat units,
the Imperial Support Craft can attempt a boarding action. On a
roll of 11 or more on a d20, it successfully forces a breach,
allowing the unit to board the vessel.

8-9 5-7 3-4 1-2


Scratched Damaged Battered Crippled
No effect AP 2, Thrust 3 AP1, Thrust 2 AP 1, Thrust 0

IMPERIAL BOMBER (Level 1)


An Imperial Bomber is is designed to attack capital ships and ground targets. Launched from a carrier
such as the Imperial Destroyer and deployed in squadrons, it boasts a pair of twinned turbolasers and a
proton bomb launcher.

ACTION POINTS 1 THRUST 8 AGILITY 4 DEFENCE 17 HIT POINTS 2


Crew 1 Not FTL Capable Average Tiny (6.5m)
Crit System Cost Details
1 Twinned Turbolasers 1 1d6 damage, forward arc. Range 3.
2 Proton Bomb Launcher 1 2d6 damage, burst 1. Range 1.

- 1 - -
Scratched Damaged Battered Crippled
No effect Thrust 6 No effect No effect

IMPERIAL BOMBER SQUADRON (Level 2)


A squadron of 8 Imperial Bombers, usually launched from a carrier such as the Imperial Destroyer. Each
vessel carries a pair of twinned turbolasers and a proton bomb launcher.

ACTION POINTS 4 THRUST 8 AGILITY 4 DEFENCE 15 HIT POINTS 8


Crew 8 Not FTL Capable Average Small (Squadron) Squadron
Crit System Cost Details
1 Twinned Turbolasers 1 1d4 damage, forward arc. Range 3.
2 Proton Bomb Launcher 1 2d6 damage, burst 1. Range 1.

6-7 4-5 2-3 1


Scratched Damaged Battered Crippled
No effect AP 3 AP 2 AP 1

55
Russell Morrissey's Space Fight!

IMPERIAL DESTROYER V-Class (Level 10)


A massive, heavily armored warship with enough firepower to destroy an entire system. Imperial
Destroyers carry a large complement of Imperial Fighters and Imperial Bombers, and nearly 10,000
infantry.

ACTION POINTS 25 THRUST 3 AGILITY 1 DEFENCE 5/3 HIT POINTS 600


Crew 9235 (18 combat units) FTL Capable 4/6 Lumbering Huge (1.6km)
Crit System Cost Details
1 Defense Grid 4 Aura 6, Damage Rating 1d6 network of automated laser
turrets.
2 Deflector Shields 4 Heavy military grade deflector shields. Rating 5, Shield Points 50.
3 Tractor Beams x2 3 Size Medium or lower, rating 10. Range 10. A vessel pulled
in to range 0 can be boarded by a unit of Imperial Soldiers on a
roll of 11 on a d20.
4 Launch Fighters/Bombers 2 Launch a squadron of 8 Imperial Fighters from its complement
of 9 Imperial Fighter Squadrons, or 6 Imperial Bombers from
its complement of 3 Imperial Bomber Squadrons.
5 Launch Assault Craft 3 Launch an Imperial Assault Craft from its complement of 12
Imperial Assault Craft.
6 Engineering Department 2 Repair Rating 8.
7 Sick Bay 2 Repair Rating 3.
8 Heavy Turbolaser Batteries x6 1 each -2 to hit, 3d6 damage, 2 forward, 2 port, 2 starboard. Range 10
9 Triple Laser Turrets x3 1 each 2d8 damage, 3 forward. Range 8.
10 Dual Heavy Ion Cannons x2 2 each 2d6 damage, disrupts shields, grids, and sensors (repair ends),
2 forward. Range 8.

450-599 300-449 150-299 1-149


Scratched Damaged Battered Crippled
No effect AP 19, Thrust 2 AP 12, Thrust 1, Shields/Grid Down AP 6, Thrust 0, Weapons Down

56
Russell Morrissey's Space Fight!

IMPERIAL FIGHTER (Level 1)


An Imperial Fighter is a small, short-ranged fighter launched from a carrier such as the Imperial Destroyer
and deployed in squadrons. A pair of twinned turbolasers forms its only armament, but it makes up for
the lack of firepower with extreme maneuverability.

ACTION POINTS 1 THRUST 8 AGILITY 6 DEFENCE 19 HIT POINTS 1


Crew 1 Not FTL Capable Nimble Tiny (6.5m)
Crit System Cost Details
1 Twinned Turbolasers 1 +2 to hit squadrons or size Tiny ships, 1d6 damage, forward
arc. Range 3.

- - - -
Scratched Damaged Battered Crippled
No effect No effect No effect No effect

IMPERIAL FIGHTER SQUADRON (Level 1)


A squadron of 8 Imperial Fighters each armed with a pair of twinned turbolasers forms its only armament,
but it makes up for the lack of firepower with extreme maneuverability.

ACTION POINTS 4 THRUST 8 AGILITY 6 DEFENCE 17 HIT POINTS 8


Crew 8 Not FTL Capable Agile Small (Squadron) Squadron
Crit System Cost Details
1 Twinned Turbolasers 1 +2 to hit squadrons or size Tiny ships, 1d6 damage, forward
arc. Range 3.

6-7 4-5 2-3 1


Scratched Damaged Battered Crippled
No effect AP 3 AP 2 AP 1

57
Russell Morrissey's Space Fight!

IMPERIAL LIGHT CRUISER (Level 4)


A durable and capable combat cruiser which has been a common part of the Imperial Navy since its
formation. With no hanger bay, the Light Cruiser has an external rack which holds only a single squadron
of Imperial Fighters. Heavily armed and with sublight engines which can propel it at straight-line speeds
approaching those of fighter craft. Two configurations are common, swapping out the ion cannons for
anti-starfighter laser turrets.
ACTION POINTS 10 THRUST 5 AGILITY 4 DEFENCE 8/6 HIT POINTS 60
Crew 1092 [5 unit capacity] FTL Capable (3/3) Clumsy Large (350m)
Crit System Cost Details
1 Launch Fighter Squadron 2 The Light Cruiser carries a single Imperial Fighter squadron
on external racks.
2 Heavy Turbolasers x10 1 1d6 damage, 4 forward, 3 port, 3 starboard, range 8.
3 Ion Cannons x5 [capital 2 2d6 damage, 2 forward, 1 port, 1 starboard, 1 aft, disrupts
configuration only] shields and sensors (repair ends), range 8.
3 Defense Grid [anti-starfighter 3 Aura 4, Damage 1d6.
configuration only]
4 Tractor Beams x5 2 Rating 6, range 8.

8-9 5-7 3-4 1-2


Scratched Damaged Battered Crippled
No effect AP 2, Thrust 3 AP1, Thrust 2 AP 1, Thrust 0

58
Russell Morrissey's Space Fight!

LASER TOWER (Level 2)


A basic laser tower manned by an operator and an engineer, this lightweight tower is easily deployed on
the surfaces of asteroids. Boasting powerful dual-linked laser cannons capable of cutting down a fighter
squadron, the turret is able to rotate in a full 360-degree arc.
ACTION POINTS 1 THRUST 0 AGILITY 0 DEFENCE 9 HIT POINTS 25
Crew 2 Stationary Stationary Tiny (10m)
Crit System Cost Details
1 Engineer 1 Repair Rating 1.
2 Dual-linked Laser Cannon 1 +2 to hit squadrons or size Tiny ships, 1d8 damage, all firing
arcs. Range 8

- 2 - 1
Scratched Damaged Battered Crippled
No effect AP 1 AP 1 AP 1

59
Russell Morrissey's Space Fight!

MACHINE STARBASE (Level 8)


A massive hybrid of organic and technological materials, Machine Starbases' primary function is
planetary bombardment and fighter deployment. Not as heavily armed or armored as their natural
enemies, the Colonial Battleships, they rely on a far larger fighter contingent.

ACTION POINTS 12 THRUST 5r AGILITY 1 DEFENCE 6/4 HIT POINTS 200


Crew 1 FTL Capable 4/6 Lumbering Huge (2.5km)
Crit System Cost Details
1 Defense Grid 3 Aura 6, Damage Rating 1d6 network of automated projectile
gun turrets.
2 Launch Raider Squadron x5 2 Launch a squadron of 8 Machine Raiders from its complement
of 18 Machine Raider Squadrons.
3 Regeneration 3 Repair Rating 8.
4 Nuclear Warheads x2 2 each Cannot vessels smaller than size Large, 3d8 damage (burst 3
from target ship's determinate hex), all arcs. Range 15. Nukes
move slower than most weapons, and are easier to evade; ships
which take evasive action gain an additional +2 defense
against a nuke.
5 Conventional Missile Launchers 1 each 1d8 damage, all arcs. Range 6.
x4
6 Planetary Bombardment 6 Nuclear bombardment attacks ground only. Range 2. Attacks
a hex, burst 4. 4d6 damage.

150-199 100-149 50-99 1-49


Scratched Damaged Battered Crippled
No effect AP 9, Thrust 3 AP 6, Thrust 2, Grid Down AP 3, Thrust 0, Weapons Down

60
Russell Morrissey's Space Fight!

MACHINE RAIDER (Level 1)


Part organic and launched from a Machine Starbase, Machine Raiders are agile fighters with heavy
armament. Used en masse, Machine Raiders often take advantage of their numerical superiority, and are
the primary defensive measure for a Machine Starbase.

ACTION POINTS 2 THRUST 8 AGILITY 5 DEFENCE 18 HIT POINTS 2


Crew 1 FTL Capable 2/2 Agile Tiny (14m)
Crit System Cost Details
1 Command Navigation Program 2 Transmits computer virus, successful on 11 on d20. Range 6.
Disables sensors, repairs, and shields (repair ends). Usable
only once between dockings.
2 Kinetic Energy Weapons 1 1d6 damage, forward arc. Range 3.

- - - 1
Scratched Damaged Battered Crippled
No effect No effect No effect AP 1, Thrust 0, Weapons Down

61
Russell Morrissey's Space Fight!

MACHINE RAIDER SQUADRON (Level 2)


A squadron of 10 Machine Raiders. Part organic and launched from a Machine Starbase, Machine Raiders
are agile fighters with heavy armament. Used en masse, Machine Raiders often take advantage of their
numerical superiority, and are the primary defensive measure for a Machine Starbase.

ACTION POINTS 5 THRUST 8 AGILITY 5 DEFENCE 16 HIT POINTS 10


Crew 1 FTL Capable 2/2 Agile Small (Squadron) Squadron
Crit System Cost Details
1 Command Navigation Program 2 Transmits computer virus, successful on 11 on d20. Range 6.
Disables sensors, repairs, and shields (repair ends). Usable
only once between dockings.
2 Kinetic Energy Weapons x10 1 1d6 damage, forward arc. Range 3.
3 Nuclear Missile x10 2 -8 to hit size Tiny, 3d6 damage, forward arc. Range 5. Usable
only once between dockings.

9-10 6-8 3-5 1-2


Scratched Damaged Battered Crippled
No effect AP 3 AP 2 AP 1

62
Russell Morrissey's Space Fight!

REBEL BLOCKADE RUNNER (Level 4)


Technically a corvette, the Blockade Runner is a mid-sized vessel which can function as a troop carrier or
escort vessel. A versatile ship, easily modified and reconfigured, the Blockade Runner is used by both
governments, pirates and independents across the galaxy.

ACTION POINTS 8 THRUST 5 AGILITY 3 DEFENCE 10/8 HIT POINTS 40


Crew 50 [4 combat units] FTL Capable 2/4 Poor Medium (150m)
Crit System Cost Details
1 Deflector Shields 1 Light warship grade deflector shields. Rating 3, Shield Points 20.
2 Repair Droids x4 1 each Repair Rating 1.
3 Dual Turbolasers x2 1 each 1d8 damage, 2 forward. Range 8.
4 Single Turbolasers x4 1 each 1d6 damage, 2 port, 2 starboard. Range 10.

31-39 21-30 11-20 1-10


Scratched Damaged Battered Crippled
No effect AP 6, Thrust 3 AP 3, Thrust 2 AP 2, Thrust 0

63
Russell Morrissey's Space Fight!

REBEL BOMBER (Level 1)


Rebel Bombers are considerably slower and more clumsy than their fighter brethren, but make up for it
with a far greater payload. Actually a fighter-bomber, Rebel Bombers are extremely effective when
attacking capital ships.

ACTION POINTS 3 THRUST 4 AGILITY 4 DEFENCE 15 HIT POINTS 3


Crew 2 FTL Capable 3/3 Average Tiny (16m)
Crit System Cost Details
1 Laser Cannon 1 1d4 damage, forward arc. Range 3.
2 Proton Torpedo Launchers x2 1 -4 to hit, 1d8 damage, forward arc. Range 5. Usable only once
between dockings.
3 Twinned Light Ion Cannons 2 -2 to hit, 1d6 damage, forward arc. Range 6. Disables target's
sensors (repair ends) if target is size Medium or smaller.
4 Proton Bomb Launcher 2 1d6 damage, burst 1. Range 1.
5 Repair Droid 1 Repair Rating 1.

- 2 - 1
Scratched Damaged Battered Crippled
No effect AP 2, Thrust 4 No effect AP 1, Thrust 1, Weapons Down

REBEL BOMBER SQUADRON (Level 2)


A squadron of 8 Rebel Bombers. Rebel Bombers are considerably slower and more clumsy than their
fighter brethren, but make up for it with a far greater payload. Actually a fighter-bomber, Rebel Bombers
are extremely effective when attacking capital ships.

ACTION POINTS 4 THRUST 4 AGILITY 4 DEFENCE 13 HIT POINTS 8


Crew 16 FTL Capable 3/3 Average Small (Squadron)
Crit System Cost Details
1 Laser Cannons x8 1 1d4 damage, forward arc. Range 3.
2 Proton Torpedo Launchers x16 1 -4 to hit, 1d8 damage, forward arc. Range 5. Usable only once
between dockings.
3 Twinned Light Ion Cannons x8 2 -2 to hit, 1d4 damage, forward arc. Range 6. Disables target's
sensors (repair ends) if target is size Medium or smaller.
4 Proton Bomb Launcher x8 2 1d6 damage, burst 1. Range 1.
5 Repair Droid x8 1 Repair Rating 1.

7 5-6 3-4 1-2


Scratched Damaged Battered Crippled
No effect AP 2, Thrust 4 No effect AP 1, Thrust 1, Weapons Down

64
Russell Morrissey's Space Fight!

REBEL FIGHTER (Level 1)


A Rebel Fighter is usually used as part of a Rebel Fighter Squadron. However, they do occasionally
operate independently. Rebel Fighters are armed with laser cannons and proton torpedoes, along with an
on-board repair droid, and posses FTL capability.

ACTION POINTS 2 THRUST 8 AGILITY 5 DEFENCE 18 HIT POINTS 2


Crew 1 FTL Capable 2/2 Agile Tiny (12.5m)
Crit System Cost Details
1 Repair Droid 1 Repair Rating 1.
2 Quad-linked Laser Cannons 1 +2 to hit squadrons or size Tiny ships, 1d6 damage, forward
arc. Range 3.
3 Proton Torpedo Launcher 1 -4 to hit, 1d8 damage, forward arc. Range 5. Usable only once
between dockings.

- - - 1
Scratched Damaged Battered Crippled
No effect No effect No effect AP 1, Thrust 0, Weapons Down

REBEL FIGHTER SQUADRON (Level 2)


A squadron of 12 Rebel Fighters. Rebel Fighters are armed with laser cannons and proton torpedoes,
along with an on-board repair droid and FTL capability.

ACTION POINTS 5 THRUST 8 AGILITY 5 DEFENCE 16 HIT POINTS 12


Crew 12 FTL Capable 2/2 Agile Small (Squadron) Squadron
Crit System Cost Details
1 Repair Droid x 12 1 Repair Rating 1.
2 Quad-linked Laser Cannons x12 1 +2 to hit squadrons or size Tiny ships, 1d6 damage, forward
arc. Range 3.
3 Proton Torpedo Launcher x12 1 -4 to hit, 1d8 damage, forward arc. Range 5. Usable only once
between dockings.

10-11 7-9 4-6 1-3


Scratched Damaged Battered Crippled
No effect AP 4 AP 3 AP 1

65
Russell Morrissey's Space Fight!

REBEL FREIGHTER (Level 3)


A small cargo freighter, fast and highly maneuverable with a basic allocation of military grade defensive
firepower. Originally designed for smuggling operations, the Rebel Freighter is heavily customized and
able to perform well in battle.

ACTION POINTS 2 THRUST 8 AGILITY 4 DEFENCE 15 HIT POINTS 15


Crew 4 FTL Capable 2/2 Average Small (35m)
Crit System Cost Details
1 Sensor Jammers 1 Release an ECM pulse (burst 3) which prevents sensor locks
other than its own. The AP cost can be used to maintain this
pulse.
2 Deflector Shields 1 Customized warship grade deflector shields. Rating 3, Shield
Points 20.

3 Repair Droid 1 Repair Rating 1.


4 Twinned Laser Cannon Turrets x2 1 each 1d6 damage, all firing arcs. Range 3
5 Light Concussion Missiles x2 1 each -2 to hit, 1d10 damage, 2 forward. Range 10.
- Wingover 2 The Rebel Freighter can combine a half loop and a barrel roll.
Once per round it can move forward two hexes and turn 180
degrees in addition to any other movement it has that round.

12-14 8-11 4-7 1-3


Scratched Damaged Battered Crippled
No effect AP 1, Thrust 6 AP 1, Thrust 4, Shields Down AP 1, Thrust 0, Weapons Down

66
Russell Morrissey's Space Fight!

SHADOW BATTLE SPIDER (Level 10)


Making up the bulk of the Shadow fleet, Shadow Battle Spiders are actually alive. Massively powerful
and possessing alien cloaking technology, the Battle Spider is able to take on several capital ships from
other fleets.

ACTION POINTS 12 THRUST 4r AGILITY 1 DEFENCE 6 HIT POINTS 450


Crew 900 (5 combat units) FTL Capable 3/6 Lumbering Huge (1km)
Crit System Cost Details
1 Absorbing Skin 0 A Battle Spider's organic skin is energy absorbent, reducing
damage from such weapons by 20 points per round.
2 Launch Fighter Squadron 6 A Battle Spider can launch its full complement of 40 fighters
in one action, which divide into 4 squadrons of 10 fighters.
These fighters are launched out in a large ball into any hex
within 5 hexes of the Battle Spider.
3 Cloak 6 Prevents visual detection of the vessel. Cannot fire or be
targeted while cloaked. The AP cost is the cost to maintain the
cloak.
5 Organic Healing 2 Repair Rating 8.
7 Energy Beam 6 8d6 damage, all arcs. Range 15.
- Paralysis - Whenever the vessel enters a lower damage track category, the
pain caused to the organic hull temporarily paralyzes the ship
(repair ends) rendering it unable to spend action points but still
move normally.

347-499 235-346 123-234 1-22


Scratched Damaged Battered Crippled
No effect AP 9, Thrust 3 AP 6, Thrust 2 AP 3, Thrust 0, Weapons Down

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Russell Morrissey's Space Fight!

SHADOW FIGHTER (Level 2)


Shadow Fighters are by far the most formidable of fighter sized-craft known; a single fighter is a good
match for an entire squadron of normal fighters. Like most Shadow ships, they are organic, and usually
deployed in squadrons from a Shadow Battle Spider.

ACTION POINTS 3 THRUST 7 AGILITY 5 DEFENCE 17 HIT POINTS 3


Crew 0 Not FTL Capable Agile Tiny (15.3m)
Crit System Cost Details
1 Quantum Bolt Cannon 1 2d6 damage, forward arc. Range 4.
2 Bio-Shields 2 Organic bio-electric shields. Rating 2, Shield Points 10.
3 Cloak 2 Prevents visual detection of the vessel. Cannot fire or be
targeted while cloaked. The AP cost is the cost to maintain the
cloak.
- Organic Healing 1 Repair Rating 1.

- 2 - 1
Scratched Damaged Battered Crippled
No effect AP 2, Thrust 5 No effect AP 1, Thrust 1, Shields Down,
Weapons Down

SHADOW FIGHTER SQUADRON (Level 4)


A squadron of 10 Shadow Fighters, by far the most formidable of fighter sized-craft known; a single
fighter is a good match for an entire squadron of normal fighters.

ACTION POINTS 8 THRUST 7 AGILITY 5 DEFENCE 16 HIT POINTS 20


Crew 0 Not FTL Capable Nimble Small (Squadron)
Crit System Cost Details
1 Quantum Bolt Cannon x10 1 2d6 damage, forward arc. Range 4.
2 Bio-Shields 5 Organic bio-electric shields. Rating 2, Shield Points 10.
3 Cloak (entire squadron) 5 Prevents visual detection of the vessel. Cannot fire or be
targeted while cloaked. The AP cost is the cost to maintain the
cloak.
- Organic Healing 1 Repair Rating 1.

16-19 11-15 6-10 1-5


Scratched Damaged Battered Crippled
No effect AP 6, Thrust 5 AP 4, Thrust 3, Shields Down AP 2, Thrust 1, Weapons Down

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Russell Morrissey's Space Fight!

SPARTAN SCOUT (Level 4)


A medium sized, lightly armed warship designed for infiltration and quick-strike abilities. This bird-
shaped vessel boasts a cloaking device and good maneuverability.

ACTION POINTS 8 THRUST 7 AGILITY 4 DEFENCE 13 HIT POINTS 45


Crew 12 (2 combat units) FTL Capable 2/2 Average Medium (110m)
Crit System Cost Details
1 Cloaking Device 6 Prevents visual detection of the vessel. Cannot fire or be
targeted while cloaked. The AP cost is the cost to maintain the
cloak.
2 Deflector Shields 3 Military grade deflector shields. Rating 5, Shield Points 30.
3 Engineering Department 2 Repair Rating 4.
4 Transporter 3 Range 4.
5 Twin Disruptor Cannons x2 1 each 1d6 damage, forward. Range 8
6 Torpedoes x2 1 each -2 to hit, 2d6 damage, 2 forward. Range 10.

38-49 25-37 13-24 1-12


Scratched Damaged Battered Crippled
No effect AP 6, Thrust 5 AP 4, Thrust 4, Shields Down AP 2, Thrust 0, Weapons Down

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Russell Morrissey's Space Fight!

SPARTAN DESTROYER (Level 5)


The backbone of the Spartan fleet, Spartan Destroyers boast heavy armament. Often encountered in
groups with tactics which encourage focussed fire, Spartan Destroyers can deal out massive amounts of
damage.

ACTION POINTS 14 THRUST 4r AGILITY 2 DEFENCE 9/7 HIT POINTS 60


Crew 430 (6 combat units) FTL Capable 3/6 Clumsy Large (228m)
Crit System Cost Details
1 Sensor Array 3 Basic military sensor array.
2 Deflector Shields 4 Heavy military grade deflector shields. Rating 10, Shield Points
40.

3 Tractor Beam 3 Size Small or lower, rating 4. Range 8.


4 Transporters x2 2 each Range 4.
5 Engineering Department 2 Repair Rating 6.
7 Dual Disruptor Cannons s x4 1 each 2d6 damage, forward. Range 8.
8 Photon Torpedoes x2 2 each 4d6 damage, 1 forward, 1 aft. Range 8.

45-59 30-44 15-29 1-14


Scratched Damaged Battered Crippled
No effect AP 10, Thrust 3 AP 7, Thrust 2, Shields Down AP 3, Thrust 0, Weapons Down

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Russell Morrissey's Space Fight!

CREDITS
SPACE FIGHT! by Russell Morrissey
Art by Claudio Pozas; all art © EN Publishing (2009)
With thanks to members of EN World

Visit the SPACE FIGHT! web page for free resources and information, including counter sheets:

www.spacefightgame.com
WATCH OUT IN 2010 FOR

GROUND ATTACK! Adding ground targets fully compatible with SPACE FIGHT!, including troops, artillery, and vehicles.

SPACE HEROES! A short supplement detailing extra Heroes, including the Canny Diplomat, Red Shirt, Medical Marvel,
Telepath, and Mad Scientist, along with new combat unit types.

BATTLE PACKS Scenarios for SPACE FIGHT!, including the new counters and ships needed to play.

FACTION BOOKS Learn more about the various factions, and the rest of their ships. The Federation has many other starships,
and the Empire has a fleet able to span a galaxy (including the Super Destroyer, the Interdictor, Interceptors, and more). Plus
brand new factions and space stations!

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Russell Morrissey's Space Fight!

FEDERATION CRUISER Name: ____________________


A large front-line vessel designed for long duration missions with minimal support. Boasting
battleship-level armament but lighter armor in exchange for speed, a Federation Cruiser carries a wide
array of scientific equipment and sophisticated sensors.
[16] ACTION POINTS 14 [17-20] THRUST 4r AGILITY 2 DEFENCE 8/6 HIT POINTS 85
Clumsy Large (289m)
Crew 430 (4 combat units) FTL Capable 2/6
4 3 2 1 0 11 15 19 23

SPEED
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
TURN 2 3 4 5 6 7 8 9 10 11

Crit System Cost Details Damage


Able to maintain sensor lock on 2
11 15 19 23
[1-2] Sensor Array 2 simultaneous targets. +2 bonus to
sensor checks.

Heavy military grade deflector shields. 11 15 19 23


[3-4] Deflector Shields 3
Rating 5, Shield Points 60.

Size Small or lower, rating 5. Range 11 15 19 23


[5] Tractor Beam 3
10.

11 15 19 23
[6] Transporters x2 2 each Range 4.

Engineering 11 15 19 23
[7-8] Department x2
2 each Repair Rating 10.

11 15 19 23
[9] Sick Bay x2 2 each Repair Rating 5.

+2 to hit, 1d6 damage, 2 forward, 2 11 15 19 23


[10-12] Phaser Banks x6 1 each
port, 2 starboard. Range 8

11 15 19 23
[13-15] Photon Torpedoes x2 2 each 2d6 damage, 2 forward. Range 10.

64-84 Scratched 42-63 Damaged 21-41 Battered 1-20 Crippled

No effect AP 10, Thrust 3 AP 7, Thrust 2 AP 3, Thrust 0


SHIELDS
RATING F

5 RATING 2 RATING 3 RATING 4 RATING 5


P
A
INTENSIFIED ARC
S

Federation
Security
ATTACK +2
DEFENCE 10
5 4 3 2 1 0

ENEMY 5 4 3 2 1 0

SENSOR LOCK 1 (+2) SENSOR LOCK 2 (+2)

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Russell Morrissey's Space Fight!

73

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