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7/29/2019 Play Sheet - Fullnef
1/2Full Nef Play Sheet, Nick Hawkins 2007, permission granted to copy for personal use.
Full Neff
Damage Control
Gun Mountings and Slant Range
Slant Range:add 3 inches to the range for each level of heightdifference
New Base Speed
Table
12
12
15
9
14
1
6
13
5
13
4
0
2
10
8
14
10
7
11
3
5
11
12111020 1413
9 12 13 1119 10
1018 9 1211 13
12917 11108
10 12 8 11916
815 107 119
14 9 108 117
107 913 86
6 812 97 10
7 9811 5 6
710 8 95 6
869 74 5
5 74 88 6
64 53 77
646 3 65
3 52 55 4
4442 34
333 321
1 2 2 2 2 2
1 1 10 1100 00 00
43210
Streamlining
Previous(Old)Speed
Gun Dice & Penetration by Range
2 dice, 5-6* hits
No PenetrationHMG
2 dice, 5-6* hits
Unarmoured
1 die, 5-6 hits
No Penetration
LMG(out of range)1 die, 3-6 hits
No Penetration
1 die, 5-6 hits
No Penetration
6-12 inches3-6 inches0-3 inches
To Hit: BL-6* QF-5, 6* RF-4, 5, 6*
1 die/gun
Unarmoured
3 dice/gun
Heavy Armour
2 dice/gun
Light ArmourSize 3
1 die/gun
UnarmouredSize 2
2 dice/gun
Light Armour
(out of range)
Size 1(out of range)1 die/gun
Unarmoured
(out of range)
24-36 inches12-24 inches0-12 inches
An asterisk (*) Indicates a potential penetrating hit
6:4-5:
1-3:
NefDig
Two extra points of damage and roll againOne extra point of damage
No additional damage
protection blocks all "odd" penetrating hits.
protection blocks all "even" penetrating hits.
For the effects of Penetrating hits, roll another die:
mountings may only fire at targets at a different
level if the target is at least 6 inches away for each
level difference in altitude.mountings may fire at targets at the same altitude
or above.mountings may fire at targets at the same altitude
or below.mountings may fire at targets at any altitude within
range.
Normal
High Angle
Low Angel
All Angle
Aerial Torpedoes (TT) range is 15 inches
Threshold Checks
At the first threshold check a 6knocks out a system
At the second threshold check a5 or 6 knocks out a system
At the third threshold check a 4,
5 or 6 knocks out a system.
If a ship suffers more than onethreshold in a single incident add
one to the die roll for eachadditional threshold.
For core systems checks
subtract one from the die roll.
With one team a damaged system is repaired on a roll or 6,
With two teams a damaged system is repaired on a roll of 5 or 6,
With three or more teams a damaged system is repaired on aroll of 4, 5 or 6.
If a ship has a major fire no other damage control may beattempted.
Remember,nonpenetrating
hitsdestroyonehullpoint
7/29/2019 Play Sheet - Fullnef
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