Cold Infinity UvSc Universal Vectored Space Combat

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Cold Infinity UvSc Universal Vectored Space Combat Ship Systems Book by Kevin A. Muñoz {Beta Version 0.08.03}

Hull Mass Sections Accel/ Decel Pivot Roll/Tumble Slide Silhouette Cinematic Motion (5.6) Light Fighter Heavy Fighter Light Shuttle 0 Medium Shuttle Heavy Shuttle 3 /3 Group Mass (rounded down) no limit Gunboat 5-6.9 Fourth Rate Corvette 7-9.9 5 Frigate 0-.9 3 4 Destroyer 3-5.9 3 Third Rate 4 6 4 Light Cruiser 6-9.9 5 8 3 Cruiser 0-4.9 6 0 3 Heavy Cruiser 5-9.9 4 7 5 3 Second Rate Battlecruiser 30-34.9 5 8 4 3 4 Battleship 35-39.9 6 4 9 6 Dreadnought 40-49.9 Super-Dreadnought 50-59.9 7 First Rate 8 5 6 8 9 6 7 4 0 Satellite 0-5 Small Weapon Platform 0-9.9 Large Weapon Platform 0-0 6 Stardock 60-99.9 9 4 (if unit is a Mobile Base or Hyper-Dreadnought, thrust Starbase 00-99.9 requirements are: 30 Mass / 6, Mass / 0, Mass / 8, Mass / 4 round to nea arest whole Space Station 00+ number) 40 (mobile bases & hyperdreadnoughts)

Basic System Information System Base Cost Power Structure Tech Level Mass Shield varies /40 Cost (rounded to nearest, minimum ) + / total sections (rounded up) /0 Cost (rounded to nearest, minimum ) /50 Cost (rounded to nearest, minimum ).0 Armor varies Adaptive: 4 Other: 0. per point Sensors 40 / EW Rating (rounded up) x EW Rating /4 EW Rating (round up) 0.5 ESS Device 60 / ESS Rating (round up) /3 ESS Rating (round up) /6 ESS Rating (round up).0 Specialized Sensors 40 8 EW Detector: Masking Sensor: 4.0 Hangar & External Launcher per bay per bay Hangar: /4 Structure Ext. Launcher: /5 Structure Cargo Hold per space per space Docking Clamp 30 0 5 /5 Cost (round to nearest, minim mum ) /0 Structure 0.5 Docking Bay 30 per point of Mass ( ) /6 Structure Dry Dock 50 per point of Mass ( ) /6 Structure Bridge Bridge: 0 Flag: 50 per point highest tech level on ship, + 50 /level /0 Structure Repair System 50 +5/point 3 per point in use equal to repair Rating minimum, +5 /level equal to repair Rating Trans-Light Drive Hyper: 50 Shift: 40 Warp: 60 Snap: 60 varies 0 /0 Cost (round to nearest, minimum ).0 Hull Structure / per point of structure varies /0 Structure Power Plant Collector panel: System battery: 0 Others: 0 Capacitor: / Power cap. System battery: none Others: total Power cap. System battery: Collector: /5 Power cap. Others: Others: /0 Power cap. Engine 0 0 x Thrust Output Thruster Acceleration Thruster: Maneuvering Thruster: 0 x Thrust Channel /40 Cost (round to nearest, minimum ).0 0

Basic System Information System Base Cost Power Structure Tech Level Mass Direct Fire Weapon minimum 0 varies varies varies /0 Power or Structure (whichever is greater) Missile Rack Reload Rack Missile Rack: minimum 0 Reload Rack: (8+ per op) x size/0 0 /4 Magazine Size /30 Cost (round down, minimum ) /0 magazine size Torpedo minimum 0 /0 Cost (round up) /6 Cost (round up) /30 Cost (round down, minimum ).0 Weapon Drum Minelayer: 0 Beacon Launcher: 5 WPDS: 0 Depositing: 0 Ejecting WPDS: /3 Mass Other Ejecting: equal to Drum Size (WPDS: equal to Mass of carried platform) Minelayer: /0 Drum Beacon Launcher: /5 Drum WPDS: Mass of Platform Anti-Missile Munitions minimum 50 0 0.5 Chaff Flares minimum 50 0.5 4

Basic Shield Systems Cost Point Defense Shield: Stationary 0 Point Defense Shield: Roaming * Arc Shield 5 Encapsulating Shield 5 *Speed 4; add per 4 points of additional roaming Speed (rounded up) Shields Standardd Shield Schedules (/ cost for Point Defense shields) Deflect Absorb 4 8 4 3 3 6 4 6 4 8 5 0 5 0 6 4 6 Buffering Shield Schedules (/ cost for Point Defense shields, rounded down) Max Absorb Recharge Rate 5 0 /turn 0 0 /turn 0 5/turn 4 30 3 0/turn 6 40 4 5/turn 8 50 5 0/turn 0 60 6 5/turn 70 7 30/turn 4 Shield Enhancements BUFFERING I (+50%). Shield is Buffering. See Rule XXX. Uses buffering absorption schedules. BUFFERING II (+50%/5 points transferable). As Buffering I. Also, may transfer a set number of absorption points to adjacent Buffering shield once per turn. Cannot exceed lent shield s maximum. Cannot go below point on lending shield. Requires point of added power. HYBRID (+30%). Shield uses both absorption and deflection Ratings. See Rule XXX. INCREMENTAL POWER (+50%). Shield may be half-powered for half deflection and absorption (rounded down) on current turn. LAYERING (+00%). Shield may be layered. See Rule XXX. OVER-LOADING (+00%). Shield may be over-loaded. See Rule XXX. Shield Limitations TRANS-LIGHT LINK (-50%). Shield may only be activated while a Trans-Light Drive is activated. 80 8 35/turn 6 90 9 40/turn 8 00 0 50/turn 0 Base Power: /40 Cost (round to nearest, min ) Structure: /0 Cost (round to nearest, min ) Tech Level: /50 Cost (round to nearest, min 3 for EM or 4 for Gravitic) Mass:.0

Armor Armor Type Chart Base Armor Rating Base Cost Adaptive Armor Schedules Adaptive Per Tech Adaptive Total Standard Armor 0 0 Ablative Armor 0 0 Adaptive Armor / 30 Collective Adaptive Armor / 45 Stealth Adaptive Armor / 60 Stealth Collective Adaptive Armor / 90 0 0 4 5 3 8 3 0 4 4 5 5 0 6 5 Standard and Ablative Armor Schedules Number of Sections in Unit Standard Armor per Point Ablative Armor per Point Sections 6 9 Sections 0 5 7 Sections 8 4 Sectional Armor Enhancements FULL PENETRATION (+30%). Weapon must do damage equal to or greater than ablative Rating (i.e., penetrate armor) to reduce sectional armor. May only be applied to Ablative armor. LINKED (+50%). Used only on adaptive armor. Armor is linked. See Rule XXX. 5 Sections 6 3 3 Sections 4 Section Power: Structure: Tech Level: Standard = Ablative = Adaptive = 4 6 Mass: 0. per point

Sensors Sensor Schedules EW Points Boost Power Cost 0 6 0 5 4 0 0 4 6 5 8 6 8 0 6 8 0 5 4 0 30 6 35 4 Base Cost: 40 Power: / EW Rating (rounded up) Structure: x EW Rating (rounded up) Tech Level: /4 EW Rating (rounded up) Mass: 0.5 ESS Devices ESS Schedule ESS Points 9 0 4 5 8 8 6 4 0 7 4 30 8 7 Base Cost: 60 Power: / ESS Rating (rounded up) Structure: /3 ESS Rating (rounded up) Tech Level: /6 ESS Rating (rounded up) Mass:.0

Hyper Drive Schedules Trans-Light Drives Shift/Snap Drive Schedules Warp Drive Schedules Pwr Hyper Rating Distance Pwr Shift/Snap Rating Pwr Warp Rating 0 0 5 0 0 8 5 4 5 5 6 0 3 0 3 0 4 5 5 4 5 0 0 5 0 0 5 0 5 6 5 8 30 6 40 4 50 60 6 0 4 0 4 5 3 5 0 0 0 5 5 8 0 0 0 6 5 4 30 40 0 0 5 0 8 5 4 5 6 0 3 0 4 5 5 0 0 0 5 0 5 8 30 6 40 4 50 60 Trans-Light Drive Limitations/Enhancements TERRAIN REQUIREMENT ( 5%). Drive may only be activated while the activating ship is within a specific terrain feature: nebula, stellar corona, gravity well, etc. Determine the terrain feature when building the system. The selected feature may not be changed. ACTIVATION ACCELERATOR (+00%). Added power equal to 0% of drive s power requirement (rounded up) decreases Rating by turn. May be used with any trans-light drive type. NON-INERTIAL WARP DRIVE (+00%). Warp drive is Non-Inertial. See Rule XXX. PARTIAL SHIFTING (+50%). Shift drive may use partial shifting. See Rule XXX. TRANSFERABLE HYPERSPACE TUNNELS (+300%). Hyper drive may transfer control of a hyperspace tunnel to another hyper drive. The other hyper drive must also have this enhancement. See Rule XXX. Trans-Light Speed LY 0 5 3 0 4 5 5 0 6 5 7 30 8 35 Base Cost: Hyper = 50 Shift = 40 Snap = 60 Warp = 60 Power: see schedules Structure: 0 Tech Level: /0 Cost (round to nearest, minimum ) Mass:.0

Power Plants Power Plant Enhancements/Limitations LIMITED CIRCUITS ( 30%). The power plant may only power systems in the same section. OVERHEATING ( 50%). The power plant suffers from overheating. See Rule 3.6. May only be applied to reactors. THRUST CONVERTER (+30%). System battery may convert power to thrust. Use the ship s engine convert Rating. May only be applied to system batteries. WEAPON COLLECTOR (+0%). Each time a weapon strikes the section in which a weapon collector panel is installed, damage (after shields) is diverted into the panel equal to the remaining capacity of the collector panel. The panel must then immediately transfer this point of energy directly into a battery. If no batteries are available to receive the energy, or all batteries are currently full, the collector panel disengages and does not divert the weapon damage. Collector panels cannot divert weapon damage that would otherwise strike the panel or its armor. May only be applied to Collector power plants. Capacitor Recharge Rate Schedule /turn 0 /turn 3/turn 4 5/turn 6 8/turn 8 0/turn 0 Total Capacity Convert Rate Other Power Plant Customizations Capacitors: + to increase total capacity by 4 points Weapon Collector Panels: +5 to increase total capacity by point Others: + to increase total capacity by points +4 to decrease Convert rate by point (batteries and system batteries only) 9 5/turn 0/turn 4 5/turn 6 30/turn 8 Base Cost: Collector panel = System battery = 0 Others = 0 Power: Structure: Capacitor = / Power capacity System battery = none Others = total Power capacity Tech Level: System battery = Others = Mass: Collector = /5 Power capacity Others = /0 Power capacity

Engines Thrust Output Convert Rate Engine Customizations +3 to raise output by point (+6 for Non-Inertial Engines) + to lower rate by point (+ for Non-Inertial Engines) Engine Limitations/ Enhancements LIMITED FUEL (-50%). The engine has a number of thrust points equal to 50 times its output. Once the fuel runs out, it can be restored via energy conversion (Rule X.X) or refueling. Thrust points gained from energy conversion do not expend engine fuel. SHORT FUEL LINES (-30%). The engine may only be used to power thrusters in the same section. NON-INERTIAL (+300%). Engine is noninertial. See Rule 5.5.. Engine becomes tech level 4. Base Cost: 0 Power: 0 Structure: x Thrust Output Tech Level: /40 Cost (round to nearest, minimum ) Mass:.0 Thrusters Thruster Customizations Thruster Enhancements Thrust Channel +4 to raise channel by point (+8 for Non-Inertial Thrusters) DEFLECTION VANES (+50%). Acceleration thrusters with deflection vanes may be used as maneuvering thrusters, using the thrust cost of a slide. Forward acceleration thrusters may function as forward/port or forward/starboard maneuvering thrusters. Aft acceleration thrusters may function as aft/port or aft/starboard maneuvering thrusters. May only be used on acceleration thrusters. NON-INERTIAL (+300%). Thruster is non-inertial. See Rule 5.5.. Thruster becomes tech level 4. OMNI-DIRECTIONAL (+00%). Thruster may apply thrust in any direction (one direction per turn). Thruster becomes tech level 4. Thruster must be placed in core section. May only be used on acceleration thrusters. 0 Base Cost: Acceleration = Maneuvering = 0 Power: Structure: x Thrust Channel Tech Level: /40 Cost (round to nearest, minimum ) Mass: 0.0

Ship-Wide Adjustments Adjustment Ship Cost Increase Effect Mass Adjustment +% per 0. Mass Increase or decrease the total Mass of the unit Specialized Armor +5% per specialization Specialized armor against one weapon technology

Configurations Matter Energy Special Burst Pulse Flare Slicing Slashing Enveloping Wave Piercing Tracking Weapon Starting Defaults Damage: 0 Range: -/hex Rate of Fire: +3 Accuracy: +0 Defensive Fire: 0/0/0 Minimum Tech Level: Matter/Radiation: ; Particle/Plasma: ; EM/Laser: 3; Gravitic: 4 Cost: 0 If: Pulse: /0 Plasma: -3/hex Slashing: 4 Tracking: turns Wave: 0 hexes Firing Costs Arc Fixed -50% Narrow -5% Standard Wide +5% Turret +50% Power x Weapon Pulse Rating Schedules Max Schedule Pulse Inter Schedule rval Minimum Pulse Schedule 0 0 0 0 8 d 3 6 d3 4 3 4 3 d5 3 5 4 4 d6 4 6 5 5 7 6 Weapon Plasma Rating Schedule -3/hex 0 -/hex 3 -/hex 6 -/hex 9 -/3hex -/4hex 5 Slashing Rating Schedule 4 0 6 8 0 3 4 4 5 6 6 0 8 Wave Sched Range dule 0 hexes* 0 hex 4 hexes 8 3 hexes 5 hexes 0 0 hexes 40 5 hexes 60 * weapon only affects firing unit s hex Tracking Rating Schedule x3 Pwr x turns 0 3 turns 5 4 turns 0 Power x3 8 7 9 8 0 9

If all schedules are 0, Power/Structure is / Pwr/ Struct / /4 3/6 4/8 5/0 Weapon Damage Schedules d4 () d6 () d8 () d0 () Fixed d () d3 () d4 () d5 () 5 d4 () d6 (3) d8 (4) d0 (5) 0 d4 (5) d6 (7) d8 (9) d0 () 5 3d4 (7) 3d6 (0) 3d8 (3) 3d0 (6) 0 4d4 (0) 4d6 (4) 4d8 (8) 4d0 () 5 5d4 () 5d6 (7) 5d8 () 5d0 (7) 30 6d4 (5) 6d6 () 6d8 (7) 6d0 (33) 35 7d4 (7) 7d6 (4) 7d8 (3) 7d0 (38) 40 8d4 (0) 8d6 (8) 8d8 (36) 8d0 (44) 45 9d4 () 9d6 (3) 9d8 (40) 9d0 (49) 50 TL TL3 Weapon Range Schedule Enveloping for -3/hex -8 - -/hex -4 - -/hex 0 0 -/hex 3 9 -/3hex 6 8 -/4hex 9 7 Pwr x -/5hex 36 -/6hex 5 45 -/7hex 8 54 Pwr x3 -/8hex 63 -/9hex 4 7 -/0hex 7 8 Pwr x4 Weapon Rate of Fire Schedule (cost is doubled for laser technology) +3 0 + 3 + 6 +0 +0 4 3+0 48 4+0 96 Pwr x Pwr x3 Pwr x4 Accuracy Value Accuracy Sign Defensive Fire Power Other Weapon Customizations +/- to raise/lower Acc value (per point) +3 to add one + sign (up to +++) -3 to add one sign (up to ) +3 to increase SDF value (per point) + to increase AHDF or EDF value (per point) +3 to decrease (per point) -3 to increase (per point) (May not be reduced below ) Special Ammunition Chart (Matter Weapons) DEPLETED URANIUM ( / Points). Adds fixed damage to shot, to a maximum of +0 HOLLOWPOINT (5 ). Weapon may do overkill damage. No special effect against fighters/ shuttles. NUCLEAR WARHEAD (5 /Row). Weapon does damage in flare configuration. Damage is increased by row for every 5 spent. This damage may exceed the high end of the damage schedule, following the progression. Treat as Radiation for purposes of adaptive and specialized armor. PLASMA WARHEAD (5 ). Weapon is plasma (for purposes of adaptive armor), in flare configuration. Structure +/- to raise/lower (per point) (May not be reduced below ) SHOTGUN SHELL ( /Pulse Rating Point). Weapon fires as Pulse X/5 where X is determined by the cost of the shell.

Configuration Limitations Bur Pul Sla Sli Fla Pie Tra Wa Env ANTI-FIGHTER LIMITATION (-50%). The weapon may only be used offensively against ships with Mass 0-5. ANTI-STARSHIP (-5%). The weapon may not be used offensively against ships with Mass 0-5. COMPENSATORY COOLDOWN I (-30%). After ending fire, weapon must cool down for a number of turns equal to the number of turns it Tracked its target. COMPENSATORY COOLDOWN II (-60%). As Compensatory Cooldown I, except the weapon must cool down for twice as long. ENVELOPE REDUCTION (-50%). Weapon does burst damage instead of slicing damage to each ship section. NO OVERKILL (-0%). The weapon does not produce overkill damage. Cannot be used with Flare configuration. REQUIRES PRECISION (-5%/EW Point). The attacking ship must assign additional EW points to the target in order to use the weapon s piercing configuration. This assignment is in addition to the basic required EW for piercing weapons. SERIAL CONFIGURATION I (-30%). Weapon must take one extra arming turn to switch configurations. May only be used on weapons with multiple configurations. SERIAL CONFIGURATION II (-50%). As with Serial Configuration I, but switching can only happen in a specific order (specified on the weapon system at time of design). For example, a weapon set up as Burst Slashing 0 Slashing 5 would require turns to switch from Burst to Slashing 5 configuration. Weapon may fire in any configuration between first configuration and current configuration. Firing resets configuration to first. SERIAL CONFIGURATION III (-60%). As with Serial Configuration I, but switching can only happen in a specific order (specified on the weapon system at time of design). For example, a weapon set up as Burst Slashing 0 Slashing 5 would require turns to switch from Burst to Slashing 5 configuration. Weapon may only fire in the currently selected configuration. Weapon takes an additional turn to reset to first configuration. TRACKING ONLY (-40%). Weapon may only use Tracking configuration. It may not use its sub-configuration without Tracking. WAVE DEGRADATION (-0% per -3/hex). Wave damage is reduced over distance, to a maximum of 5/hex (-50%). 4

Configuration Enhancements Bu Pul Sla Sli Fla Pie Tra Wa Env ADDITIONAL POWER (+00%/Point). With added power, weapon can increase minimum and maximum pulse Ratings by one row, up to a maximum determined by the enhancement cost. ANTI-ARMOR I (+50%/Point). If weapon does damage, the armor of the damaged system/hull is permanently reduced at the end of the turn. Reduction cannot exceed amount of damage done. ANTI-ARMOR II (+90%/Point). If weapon does damage, the armor of the damaged system/hull is permanently reduced immediately (before any other weapons fire resolution, including other volleys from the same weapon). Reduction cannot exceed amount of damage done. ANTI-ARMOR III (+00%). If weapon strikes a system or hull structure (whether or not it penetrates armor), the armor of the damaged system/hull is permanently reduced immediately by point for every 5 points of damage done. ANTI-ARMOR IV (+40%/Point). As Anti-Armor II, but weapon only affects armor (does no damage to systems or hull structure). Affects armor of one system/hull structure (determined by hit location result). Reduction cannot exceed amount of damage done. ANTI-ARMOR V (+70%/Point). If weapon does damage, armor of the hull structure in the affected section is reduced at the end of the turn, whether or not the weapon struck the hull structure. Reduction cannot exceed amount of damage done. ANTI-FIGHTER ENHANCEMENT (+0%). Attacker may choose which fighter in a group is targeted (instead of defender). ANTI-HULL I (+5%). Hits to hull structure do twice as much damage. ANTI-HULL II (+50%). Damage to any system is applied also to hull structure. ANTI-SHIELD (+30%). Weapon treats shield absorption Ratings as / value. COMBINED SHOTS (+5%). Weapon may fire all shots on current turn as a single shot, with one to-hit roll and combined damage. May only be used on weapons with RoF of +0 or better. COUNTER-DEFENSE (+00%). No Defensive Fire (of any kind) can be used against this weapon. EMERGENCY ARMING I (+5%). Weapon may complete arming sequence without waiting the required number of turns. For each arming turn skipped, weapon takes point of damage. May not be used during cooldown. May not be used on weapons with RoF of +0 or better. EMERGENCY ARMING II (+50%). As Emergency Arming I, except the weapon does not take damage. Instead, its Accuracy is reduced by and it gains a sign (or loses a + sign) for the remainder of the turn. EXTENDED TRACKING (+50%). Weapon only needs to roll to hit every other turn while Tracking (instead of every turn). On turns when the weapon does not roll to hit, it automatically hits. These intermediate turns do not count toward the weapon s tracking Rating. 5

Configuration Enhancements Bu Pul Sla Sli Fla Pie Tra Wa Env GATLING I (+50% if Power/Shot, +00% if Power/Shot). On a successful hit, weapon may roll to hit for a second shot at a - penalty. It may continue to fire shots until it misses, rolling to hit at a cumulative - penalty each time. Extra power must be allocated at the beginning of the turn for each additional shot. If the Gatling weapon runs out of power, it may not continue firing even if its last attempt hit. If used for AHDF or EDF, the rating improves by - for each extra point of power. May not be used on weapons with ROF +0 or higher. GATLING II (+00% or +50%). Same as Gatling. Also, any additional shots may be fired at other targets within the same hex. May not be used on weapons with ROF +0 or higher. GUARDIAN (+75%). Maximum range penalty per point of weapon Speed is for this weapon. See Rule..7.. IMPROVED CALLED SHOT (+0%/point). Weapon s called shot penalty is reduced by one point. MULTI-MODE (+00%). Weapon may increase or decrease minimum pulse Rating by one row by decreasing or increasing damage by one row. NOVA I (+75%). Weapon does collateral damage to all units in target s hex. If target is hit, every other unit in the same hex receives an automatic hit equal to 5% of the total damage done to the main target (round to nearest whole number). Use the same hit location result. NOVA II (+50%). As Nova I, but does 50% of total damage to other units. NOVA III (+50%). As Nova II, plus 5% of total damage to all units in adjacent hexes. NOVA IV (+300%). As Nova I, but does 00% of total damage to other units. PARALLEL ARRAY I (+30%). If multiple shots strike the same system, the shots are combined into a single volley for purposes of armor. May only be used with RoF +0 or better. PARALLEL ARRAY II (+60%). As Parallel Array I. Also, accuracy improves by + and range improves by one row for each shot fired after the first. RANGE SHIFT (+0%/hex). No range penalty given out to a specified number of hexes ( hex per +0%). Penalty treats all hexes within Range Shift range as 0 hex distance. RAPID FIRE I (+40%). At player s discretion, weapon can increase RoF by one row by reducing damage by one row (fixed damage reduced by 5). All damage schedules are reduced, to a minimum of 0 damage. RAPID FIRE II (+50%). If weapon takes one turn to arm, increases RoF by one row on subsequent shot. Can only be used on weapons with RoF +0 or better. RAPID FIRE III (+50%). If ship assigns double power to weapon, increases RoF from +0 to +0 (or +0 to 3+0, or 3+0 to 4+0). Can only be used on weapons with +0 RoF or better. 6

Configuration Enhancements Bu Pul Sla Sli Fla Pie Tra Wa Env RAPID PULSE I (+50%). At player s discretion, weapon can increase RoF by one row by reducing minimum pulse by one row. Cannot be used on weapons with no minimum pulse Rating. RAPID PULSE II (+50%). At player s discretion, weapon can increase RoF by one row by reducing pulse maximum by three rows. Cannot be used on weapons with a maximum pulse Rating less than 4. SINGLE ARMING (+50%). Weapon does not require additional power to fire in Tracking configuration. SNAP SHOT I (+5%). Absence of a lock-on does not double range penalties. SNAP SHOT II (+50%). Weapon does not require an EW point allocation to the target. Cannot be used with the Requires Precision limitation. SNAP SHOT III (+5%). Weapon may fire at fighters/shuttles, in Burst configuration. SUPERCHARGER I (+75%/Turn). For every turn (up to the maximum) that the weapon is not fired, its subsequent damage is increased by one row on each schedule used by the weapon. The result may exceed the upper limit of the damage schedule (following the progression). SUPERCHARGER II (+50%/Turn). For every turn (up to the maximum) that the weapon is not fired, its subsequent damage is increased by two rows on each schedule used by the weapon. The result may exceed the upper limit of the damage schedule (following the progression). SUPERCHARGER III (+00%). For every 4 points of additional power, weapon damage increases by row (on all schedules), to a maximum of +4 rows. SYNCHRONIZED I (+50%). Synchronized weapons may combine with other identical weapons on the same or other ships within hex. For the to-hit rolls, use range of the ship nearest the target. Double range penalty if any of the synchronized ships do not have lock-on. Use average of all ships target amplification, rounded up. + bonus to hit for each additional synchronized weapon, max +0. May be used with the dependency limitation. SYNCHRONIZED II (+50% for single target, +75% for multiple targets). At start of Weapons Fire Step, synchronized weapons may combine with other identical weapons on the same ship. All dice of damage are combined into a single pool. If using the +75% version, the pool may then be divided among the synchronized weapons as the player chooses. (For example, 5d0 + 5d0 = 0d0, which can be divided as d0 and 8d0). If using +75% version, weapons may target as many units as weapons are synchronized, or fewer, as desired. If weapons are being used for DF, combine DF Ratings and divide as above. May be used with the dependency limitation. SYNCHRONIZED III (+35%). At start of Weapons Fire Step, synchronized weapons may combine with other identical weapons on the same ship, using a single to-hit roll against a single target. May be used with the dependency limitation. SYNCHRONIZED IV (+50%). As Synchronized III. Also, range Rating improves by row for each additional weapon after the first. May be used with the dependency limitation. 7

Configuration Enhancements Bu Pul Sla Sli Fla Pie Tra Wa Env SWEEPING (+00%). Weapon slashes/slices across multiple ships. Each target is rolled against separately. Player divides potential damage among all targets as desired, before rolling to hit. Player chooses order of attacks and applies - to hit cumulatively to each additional target after the first. WIDE ANGLE (+40%). Weapon does overkill damage. 8

Technology Limitations Matter Energy Special ARMOR WEAKNESS (-40%). Armor counts double against this weapon. If applied to Plasma weapons, the weapon technology bonus against armor is negated. If applied to Matter weapons, the weapon does not ignore armor (but armor is not counted double). BROWNOUT (-50%). When weapon is fired, no non-matter weapons may be fired from the same section on the same turn. COOLDOWN I (-5%/Turn). The weapon requires a cooldown, during which it must be deactivated. This limitation is cumulative with all other cooldown limitations. COOLDOWN II (-5%). As with Cooldown I, but the weapon requires a cooldown of turn for every full shots fired per turn. Cannot be used with weapons that have RoF of +0 or worse. COOLDOWN III (-5%). As with Cooldown II, but the weapon requires a cooldown of turn for every shot fired per turn after the first. Cannot be used with weapons that have RoF of +0 or worse. COOLDOWN IV (-0%). After each shot fired, roll d0 + the number of structure boxes currently destroyed on the weapon system. On a roll of 5 or higher, weapon overheats and requires a cooldown period equal to /3 the roll result (rounded down). DEPENDENCY I (-5%/weapon). Weapon is linked to at least one other weapon, which must fire at the same time, at the same target (offensively or as DF). If any one dependent weapon cannot fire for any reason, none may fire. Minimum weapons per ship (with -5% Dependency for each). DEPENDENCY II (-0%/weapon). As Dependency I, but weapons may fire at multiple targets in the same hex. DEFENSIVE INACCURACY (-0%). Only one weapon per ship with this limitation may be used for DF against an incoming shot. LIMITED AMMUNITION (-5%, 0% or -0%). Weapon uses specific ammunition with a limited number of rounds, either 0 ( 0%), 0 ( 0%) or 40 (-5%). MAXIMUM RANGE (-80% less 5% per 5 hexes). Weapon has maximum range (but still uses range DRM). -80% for a range between 0 and 4, -75% between 5 and 9, -70% between 0 and 4, etc. May only be used on weapons with / hex range modifier or better. PLASMA WEB ONLY (-00%). Weapon cannot fire offensively. Must be used with at least one Plasma Web enhancement. SLOW TARGETING I (-0%). Weapon must fire at same hex for all shots on each turn (offensive and DF). May only be used on weapons with RoF +0 or better. SLOW TARGETING II (-0%). Weapon must fire at same target for all shots on each turn (offensive and DF). May only be used on weapons with RoF +0 or better. SWITCHING DELAY (-0%). Weapon must take one turn (still armed) to switch between offensive and Defensive Fire. SWITCH-LINKED WEAPON (-50%). Must be assigned to two weapons on a single ship. Only one weapon with this limitation may fire at a time. Use Rate of Fire and Cooldown of the most recently fired weapon. Player may choose which weapon fires. VOLATILE (-50%). If weapon system takes damage, roll d6. On a roll of, system is destroyed. On a roll of, system is destroyed and section s hull structure takes d6 damage (ignoring armor).

Technology Enhancements Matter Energy Special ABLATIVE DEFENSIVE FIRE (+5%). Weapon s SDF or AHDF does not reduce chance to hit for direct fire weapons. If incoming direct fire hits, reduce damage by point per damage schedule per of DF. May only be used on weapons with SDF or AHDF Ratings. May not be used against guided weapons (use normal DF rules or guided weapon intercept instead). See Rule..5. ACCELERATOR I (+00%). Accuracy of all matter weapons fired within weapon s arc (on same turn that the weapon is fired) gain + to accuracy value or gain one +. ACCELERATOR II (+00%). Accuracy of all guided weapons fired within or entering weapon s arc (on same turn that the weapon is fired) gain + to accuracy value or gain one +. ACCELERATOR III (+00%). Units capable of Evasive Maneuvers within the weapon s arc (on same turn that the weapon is fired) gain +3 (and receive relevant penalties) to Evasive Maneuvers while they are within the arc. ADD CONFIGURATION (+50%). The weapon may fire using one additional weapon configuration. This enhancement may be taken more than once. If the weapon is a tracking weapon, the added configuration may be separate or a sub-configuration of Tracking. If adding Pulse, Rating begins as //- but may be altered using the appropriate schedule. Configurations with specialized Ratings can be added more than once, with different Ratings. Required for weapon systems with Tracking configuration. BLANKET RADIATION I (+00%). If target is shielded, shield is automatically destroyed (regardless of hit location result; no further damage). If target is protected by a collector panel, panel is filled and cannot be used for remainder of battle. BLANKET RADIATION II (+00%). If weapon hits a weapon, thruster or dimensional drive, that system is destroyed (no damage roll, no check for armor). BLANKET RADIATION III (+00%). If weapon hits a sensor, sensor s Rating drops by at end of turn, for remainder of battle. No damage roll, no check for armor. BLANKET RADIATION IV (+00%). If weapon hits an engine, engine s output Rating drops by at end of turn, for remainder of battle. No damage roll, no check for armor. BLASTER (+50%). Shots that penetrate to core section do damage to hull structure of section in attacker s line of sight (or to core hull structure if no other line of sight section is available) instead. CATASTROPHIC DAMAGE I (+50%). Hull structure suffers catastrophic damage on a roll of 9 or higher (not including DRM). CATASTROPHIC DAMAGE II (+50%). Hull structure may suffer catastrophic damage even if no damage penetrated armor. COMM DISRUPTION I (+80%). If weapon hits, roll d3 twice. Target s initiative on next turn goes up by first roll amount. Target s sensor Rating on next turn goes down by second roll amount (to minimum zero). Multiple hits are cumulative. EW points gained from added power are not affected. COMM DISRUPTION II (+60%). Same as Comm Disruption I, but roll d6 twice. COMM DISRUPTION IIIA/IIIB (+40% or +80%). Same as Comm Disruption I or II, but only affects initiative or sensor Rating, specified when weapon system is designed. (This cannot be changed.) 0

Technology Enhancements Matter Energy Special ELECTRONIC WARFARE (+75%). EW points may be applied to the weapon (at EW allocation). Incoming shots within weapon s arc suffer additional EW penalty. Weapon gains SDF equal to assigned EW points against one incoming shot on the current turn. Can only be applied to SDF weapons. EM FIELD (+50%). Weapon fire is declared during Guided Weapons Step. For every points of added power, weapon extends hex/layer outward, surrounding the firing ship. Any unit (friend or foe) entering the field suffers damage (per schedule). Damage is reduced by an amount equal to the range penalty. Damage functions as a slicing attack against the section that first entered the field (line-of-sight section if the target is already in the hex where a field is generated). Hull structure damage is ignored. Multiple EM Field effects are not cumulative. FORCE SYSTEMS FAILURE I (+50%). Target fighter unit or shuttle. If against fighter unit, targets one fighter (selected by attacker). On successful hit, target suffers systems failure. No effect to starships. FORCE SYSTEMS FAILURE II (+50% if d6/d6, +50% if d6/3d6). Same as Force Systems Failure I. Against targets with Mass 0, target also takes damage (d6 or d6). Against targets with Mass greater than 0, roll d6. On, target suffers systems failure. On -3, target takes additional damage (d6 or 3d6). On 4-6, target takes d6 damage, no systems failure. Damage ignores armor. GRAVITIC SHIFT I (+00%). Instead of damage, target is moved d6 hexes when successfully hit by weapon. Direction is at attacker s discretion. Multiple gravitic shift weapons add + to distance roll for each weapon after the first, but all weapons must shift in the same direction. Maximum 0 hex shift. If weapons are shifting in different directions, each weapon rolls d0. High roll wins, no bonus to distance roll. Has no effect on ships using non-inertial engines and thrusters. May be used on friendly units. Target must have a Mass equal to or less than attacker s Mass. Weapon technology must be capable of Translocation. GRAVITIC SHIFT III (+00%). Instead of damage, target is pivoted hex-side or rolled/tumbled 90º when successfully hit by weapon. Direction is at attacker s discretion. Multiple gravitic shift weapons add + to distance roll for each weapon after the first, but all weapons must shift in the same direction. Maximum 0 hex shift. If weapons are shifting in different directions, each weapon rolls d0. High roll wins, no bonus to distance roll. -3 to hit if target has gravitic engines and thrusters. Has no effect on ships using non-inertial engines and thrusters. May be used on friendly units. Target must have a Mass equal to or less than attacker s Mass. Weapon technology must be capable of Translocation. GRAVITIC SHIFT IIIA/IIIB (+00%). Same as Gravitic Shift I or Gravitic Shift II, but effects are doubled: d6 hexes, max 0 for GS- I; hex-sides or 80º roll/tumble for GS-II. Weapon technology must be capable of Translocation. GUIDED INTERCEPT (+50%). Weapon has - AHDF against guided weapons, even if the weapon technology type does not allow it. IGNORE ARMOR (+00%). Weapon ignores all non-adaptive armor. Cannot be used with Anti-Armor enhancements. INCREASE POWER (+50%). point of added power improves weapon s SDF by. Can only be used on weapons with SDF.

Technology Enhancements Matter Energy Special INDEPENDENT RATES OF FIRE (+75%). Each weapon configuration may have a different RoF. Apply additional cost to distinguish each RoF from the primary. Used only with weapons with more than one configuration. HYPER DRIVE DISRUPTOR (+50%). Weapon is fired into hyperspace window hex, rolling to hit against base silhouette Rating of 0. If successful, any and all units inside the hyperspace window are destroyed. MULTIPLE TARGET OVERKILL (+00%). Overkill damage may be shifted to another target within hex of original target. Roll to hit the new target as normal. Damage to second target is applied as Slashing 0 to line-of-sight section. On a failed to-hit roll, damage reduced by 0, weapon strikes original target again automatically, Slashing 0. Further overkill uses the same process. NIMBLE I (+75%). Weapon may be used for Defensive Fire on the same turn that it fires offensively, without penalty. Determined at start of Weapons Fire Step. Weapon divides its damage Rating into two groups, one for offense and one for defense. Weapon receives - DF for each 3d4, d6, d8, d0, d or fixed 6 points of damage assigned to defense. Excess damage Rating is ignored. NIMBLE II (+50%). Weapon may be used for Defensive Fire on the same turn that it fires offensively. Defensive Fire uses up one shot of weapon s RoF. Can only be used on weapons with a DF Rating and a RoF Rating of +0 or better. PLASMA BOTTLE (+0%/hex). Weapon s damage does not begin to reduce until the shot has traveled a minimum number of hexes. Can only be used on weapons that have range-reduced damage. PLASMA CLOUD I (+50%/ ). At Power Allocation, selects a target hex (no limit to range). All incoming fire from that hex (including fire from weapons that cannot be intercepted by DF) suffers penalty on chance to hit. Only one plasma cloud per hex permitted. On the same turn, weapon may not be used for any other offensive or defensive purposes. If using three-dimensional movement, target specific hex and layer. PLASMA CLOUD II (+80%/ ). As Plasma Cloud I. Also, incoming fire damage is reduced by the same penalty amount. PLASMA CLOUD III (+00%/Point). At Power Allocation, weapon selects a target hex within 3 hexes of ship or within ship s EW shroud, whichever is greater. During Movement step, any fighters or shuttles in or passing through selected hex on the current turn suffer d6 damage per extra point of power assigned to the weapon. Weapon strikes line-of-sight section if target was already in the hex, or the section that first entered the hex. On the same turn, weapon may not be used for any other offensive or defensive purposes. If using three-dimensional movement, target specific hex and layer. Only one plasma cloud per hex permitted. RAPID INTERCEPTOR (+5% or +50%). Treat the weapon technology s Speed as greater (+5%) or greater (+50%) for the purposes of Defensive Fire. REPEATED ATTEMPTS (+75%). If roll to hit fails, (eventual) damage reduced by 0 points and attacker may roll again to hit same target. May not be used on weapons that do not cause damage, or cannot cause at least 0 points of damage. SHIELD BOOSTER (+00%/Point). Weapon does no damage. Target unit s shield deflection or absorption Ratings are increased.

Technology Enhancements Matter Energy Special SHORT CIRCUIT I (+00%/Point). If weapon hits hull structure, target s total Power output is reduced until end of battle. SHORT CIRCUIT II (+75%/Turn). If weapon hits a system that requires Power of or higher, system will be deactivated for a number of turns. Struck system s power cannot be re-allocated elsewhere during deactivated turn. If the hit location roll results in more than one possible system, weapon hits a system that has not been struck by this enhancement on this turn, if possible. Multiple hits to one system on the same turn are not cumulative. SHORT CIRCUIT III (+50%). Use with Short Circuit II. Against targets using EM Shields no hit location is rolled. Weapon automatically short circuits EM Shield system. Multiple hits on one turn are not cumulative. If the target s EM Shield is deactivated (for any reason), roll for hit location normally. SHORT CIRCUIT IV (+50%). If weapon hits hull structure, target s total Power output is reduced by 5% of damage inflicted to hull structure (ignoring armor). Weapon does not do actual damage to hull structure. Cannot be used with Short Circuit I. SHORT CIRCUIT V (+00%). If weapon hits bridge, target ship initiative increases by 4 on next turn. If weapon hits a sensor, sensor Rating is halved (rounded up) on next turn. If weapon hits an engine, thrust output Rating is halved (rounded up) on next turn. If weapon hits a hangar, hanger operations are interrupted on next turn. If weapon hits a fighter or shuttle, it suffers automatic systems failure. SHOTGUN I (+75% if d3, +50% if d6). Weapon fires a random number of shots each turn. Each shot may target a different unit. May be used for DF, one shot per incoming attack. Cannot be applied to weapons with Pulse configuration. SHOTGUN II (+50%). Added to Shotgun I enhancement. Shot count is rolled before all weapons fire. Weapon may divide the available shots between offensive and Defensive Fire. SPECIAL AMMUNITION (+50%). The weapon may use ammunition from the special ammunition chart (SSB), paid for independently (each time the ship is resupplied). Construction Point cost is per magazine (0 shells). If no special ammunition is loaded onto the ship, weapon uses standard ammunition. SPLIT DEFENSE (+50%). Weapon may defend against two incoming attacks at half DF each (rounded down). Cannot be used with EDF. THRUST BOOST I (+75%). Thrust from non-inertial engines can be added to the weapon, adding fixed damage equal to double the thrust added. THRUST BOOST II (+50%). For every 3 points of non-inertial engine thrust applied to the weapon, increase RoF by one row. THRUST BOOST III (+50%). Thrust from non-inertial engines can be added to the weapon, increasing Accuracy by point per point of thrust. TRANS-LIGHT DRIVE RESET (+40% +40%/Turn [Min. 0]). If weapon hits an activating or activated trans-light drive system, drive activation timer is reset and subsequent activation period is increased. No effect if the system is not activating or activated. 3

Damage Starship Missile Schedules (base cost 5 ) Launch Range Max Range 0 0 5 3 x 0 Magazine Capacity per Missiles Starship Missile Rack Schedules Range Boosting per + launch range Accuracy RoF 5 per + +4 0 5 3 0 6 x 4 0 6 5 9 x3 5 9 0 0 5 5 5 5 30 8 30 8 35 35 40 4 Reload racks: 8 base, + per reload operation per turn, x /0 magazine capacity. Starship Drone Schedule Speed 0-0% Speed 6-50% Speed 9-0% Speed 5-60% Speed 8-30% Speed 4-70% Speed 7-40% Speed 3-80% Missile Rack Limitations +3 4 + 8 + 6 +0 3 +0 64 40 4 45 7 SPECIFIC MUNITIONS (-0%). Missile rack may only fire one missile type, specified when the rack is designed. 50 30 4

ACCURATE (+00%). Firing missile rack has a + signed accuracy Rating. Missile Enhancements ANTI-DEFENSE (+60%/Point). Target s weapons suffer SDF penalty on next turn. This enhancement does not affect AHDF or EDF Ratings. ANTI-FIGHTER (+5%/Point). Firing missile rack gains + to accuracy Rating against small vessels per 5% cost increase. ANTI-MINE (+50%). If targeted at known mine, gains +3 to accuracy Rating. If targeted at a hex, automatically re-targets nearest (unknown) enemy mine within 3 hexes but does not gain +3 to accuracy. If no mine is present, no effect. If multiple mines are present, missile targets nearest. If multiple mines are nearest, missile randomly selects. EW BOOSTER (+40%). Missile EW increases by + (from the default +). This enhancement may be taken more than once, for an additional +0% cost each time (e.g., a + increase would cost +40+50 = +90%). FLARE (+50%). Missile does damage in Flare configuration, using the Nova I enhancement. FRAGMENTATION I (+50%). When targeting fighter group, missile splits into a number of volleys equal to number of fighters in group. Divide damage among volleys (excess lost), roll to hit for each volley, one volley per fighter. FRAGMENTATION II (+80%). As Fragmentation I, but against non-fighter units missile splits into d6 volleys (dividing damage, excess lost). Each volley strikes same target. Cannot be used against fighter units. HOMING (+00%). If missile misses target, will attempt again on subsequent turns. Treat original target hex as new launch hex. Missile accumulates range toward maximum range limit. Missile will continue attempting to hit until maximum range limit is reached. If DF is used against missile, missile is destroyed if to-hit roll would have been successful if DF had not been used. INTERCEPTOR (+0%/- AHDF). Missile may be fired defensively against incoming missiles or drones. Provides AHDF. Cannot be fired against stealth-enhanced missiles. KINETIC (+0%). Missile does damage as a matter weapon. JAMMING (+0%/Point). Missile is fired into target hex (automatic hit ; see Rule.9). Provides ESS ECM to every friendly unit up to 5 hexes from target hex, for the current turn only. PIERCING (+0%). Missile does damage in Piercing configuration. PLANETARY BOMBARDMENT (+00%). Missile is fired into target hex (automatic hit ; see Rule.9). Use launch range 40 and max range x3, but missile has unlimited range if target hex is occupied by a planet, moon or asteroid greater than Mass 500. Against smaller units, missile does standard missile damage. Against Mass 500 asteroids or larger, missile does bombardment damage (Campaign Book). STEALTH (+50%). Firing ship does not announce missile fire during Guided Weapon Launch step. Cannot be used to enhance drones. WAVE DETONATION I (+50%). Missile is fired into a target hex (Rule 7.9). Missile explodes in wave configuration, treated as a turret weapon centered on that hex, using range modifier /hex and maximum wave range of hex. Ignore missile rack s accuracy Rating. Missile may use wave degradation limitation. WAVE DETONATION II (+50%). If missile misses its target, treat as Wave Detonation I in the target s hex. All damage to units is treated as half value. Ignore missile rack s accuracy Rating for the wave attack only. The initial attack on the target unit may use the accuracy Rating. WILD WEASEL I (+50%). Missile uses target s EW Amplification as an Amplification bonus to hit. WILD WEASEL II (+80%). As Wild Weasel I, plus on successful hit (to any hull structure or system) target s sensors are reduced for one turn.

POOR AIMING (-0%/ ). Chance to hit reduced each hex of distance to target over 0. Torpedo Enhancements/Limitations WEAK CASING (-0%/Point). Torpedo damage reduced each hex of distance to target over 0. AUTO MAGAZINE (+0% max 3, +40% max 6, +60% max 9). Weapon creates one torpedo per turn, every turn that it is active and not firing, up to the maximum. Weapon may fire any or all torpedoes at once against the same target. Multiple shots are resolved as Pulse X/4 where X is the number of torpedoes fired. CRAWLER (+50%). Attacker selects a specific system on target unit when torpedo is fired. If torpedo hits, roll for hit location. If the systems match, torpedo does damage. If systems do not match, torpedo attaches to unit and will attempt again on subsequent turns during Guided Weapons Fire step. If after 3 turns (total) torpedo has not located the system, it shifts (randomly) to another section (if any) and continues the process. Ignores all armor, but does not do overkill damage. Cannot be fired against units that do not have sections (such as fighters and shuttles). FLARE (+50%). Torpedo does damage in Flare configuration, using the Nova I enhancement. PHASING (+80%). If target has absorption shields, roll d0. Weapon ignores that amount of absorption and shield s Rating is reduced by half that amount (round up) for remainder of battle. WAVE DETONATION I (+50%). Torpedo is fired into a target hex (automatic hit ; see Rule.9). Upon reaching the hex, the torpedo explodes in a wave configuration, treated as a turret weapon centered on that hex, using range modifier /hex and maximum wave range of hex. Ignore torpedo system s accuracy Rating. May use wave degradation limitation. WAVE DETONATION II (+50%). If torpedo misses its target, treat as Wave Detonation I in the target s hex. All damage to units is treated as half value. Ignore torpedo system s accuracy Rating for the wave attack only. The initial attack on the target unit may use the accuracy Rating.

Weapon Drum Size Schedules Minelayer Beac Launc con cher PDS 0 0 0 3 3 5 4 3 4 3 6 0 6 4 6 5 9 5 8 5 8 7 0 0 0 5 5 30 4 Swarm Mine Schedules Weapon RoF Schedules Drum RoF +3 0 + 4 + 8 + +0 6 Damage Proximity Mine Schedules Activa Range ation Wave Range (+0) d6 0 hex 0 hex 0 d0 5 hexes 0 hexes 0 d6 0 3 hexes 0 3 hexes 0 3d6 5 4 hexes 40 d0 0 4d6 5 3d0 30 6d6 35 4d0 40 Damage Activation Range Pulse Rating d6 0 hex 0 4/ 0 d0 5 hexes 0 6/ 5 d6 0 3 hexes 30 6/ 0 3d6 5 4 hexes 50 8/ 5 d0 0 8/ 0 4d6 5 3d0 30 7

Fighter/Shuttle Weapon Damage Schedules d4 () d6 () d8 () d0 () Fixed d () d3 () d4 () d5 () 5 d4 () d6 (3) d8 (4) d0 (5) 0 Accuracy Value Defensive Fire Other Weapon Customizations +3 to raise Acc value by point +3 to increase SDF value by point + to increase AHDF or EDF value by point Weapon Rate of Fire Schedule (cost is doubled for laser technology) + 0 Weapon Range Schedule -3/hex 0 -/hex Slashing Rating Schedule 5 0 8 3 Weapon Plasma Rating Schedule -3/hex 0 -/hex 3 -/hex 6 -/hex 9 -/3hex Weapon Starting Defaults Damage: 0 Range: -3/hex Rate of Fire: + Accuracy: +0 Defensive Fire: 0/0/0 Minimum Tech Level: Matter/Radiation: ; Particle/Plasma: ; EM/Laser: 3; Gravitic: 4 Cost: If: Pulse: /4/ Plasma: 3/hex Slashing: 5 +0 4 -/hex 4 0 6 -/4hex 5 +0 8 3+0 Pulse Rating Schedules 4+0 6 Max Pulse Schedule Inter Schedule rval Minimum Pulse Schedule 0 4 0 0 3 3 d 4 3 4 6 d3 8 4 6 9 8

Damage Fighter Missile Schedules Launch Range Max Range 0 0 5 4 x 0 5 4 0 8 x 6 0 8 5 x3 8 Magazine Capacity per Missile Fighter Missile Rack Schedules Range Boosting 5 per + launch range Accuracy RoF 0 per + + 4 + 6 +0 8 +0 0 Fighter Drone Schedule Speed 8-0% Speed 4-50% Speed 7-0% Speed 3-60% Speed 6-30% Speed -70% Speed 5-40% Speed -80% Small Vessel Enhancements Fighter Shuttle COMMAND VESSEL (+0%/Point). All small vessels of a particular type (identified when the small vessel is designed) within 5 hexes gain an initiative bonus ( per 0%). HIGH-DENSITY SENSORS (+%/EW Point). Fighter may use sensors with a minimum Rating of (no boosting available). See Rule A4.3.. OVERTHRUST (+5%). Fighter may expend more thrust points than normally available. Each extra thrust point does point of damage to structure.

Weapon Technology Designer Mat Las Par Rad EM Pla Gra CONFIGURATIONS ALLOWED BELOW 4. Cost is per configuration fewer than 4 (e.g., for configurations allowed). - - COOLDOWN REQUIRED. At least one Cooldown limitation is required for every weapon, without cost reduction. - DAMAGE REDUCTION AT RANGE. Use Plasma damage reduction schedule. - - INEFFICIENT RATE OF FIRE. Rate of Fire construction point costs are doubled. - - MAXIMUM DAMAGE SCHEDULE D4. Weapons may only used d4 schedule. - MINIMUM TECH LEVEL. Minimum tech level for all weapons of this technology is. - MINIMUM TECH LEVEL 3. Minimum tech level for all weapons of this technology is 3. -3 - - - -3-3 MINIMUM TECH LEVEL 4. Minimum tech level for all weapons of this technology is 4. -4-4 NO DEFENSIVE FIRE. Weapons may not be used for SDF, AHDF or EDF. May not use limitations that limit DF. - - NO OVERKILL. Weapons do not cause overkill. May not use limitations that limit overkill. - - CONFIGURATIONS ALLOWED ABOVE 4. Cost is per configuration more than 4 (e.g., +3 for 7 configurations allowed). + ARMOR PENETRATION I. Armor protects at half strength. + + + + + + + ARMOR PENETRATION II. Ignore armor. +3 +4 DAMAGE CONCENTRATION. Weapons do more damage the more precisely they strike. Add positive to hit DRM to damage. + HULL PENETRATION. Double damage to hull structure. + + NO DEFENSIVE FIRE. Defensive Fire may not be used against these weapons. +3 +3 SHIELD PENETRATION I. Shields built with the same technology are at half strength against these weapons. + + + SHIELD PENETRATION II. All shields are at half strength against these weapons. +4 SPECIAL AMMUNITION. Weapons may use the Special Ammunition table. + + TRANSLOCATION. Weapons may use enhancements that move target units across hexes. + SPEED. Weapon speed for purposes of Defensive Fire. ORDNANCE TYPE. Type may be Matter (M), Energy (E) or Special (S). Used for purposes of Tech Limitations/Enhancements. + + +4 +3 +3 +3 + + M E E S S E S +3 +3 +3 +3 +3 +3 +3

Cold Infinity UvSc Data Sheets {Permission to Copy} 3

Advanced Turn Sequence Outline Preliminary Actions Step Power Allocation Phase Resolve power deficiencies Power plants recharge Announce deactivations Announce high-density sensor activation Trans-light drive activation In-shifting ships begin to appear In-warping ships begin to appear Initiative Determination Phase Bridge control transfers Electronic Warfare Phase Players secretly determine: EW levels Adaptive armor assignments ESS functions announced Masking sensors toggled Weapon Launch Phase Guided weapon launch Stationary weapon announcement Movement Step Derelict units move Move in initiative order Partial shifting begins Accelerate, Decelerate, Maneuver Continuing Maneuvers Movement Mid-Step Acceleration Mine activation Drones move Barnstorming resolution Weapon-induced movement Snap maneuvers Rotating sections rotate Boarding Actions Step (see Campaign Book) Deck Combat resolution Teleporters activate Ramming resolution Entanglement established Attached boarding torpedoes unload Breaching/assault shuttles unload Breaching shuttles attach Assault shuttles attempt landing Voluntary transfers initiated Derelicts captured Escape pods recovered Weapons Fire Step Fire Determination Phase Players secretly determine attacks, intercept Players secretly determine DF Players declare attacks and DF Players declare guided intercept attempts Players switch and declare SDF modes Players switch and declare EDF DF allocated against specific shots AMRS, Chaff and Flares declared EW levels announced EW Detectors resolved Guided Weapons Phase Intercept attempts made Anti-Missile Rocket Systems fire Chaff and Flares deployed Surviving guided weapons roll to hit Stationary Weapons Phase Docks, bases, stations fire Satellites/weapon platforms fire Stationary weapons deployment Starship Weapons Phase Small Vessel Weapons Phase First systems failure check Fighter vs. fighter Fighter vs. capital/stationary Damage Effects Step Second systems failure check Special system damage recorded Hyper drive meltdown/explosion Reactor detonation Ongoing catastrophic effects applied Catastrophic damage rolled Destroyed sections detach Armor reduction Fighters/shuttles attempt escape Final Actions Step Trans-light drive resolution Hyperspace windows open/close Ships shift/warp Partial shifting ends Ships snap Hangar operations Cargo operations Reload rack operations Docking operations Docked operations Ship Adjustments Phase Repair systems resolution HSR systems accumulate heat Overheating checked HSR capacity checked HSR systems radiate heat Melting HSR systems do damage (Melting HSR systems jettisoned) Hacking attempts resolved

Firing Solutions Silh Amp Acc Range ECM Evasive Silh Amp Acc Range ECM Evasive Silh Amp Acc Range ECM Evasive Silh Amp Acc Range ECM Evasive Matter: Ignore armor, no overkill Laser: Cannot use as DF Plasma: x vs hull, armor protects at /, damage reduced over distance Missile: Default + EW amplification, use Acc only if target is in arc and LOS of rack during Guided Weapons Phase Vs Hull Bur One volley One volley Pul Multiple volleys Vs Systems Multiple volleys, one system Sli Split hit location One volley each system Sla Multiple volleys Move right one hit location for each volley DF Other DF Other DF Other DF Other Pie Divide among sections Move right one hit location column for each section Total Total Total Total Fla Treat as Burst Move right one hit location on overkill under : miss -: Hull (/) 3-4: Hull Roll 3d6 and add/subtract result of Firing Solution above Hit Locations 5 Cargo/Hangar Trans-Light Weapon 6 Trans-Light Cargo/Hangar Sensor/ESS Bridge 7 Weapon Trans-Light Cargo/Hangar Thruster Engine 8 Sensor/ESS Weapon Trans-Light Cargo/Hangar 9 Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar 0 Thruster Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar Env Wav Split hit location Power Plant Shield One volley each system Other CORE Engine Thruster Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar Power Plant Engine Thruster Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar 3 Shield Power Plant Engine Thruster Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar 4 Other Shield Power Plant Engine Thruster Bridge Sensor/ESS Weapon Trans-Light Cargo/Hangar 5+ CORE Cargo/Hangar Trans-Light Weapon Sensor/ESS Bridge Thruster Engine Power Plant Shield Other 33

Three-Dimensional Range Chart R = Short Distance. R = Long Distance. R3 = Range (Calculated as R + number). Ranges Accurate out to R= =0 and R=00 R R R3 R R R3 R R R3 R R R3 R R R3 0 any R + R 8- R+3-3 R+5 5-7 R+6 8- R+7 3-3 R+ -0 R+ 4-8 R+4 8- R+5-6 R+6 8 4+ R -63 R+ 9-7 R+3 3-30 R+4 7-34 R+5 5 8 3-8 R+ 64+ R 8-47 R+ 3-43 R+3 35-44 R+4 9+ R 9-4 R+3 48+ R+ 44-74 R+ 45-63 R+3 4 R+ 4 5-5 R+ 9 5-6 R+ 3-6 R+5 75+ R+ 64+ R+ 7-80 R+ 7- R+4 6 R+7 9-0 R+8 6+ R 8+ R 3 3-3 R+3 7-8 R+6-4 R+7 5-7 R+ 0- R+4 33-55 R+ 9-6 R+5 5-30 R+6 5 8-4 R+ 3-8 R+3 56+ R+ 6 7-34 R+4 9 3-37 R+5 5+ R 0 9-3 R+ 4-5 R+6 35-49 R+3 38-49 R+4 6- R+ 33-99 R+ 6-9 R+5 50-84 R+ 50-70 R+3 6-35 R+ 00+ R 36+ R R+5 4 0-6 R+4 85+ R+ 7+ R+ 7-37 R+3 7-8 R+7 0- R+8 7-8 R+3-5 R+4 38-64 R+ 9-3 R+6 3-7 R+7 7 9-5 R+ 6- R+3 65+ R+ 4-9 R+5 8-33 R+6 6-48 R+ 3-39 R+ 7 30-39 R+4 0 34-4 R+5 49+ R 40+ R+ 40-56 R+3 43-55 R+4 57-95 R+ 56-78 R+3 34 96+ R+ 79+ R+

Thruster Configuration Options (dark gray: solo thruster maneuver; light gray with letter: combined thruster maneuver) Thruster Accel Decel Pivot Port Pivot Stbd Roll Port Roll Stbd Tumble Fore Tumble Aft Slide Port Slide Stbd Slide Dorsal Slide Keel Forward Acceleration Forward Maneuver * N R Fore/Port Maneuver Fore/Stbd Maneuver B* C D E F G J L M P S Port Maneuver Stbd Maneuver Q T Aft/Port Maneuver Aft/Stbd Maneuver A* C D E F H K L M P S Aft Maneuver * N R Aft Acceleration * use slide thrust cost if along map plane, slide through facings or 3, or 5 or 6 only if three-dimensional movement is permitted Silhouette Rating in Two-Dimensional Selection Combat Silhouette Rating in Three-Dimensional Selection Combat Target Status P/S Rating > F/A Rating F/A Rating > P/S Rating Target Status Z-axis Distance > Map Plane Distance Map Plane Distance > Z-Axis Distance Tumbled P/S Rating Determine as if not tumbled Rolled Determine as if not rolled F/A Rating Not Rolled or Tumbled Greater of F/A and P/S Determine as if -D Tumbled F/A Rating P/S Rating Rolled P/S Rating F/A Rating P/S Silhouette greater F/A Silhouette greater 35

Pulse Accuracy Interval Chart Each column represents a Pulse Accuracy Interval. Match the pulse roll (including DRM) to the correct column to determine the number of pulses that hit the target. The progression may continue past 30, if necessary. Roll 4 6 8 0 below 3 3 4 4 5 5 6 6 7 7 8 8 3 4 9 9 0 5 3 4 6 7 3 5 0 6 8 4 3 7 8 9 30 9 5 0 4 3

Turn-By-Turn Control Sheet Initiative Speed Vector Vector Vector 3 Maneuver (P/R/T) SENSORS: ESS: Shroud/Range Amplification Countermeasures ESS Shroud/Range ESS Amplification WEAPONS: ENGINE THRUSTERS: Fore F/P F/S Port Stbd A/P A/S Aft Rating 3 4 5 6 7 8 9 0 / + + + + + + + + + + + + + + + + + + + + / / / / / / / / / / / / / / / / / / / / Notation: O = firing this turn; S, AH or E = defensive fire this turn; X = cannot fire this turn + + + + + + + + + + + + + + + / Ship: Counter: Notes

Fighter/Shuttle Name Mass Per Vessel Ramming Value Thrust Evasive Maneuvers 3 4 5 6 7 8 9 0 Control Board

Fourth Rate Capital Ship Control Board Name Mass Acceleration Core Systems P S A Pivot Roll/Tumble Slide Ramming Value F/A Silhouette P/S Silhouette Core Hull

Third Rate Capital Ship (Type A) Control Board Name Mass Acceleration Pivot Roll/Tumble Slide Ramming Value F/A Silhouette P/S Silhouette Fwd Systems P S A Core Systems P S A P S A P S A Fore Hull Core Hull Aft Hull Aft Systems P S A P S A

Third Rate Capital Ship (Type B) Name Mass Acceleration Pivot Roll/Tumble Core Systems P S A P S A Slide Ramming Value F/A Silhouette P/S Silhouette Port Systems P S A P S A Stbd Systems P S A P S A Port Hull Core Hull Stbd Hull

Second Rate Capital Ship Fore Hull Name Mass Acceleration Pivot Fwd Systems P S A P S A Port Hull Core Hull Stbd Hull Roll/Tumble Slide Ramming Value Aft Hull F/A Silhouette P/S Silhouette Port Systems P S A P S A Core Systems P S A P S A Aft Systems P S A P S A Stbd Systems P S A P S A

Name First Rate Capital Ship (I) Fore Hull Mass Acceleration Pivot Fwd Systems P S A P S A F/P Hull Core Hull F/S Hull Roll/Tumble Slide A/P Hull A/S Hull Ramming Value Aft Hull F/A Silhouette P/S Silhouette F/P Systems P S A P S A F/S Systems P S A P S A

First Rate Capital Ship (II) Core Systems P S A P S A A/P Systems P S A P S A A/S Systems P S A P S A Aft Systems P S A P S A

Satellite/Weapon Platform Control Board Name Mass Ramming Value Core Systems P S A F/A Silhouette P/S Silhouette Co Hu ore ull

Stardock Stationary Structure (I) F/P Fore F/S Name Mass Acceleration Pivot Fwd Systems P S A P S A PCore Core SCore Roll/Tumble Slide Ramming Value A/P Aft A/S F/A Silhouette P/S Silhouette F/P Systems P S A P S A Port Core P S A P S A F/S Systems P S A P S A Stbd Core P S A P S A

Stardock Stationary Structure (I) Central Core P S A P S A A/P Systems P S A P S A A/S Systems P S A P S A Aft Systems P S A P S A

Starbase / Space Station Stationary Structure (I) F/P Fore FCore F/S Name Mass Acceleration Pivot Fwd Systems P S A P S A PCore Core SCore Roll/Tumble Slide Ramming Value A/P Aft ACore A/S F/A Silhouette P/S Silhouette F/P Systems P S A P S A Fwd Core P S A P S A Central Core P S A P S A F/S Systems P S A P S A

Starbase / Space Station Stationary Structure (II) Port Core P S A P S A Stbd Core P S A P S A Aft Core P S A P S A A/P Systems P S A P S A Aft Systems P S A P S A A/S Systems P S A P S A

Control Board

(Fore) P S D Fixed P D Fixed P S D Fixed S D Fixed S P D Fixed (Aft) P S D Fixed

(Fore) P S D Narrow P D Narrow P S D Narrow S D Narrow S P D Narrow (Aft) P S D Narrow

(Fore) P S D Standard P D Standard P S D Standard S D Standard S P D Standard (Aft) P S D Standard

(Fore) P S D Wide P D Wide P S D Wide S D Wide S P D Wide (Aft) P S D Wide

(Fore) P S 3D Fixed P 3D Fixed P S 3D Fixed S 3D Fixed S P 3D Fixed (Aft) P S 3D Fixed

(Fore) P S 3D Narrow P 3D Narrow P S 3D Narrow S 3D Narrow S P 3D Narrow (Aft) P S 3D Narrow

(Fore) P S 3D Standard P 3D Standard P S 3D Standard S 3D Standard S P 3D Standard (Aft) P S 3D Standard

(Fore) P S 3D Wide P 3D Wide P S 3D Wide S 3D Wide S P 3D Wide (Aft) P S 3D Wide

Fore Up Section Selection Cube: 3 Sections Attacker below Attacker above Attacker level: attacker chooses Port Up Dorsal Up 3 sections Roll P Keel Up Aft Up Attacker below Attacker above Attacker level: attacker chooses

Fore Up Section Selection Cube: 5 Sections Attacker level Z-axis > map plane distance: F (above) or A (below) Map plane > Z-axis distance: use diagram Port Up Dorsal Up 5 sections Roll P Keel Up Attacker level Attacker level Z-axis > map plane distance: P (above) or S (below) Map plane > Z-axis distance: use diagram P/S Silhouette greater F/A Silhouette greater Attacker selects diagram if Ratings are identical Z-axis > map plane distance: S (above) or P (below) Map plane > Z-axis distance: use diagram P/S Silhouette greater F/A Silhouette greater Attacker selects diagram if Ratings are identical Aft Up Attacker level Z-axis > map plane distance: F (below) or A (above) Map plane > Z-axis distance: use diagram

Fore Up Attacker level Attacker below Attacker above Section Selection Cube: 7 Sections Port Up Dorsal Up 7+ sections Roll P Keel Up Attacker level Attacker below Attacker above Attacker level Attacker below Attacker above Aft Up Attacker level Attacker below Attacker above