GENERAL RULES SEQUENCE OF PLAY FOR 1 TURN. 1. Energy Allocation: -All ships pay 0 for Life Support and Fire Control. -Shields May be Reinforced at a 2 for 1 ratio. -Armor may be Reinforced at a 1 for 1 ratio, limit 1 point per armor box. -There is no movement limit, divide total movement points by 6 to get the number of hexes moved per turn. Acceleration is limited to 50% of the previous impulse speed. (or 5 + size class when starting from 0) 2. Declare Movement: Ships that are self-destructing do so now. 3. Impulse Sequence: (repeat this 6 times) A. Movement Each ship (not each player) rolls 1d12 plus tech level of the ship for initiative; then the ships move from lowest to highest initiative score. Initiative is rolled each impulse. B. Impulse Activity C. Seeking Weapons Launch D. Direct Weapons Fire Using the "me-too" system. E. Seeking Weapons Resolution 4. Damage Control - Armor can no longer be repaired during the Damage control phase. It can be repaired between scenarios. -------------------------------------------------------------------------------- MOVEMENT Even though we are using mega-hexes, 1 power of impulse still provides 1 movement (this of course can still only be done once per turn). A ship with UWARP or VWARP can move any number of hexes each impulse; just keep a running total of remaining movements as per usual. Each turn mode has a divisor associated with it. Divide your speed by the divisor to see how many hexes you must travel before you can turn again (round fractions down): Turn Mode: M L K J I H G F E D C B A AA SF SW Divisor: 1.4 1.5 1.6 1.7 1.8 1.9 2 3 4 5 6 7 8 9 10 11 If a ship needs 0 hexes to travel before it can turn again, it may turn as many times as it likes each impulse, even if it is not moving that impulse. This replaces the ZET rules. All ships have a slip mode of 0; i.e. can perform multiple sideslips in a row. All ships may perform an HET once per impulse for the loss of 2 {1} movements. All ships may selectively decelerate at any time, losing from your remaining movements. The energy of the lost movements is placed into batteries. You may allocate energy from batteries in response to this in order to empty them; but of course the effects of that allocation may not occur until later in the impulse. Erratic Maneuvering: Cost = 10 - Size Class per impulse. Adds +2 to your Hit rolls and all rolls against you. Each ship is capable of Evasive Manuevers a number of times equal to their size class per turn. Only one EM may be attempted per impulse and only against one weapon strike (or combined strike). Roll a 1D6, on a 1-2, the shot misses. Docking: Two ships may dock by entering the same hex and declaring to dock (both ships must be willing). Crew units of all types, cargo, and power may be transferred freely. The shields of both ships combine. They are treated as having tractored each other for purposes of movement. Ramming: Any ship may ram any other ship by simply entering that ship's hex and declaring to ram. The actual ram does not occur until after Direct Weapons Fire, so the defending unit has the opportunity to use tractor beams or weapons to stop or destroy the ship before being hit (this procedure is similar to the one used by our group to intercept drones). The ramming ship may still use other ship functions normally. The effect of the ram is to deal X+1 times the ramming ship's explosion strength to both the defending and ramming ship, where X is the speed of the ramming ship divided by 10 (round down). Either or both of the ships could theoretically survive the damage. If a ship explodes, the explosion is handled normally (there is no "shielding" effect). If both ships survive, the ramming ship may force a dock on the defending ship (see docking above), but in this case only crew (and most importantly boarding parties) could be transferred. Going into Warp: During declaration of movement you may declare to be "going into warp". You add your new speed to your old speed this turn, and this is cumulative (next turn you will add your new speed to your old combined speed). Your "warp factor" is the cube root of your new combined speed, rounded down. You suffer a penalty to hit of +1 per warp factor, but other ships may hit you normally. There is a limit to how fast you can go, which depends on race and tech level, but for now lets say it is beyond the scope of the game. You cannot go into warp in reverse. And, no, you cannot ram someone while "in warp". -------------------------------------------------------------------------------- COMBAT 3X/4X Damage Allocation Chart (DAC) Roll 1d6 and 1d12. 1d6 gives the row ("R" below) and the direction. Uppercase means all of that system, lowercase means "underlined" (1 hit only). If you go off the left past 1, go to 12; if you go right beyond 12, go to 1. * means "any". "crew" means roll another 1d6: 1-2=Crew, 3-4=BrdP, 5=Deck, 6=Pass. If you go all the way around to the original system you hit, hit that system again, then (if there is still damage), score 1 Excess Damage and roll a new hit location. 1d12 roll R Dir 1 2 3 4 5 6 7 8 9 10 11 12 1 -> brdg FHULL CWARP lab PHAS ahull crew IMP *warp apr DRN btty 2 <- flag FHULL cwarp LAB phas ahull crew imp *WARP APR drn BTTY 3 -> emer AHULL LWARP shtl *WPN fhull sen imp rwarp TRAN *wpn BTTY 4 <- damc AHULL lwarp SHTL *wpn fhull sen IMP RWARP tran *WPN btty 5 -> damc *HULL RWARP trac PHAS *hull scan APR lwarp shtl torp CARGO 6 <- aux *HULL rwarp TRAC phas *hull scan apr LWARP TRAN TORP cargo