Play Sheet - Fullnef

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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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