Star Trek Rules May 10 (Very Rough)

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    Phasers & PhotonsPhasers & PhotonsPhasers & PhotonsPhasers & Photons

    Star Trek RulesVersion 4.1

    Brychan Travers

    Contents

    Equipment 2 Initial Damage Table 15Game Set Up 2 Personnel Hits 15Phase Sequence 2 Derelict Ships 15Power Distribution Phase 3 Superstructure Damage 15Weapon Power 3 Support Systems Damage 15Shield Power 3 Crucial Systems 16Engine Power 4 Fatal Hits 17Personnel Power 4 Support Systems 18Tractor Beam Power 4 Inertial Dampers 18Deflector Power 4 Precision Targeting 18Cloak Power 4 Weapons Calibration 18Emergency Power 4 Launchbay 18Personnel Phase 5 Tractor Beam 19Engineers 5 Slave Circuit 20Medical Teams 5 Deflector 21Science Officers 5 Chronofield 21

    Science Table 5 Feedback Wave 21Away Teams 7 Gravition Pulse 21Command Crew 8 Tachyon Beam 22Crew 8 Warp Core Ejector 22Fighter Phase 9 Backup System 22Boarding Phase 10 Cloaking Devices 23Initiative Phase 11 Auto-destruct 24Action Phase 11 Stealth Backup 24Movement 12 Enhanced Tractor Beam 24Ramming 12 Captains Yacht 24Firing Weapons 13 Secondary Shielding 24

    Arcs of Fire 13 Regenerative Shielding 25Line of Sight 13 Interrogation Chamber 25Range 13 Admirals 26Saves 14Manoeuvrability Saves 14Shield Saves 14Armour Saves 14

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    EquipmentFor each ship, a player will need a specific console; a laminated A4 sheet depicting all thecharacteristics of the ship. This will be used to determine what actions a particular shipcan undertake, and also to record what damage the ship takes, by crossing off damageboxes using a non-permanent pen. Each ship also requires a smaller laminated padd; thiswill record the initial power distribution for that ship.

    Each ship is represented on the table by a model, which is not to scale. All ranges aremeasured from the centre of the ship; in effect the point where the stem of the base meetsthe model.

    Players will also need a measuring device (marked in inches), at least 2D6 and at leastone of each of the following dice: D4, D8, D10 and D12.

    Game Set UpThere will be specific rules later for scenarios and force composition.

    Phase SequenceThe game is split into turns. Each turn will be conducted in the following sequence:

    1) Power Distribution Phase.2) Personnel Phase.3) Fighter Phase.4) Boarding Phase.5) Initiative Phase.6) Action Phase.7) X Class Phase.

    (Phase 7 only comes into effect when there are X class ships in the game).

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    Power Distribution Phase

    For each separate ship, a player must determine the number of power units that he hasavailable, which is represented by the Warp Core display on his console. He then decideshow he will distribute these power units amongst the resources that he has for his ship;marking his choices on the ships specific padd. His choices can include Weapons, Shield

    Points, Engines, Personnel, Tractor Beam, Deflector and Cloak. The amount of powerunits allocated to each particular systems affects the actions of the ship during the turn tocome. Power distribution is conducted secretly, and the results are displayed only onceeveryone has finished, unless a player has a particular racial characteristic or scientificadvance that overrides this. Once displayed for that particular turn, there can be nochange to power distribution, unless otherwise stated by an additional rule. Power that isnot allocated is wasted; it cannot be allocated further along in the phase sequence. Aplayer may power a non-operable system in anticipation of it being repaired by the shipsEngineers, but if the system is not repaired, then the allocated power is lost.

    Weapon Power

    Different types of weapons require specific amounts of power allocation. For a ship to firea weapon in the Action Phase, it must first have been allocated the requisite power duringthe Power Distribution Phase. What particular weapons on the ship are powered must bespecified, i.e. weapon type and arc must be noted on the padd.

    Beam weapons require a number of power units equal to their greatest damage strength inany range box. For example, a Plasma Cannon and a Multi-phaser both require 3 powerunits to fire, even though they are completely different weapons:

    Strength/Range

    Weapon Type 0-4 4-8 8-12 12-16 16-20 20-24Plasma Cannon 3 - - - - -Multi-phaser 3 3 3 2 2 1

    The required amount of power must be allocated in full if there is not enough energy tofire a beam weapon, then tough luck!

    Torpedo tubes have a number in brackets (after their name) on their profile. This is themaximum number of torpedoes that can be fired in one salvo. The amount of powerrequired to fire the torpedoes is equal to the amount of torpedoes fired; in effect anyamount between 1 and the maximum salvo amount. Only one salvo can be fired per turn.

    Some weapons are neither of these types. These weapons will specify how much powerthey will require in order to be fired.

    Shield PowerThe amount of power units given to shields becomes their total value for that turn. Theships console will specify what the maximum value of the shield will be, and this cannot beexceeded. The new value is irrespective of their value from the last turn, i.e. undamagedshields still require the same power to stay the same. The maximum value of shields canalter, depending on the amount of damage that a ship has taken. Allocated power takeseffect at the end the Power Distribution Phase, before anything moves or fires on the table.

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    Engine PowerPower allocated to the engines is used for ship movement. Each ship will move a numberof inches equal to the amount of power attributed to the engines, up to the ships topspeed, (shown on the console). Damage to the engines will affect a ships top speed. Thepower attributed does not have to be used during the Action Phase, but is then wasted, asit cannot be reallocated.

    Personnel PowerMost Personnel types must be powered in order to function. Each Personnel unit requiresa single power unit to work for this turn: Away Teams for the transporters; Engineers fortools and replicator systems, Medical teams for sick bays, and Science officers for theircomputers and instruments. Command crew have the option of acting as any of the abovetypes, and also require one power unit in order to do so. The type of action Commandcrew will perform does not have to be revealed until the Personnel Phase. The onlyPersonnel types that do not need power are Command crew if they are not going to act asanother crew type, and normal Crew.

    Tractor Beam PowerAll Tractor Beams have specified characteristics; a range between 4 and 12, and astrength value of between 1 and 3. Power can be attributed up to the maximum strengthvalue. If the ship was holding another vessel in a Tractor Beam at the end of the last turn,power must be attributed again this turn to continue. If power is not attributed, then theTractor Beam ceases to have an effect at the end of the Power Distribution Phase.Tractor Beams are fired like weapons during a ships Action Phase.

    Deflector PowerA ships Deflector can have only one or many uses. Which function it will perform must bespecified when allocating power. If the ship wants to use produce a Feedback Wave, thenit may allocate power up to the maximum specified by the associated value on the shipsconsole. The power allocated then counts as the strength of the Feedback Wave. Thevalue given to Graviton Pulses, Chronofields or Tachyon Beams is the specific powerallocation for that aspect of the Deflector. Any extra power allocation is wasted; any lessmeans that aspect is unusable for this turn.

    Cloak PowerA ship that wishes to remain cloaked from a previous turn must fully power its cloakingdevice. Each ship type will require a different specified amount of power to use their cloak.If a previously cloaked ship does not power their cloak in this turn, their ship is placed on

    the table at the end of the Power Distribution Phase, using the Cloaking rules. Cloaks willnot function with shields up, so both cannot be powered in the same turn, even if a shipplans to cloak or de-cloak that turn.

    Emergency PowerThis is a small reserve of power available to most ships. Each ship starts the game withfull emergency power, unless the scenario dictates otherwise. A player may elect to useemergency power in any turn, if they think that the situation warrants it. Ships hold thispower in capacitors, which means that the power may only be used once. This will meanthat any emergency power used in one turn is unavailable in any subsequent turn. If theemergency power has been used/lost, then power units from the Warp Core can be used

    to replenish them, but obviously these are unavailable for any other system his turn. Aplayer does not have to use all the emergency power available to him in one turn, but itmust still be allocated in the Power Distribution Phase, unless another rules overrides this.

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    Personnel Phase

    At the beginning of the Personnel Phase, each player rolls a D6. The players thencomplete their part of the Personnel Phase in the order of the highest to the lowest (re-rollties). Once everyone has utilised all usable Personnel, then they move on to the FighterPhase.

    Engineers are responsible for the repair of damaged systems. For each poweredEngineer, you may pick a damaged system that they will attempt to repair. All repair rollsare on a D6, unless otherwise specified. If they are attempting to sure up the shipssuperstructure, they will manage to repair D6 points. Superstructure cannot be repairedover its starting value. A specified support system or weapons system may be repaired if4+ is rolled. A critical system can be repaired on the roll of 3+. The attempted repair ofcritical systems repairs one unit of damage per successful roll, e.g. if a ships engines havebeen hit 3 times, and are successfully repaired by two Engineers, then they count as nowhaving only been hit once. Engineers can specify what they are about to repair just beforethey roll, i.e. if a first Engineer failed to correct the required problem, the second can have

    a go, while if it was fixed first time, they can look at something else.

    Medical teams enable Personnel casualties to be avoided. If a ship looses a Personnelunit during any part of the Action Phase, then a powered medical crew may be able tonegate the loss. If it can roll 3+ on D6, then it manages to stop the casualty occurring. Ifthe first team doesnt manage it, then the next powered Medical team may attempt to. Allteams that are used then cannot be utilised again this turn. Medical teams do not have tobe used on the first casualty that is caused in a turn. The decision to whether to use aMedical team must be made immediately; a player cannot choose to resurrect a deadPersonnel unit later on during the turn. A Medical team is not able to heal itself, if it isrolled as a casualty, but can be healed by another powered Medical team. Whenallocating Personnel casualties, if a choice is available between a used and unusedMedical team, then the unused team is always the one hit. Medical crews not used by theend of the turn revert back to unpowered.

    Science officers attempt to look for ways to increase their ships effectiveness or discoverweaknesses in the enemy forces. Each powered Science team may roll on the Sciencetable below. The results only apply to that ship i.e. no other friendly ships may takeadvantage of any weaknesses discovered and upgrades can only be applied to the shipthat rolls them. If a duplicate result rolled on the table, then the roll is wasted, unlessotherwise specified.

    Science table2D6 Result

    1 orless

    Increased Weapon EfficiencyThe ship gains +1 strength to all beam and torpedo weapons, except whereweapons are out of range.

    2 Better Sensors to Weapons Calibration+1/-1 may be applied to D6 roll on initial damage table after roll is made. Thisadvance may not be applied if a ship has no functioning weapons calibration. Ifthe weapons calibration is hit whilst a ship is using this advance, it is lost, even if

    the weapons calibration is subsequently repaired.3 Improved Thrusters

    The ship gets +1 to all its manoeuvrability saves.

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    4 Improved ShieldsThe ship gets +1 to all its shield saves.

    5 Power Grid UpgradeThe ships emergency power may be distributed during any part of the ships turn,(but not any other ships turn).

    6 No Advantage Gained

    The ship may 1 to next roll after the 2D6 have been rolled. This is inclusive of anyracial modifiers.

    7 No Advantage GainedThe roll is wasted.

    8 No Advantage GainedThe ship may +1 to next roll after the 2D6 have been rolled. This is inclusive of anyracial modifiers.

    9 Structural Weak Points IdentifiedPick a type of enemy ship. +2 can be added to any rolls for superstructuredamage caused by your ship on this type of enemy ship. If this result is re-rolled,you may pick another type of enemy ship. If this result applies to all types of

    enemy ships, then it is wasted.10 Shield Frequency Discovered

    Pick one enemy ship. Any hits by your ship on this target ignore shield saves, andtransporters may beam through the shields. This result will only last until the endof this turn after which the enemy ship will remodulate its shields. If re-rolled in thesame turn, apply to another enemy ship. If this result applies to all enemy shipsthis turn, then roll is wasted.

    11 Cloak Weak SpotOne enemy race no longer counts as cloaked. Any enemy ships that are cloakedmust be place on the board at the end of the Personnel Phase, using the cloak

    rules. They can only be targeted, rammed or boarded by the ship that rolled theadvance, until they de-cloak. No other ships can target them, (including fightersfrom the advanced ship), unless this advance is rolled by them as well. Noaccidental rams are permitted by either player. All the discovered cloaked shipsmove as normal ships. If all the ships with this advance are destroyed, thecloaked ships are removed immediately (even if out of phase) and then playresumes as before. The cloaked ship(s) must place their marker(s), as if they hadjust cloaked. If an enemy force consists of two cloaked races, only one is chosen.If the result is re-rolled it may be applied to another enemy cloaked race; if allenemy races are subject to this advance, then the roll is wasted.

    12 Enemy Bridge Targeted

    Pick an enemy ship. The next crucial system hit on this ship by the advancedship is a Bridge Hit fatal hit result.

    13 Sensors UpgradePower distribution for the ship may be worked out after viewing all enemy powerdistribution. If ships on both sides have this advance, they both allocate powersecretly, but after viewing all other ships power distribution.

    14+ Mainframe Access Codes DiscoveredThe ship has discovered the access codes to one enemy ships main computer.Pick one enemy ship; that ship will suffer the equivalent of a Main Computer Hitfatal hit. If the advanced ship also has a working Slave Circuit, instead of onlyemergency power being available next turn, the Slave Circuit will allow the player

    to fully control the ship on its next turn, from the Power Distribution Phase to theend of the Action Phase, after which normal control is returned, and the codes arechanged. The controlling player may not Auto-destruct, or launch fighters.

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    Away Teams(Also known as Boarding Parties, Warriors or Marines) can use their shipstransporters to leave their ship. Each Away Team requires one power unit in order to dothis. If the transporters are damaged, then they will only be able to transport if the shipmanages to repair them, or the power allocated will be wasted. Away Teams maytransport onto other ships either during the Personnel Phase or wait until their ships ownAction Phase. The only limit to the number of Away Teams that may transport is the

    number left on the ship. Transporters have a maximum range of 24 and are unable tobeam through powered shields. If Away Teams transport during the Personnel Phase, it isassumed that a ship will be able to lower its own shields in order to transport them, andthen bring them up again straight away afterwards, so the enemy can gain no advantage.If a ship waits until the Action Phase to beam its Away Teams, then they will only be ableto leave the ship once its shields are down to half strength (voluntarily or through damage),making this a more risky business.

    Away Teams can beam onto both enemy and friendly ships. When a ship transports anAway Team onto an enemy ship, place an Away Team counter on his console. When anAway team leaves its mother ship, it is crossed off as if destroyed. This is a permanent

    change; Away Teams may not return to their own ship during a battle. Away Teams fightduring the Boarding Phase.

    Away Teams can also beam onto friendly ships to reinforce them. If the Away Teambeams onto friendly controlled ships during the Personnel Phase, they may ignore theshields of the target ship as well; if they want to board during the Action Phase, then thetargets shields must be down completely. When the Away Team reach the other ship,their role will depend on what is happening. If there are no enemy Away Teams on thefriendly ship, the Away Team is instantly converted to a normal Crew personnel unit; theywill not be able revert back to an Away Team again during this game. A ship may nothave more Crew than it started with; if there is a full complement of Crew on the ship, theAway Team may not beam over, even if there are enemy troops aboard. If there arehostile Away Teams attacking, then a reinforcing Away Team remains as such; place acounter on the friendly console. This Away Team in effect passes under the command ofthe ship it has joined; they can take modifiers off the attacking roll as a normal defendingAway Team during the Boarding Phase. Once all boarders have been repelled, the AwayTeam converts to a Crew unit, as above. If there are more friendly Away Teams on a shipthan available Crew spaces once they have killed all attackers, any excess Away Teamsare lost, (put down to casualties during the battle).

    Away Teams may also transport onto derelict ships; these will automatically have their

    shields down, when ever the Away Team arrives. The Away Team will then automaticallycapture the ship, and revert to Crew status. The ship will be unable to conduct any actionsthis turn, but will be able to conduct the Power Distribution Phase on the next turn. Thiscan be risky, as if another player also sends an Away Team in the same turn, they willcount as boarders, and will therefore be more powerful. If an Away Team beams onto aship that has lost Life Support, they can attempt to fix it on a D6 roll of a 4+ when they firstarrive. If they succeed, then they become Crew as above; if they fail, they count asimmediate casualties.

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    Command crew are the most versatile of all crew types. If they have had a power unitattributed to them in the Power Distribution Phase, they then can act as any of the abovecrew types; Medical, Engineer, Science or Away Team. This represents the wealth ofexperience of ship commanders. If a Command crew is used as another type of crew, itmay not then be used to influence a ships roll in the Initiative Phase.

    If you choose for a Command crew to act as an Away Team, then it is crossed off, just likean ordinary Away Team. Unlike normal Away Teams, Command crew may not transportduring the Action Phase; only during the Personnel Phase. If they subsequently transportonto a friendly or derelict ship as an Away Team, then they may remain as Commandcrew, instead of reverting to normal Crew. If they help to repel boarders on a friendly ship,they will revert to Crew as other Away Teams, if they survive.

    Crew are just normal crewmembers who deal with the day-to-day running of the ship.They do not perform specific actions, but can help in defending the ship in the BoardingPhase.

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    Fighter Phase

    For each player who has fighters, (or slaved ships), on the table, roll a D6. This is theorder that the players use their fighters, (in order highest to lowest, rerolling any ties).Only fighters already on the table may move during the Fighter Phase; ships may notlaunch any other fighters until their own Action Phase. A player may move his fighters in

    any order he wishes; however an individual fighter must completely finish its actions beforethe next may begin.

    Fighters have different statistics dependant on their type and race. They dont requirepower distribution, and are able to use all of their systems in one turn if required. Allfighters have a fixed speed, and can move up to that amount in inches. They count ashaving very high manoeuvrability for movement purposes, but they have separatelyclassified manoeuvrability saves. They are only allowed to make these saves or armoursaves if applicable fighter shields are too light for starship weapons to worry about.

    Each type of fighter will have specific weapons, but all weapons count as having Tt arcs of

    fire. They may only target one enemy ship/fighter per turn. Fighters may also ram ships inone of two ways. Both require the fighter to move into its target, like normal rams. Thefighter may either cause a single Initial Damage roll to its target, or it may transport itscrew onto the ship (it counts as being behind the enemys shields), in which case, an AwayTeam counter is placed on the target ships console, and will fight as normal in theBoarding Phase. Both of these attacks lead to the destruction of the fighter; as withnormal Away Teams, they may not transport back. Fighters that attempt to ram each othermust make a Manoeuvrability save; each fighter that fails is destroyed (This means thatneither may be destroyed as the result of the ram).

    Fighters that are hit by enemy weapons, and fail any saves they are allowed, areautomatically destroyed. Enemy Away Teams are not allowed to transport on to fighters.

    Fighters may also land back in shuttle bays of any friendly ship; move them as if they areramming the ship, but then just increase the ships compliment of fighters/shuttles by one,as long as the number of fighters does not exceed that ships original compliment. If thetarget ships launchbay is destroyed, then the fighter may not land. They may also usetheir transporters up to 4 to beam onto ships with no shields, or through the shields offriendly controlled ships. If they do this, the fighter is removed from the table.

    Orbital Defenses

    Orbital weapons count as A class ships; although different types will have varied numbersfor the same value, in brackets after the type name. Orbital weapons are placed duringthe deployment of a players ships, and may not move during the game, unless otherwisestated by their rules. They count as stationary fighters, as far as any targeting or rammingrules are concerned, but all have different ways of fighting the enemy. Any actions that adefence platform may take voluntarily, like firing a weapon, is done during as part of aplayers Fighter Phase. They have no Shield or Manoeuvrability saves, but can havearmour saves. Mines do not affect cloaked ships at all.

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    Boarding Phase

    After all fighters have moved, then shipboard combat takes place during the BoardingPhase. These combats may be fought in any order, as they will have no relation to eachother.

    Each attacking Away Team may choose one of three missions; Sabotage, Capture orSupport. An Away Team that chooses a Sabotage missions is tasked with damaging theship as much as possible, whilst trying to stay out of contact of the enemy, with an ultimateaim of taking it out of the battle. Capture missions aim to kill all the Personnel on boardthe ship, without causing much damage, in an attempt to gain control of the ship. AwayTeams that choose a Support mission will add their numbers to another Away Teamsmission, increasing their chance of completing their mission. This means that there mustbe at least two attacking Away Teams on order for one of them to declare a Supportmission. An attacking Away Team can only Support one other mission a turn. If two alliedplayers are attacking the same ship, they must declare their missions at the same time;one player may also Support another players mission.

    The mission for each attacking Away Team, and to whom Supporting Away Teams willadd their modifiers must be declared before the defending player allocates his defensivemodifiers. An attacking Away Team may add +2 to their roll for each allied Away Team ina Support role.

    The Crew and Away Teams of the defending ship will help to repel the boarders. Thesedo not have to be powered, although if a powered Away Team does help to defend, it maynot conduct another action this turn. Each Crew will -1 to one attacking dice roll, whileAway Teams will -2. These can be split amongst the attacking missions as the defender

    sees fit, but must all be declared before the dice are rolled. Defending Personnel only getto use their modifiers once per turn, not per attacking player.

    Command crew may alsoaid the defence of the ship, if they did not undertake any otheraction during the Personnel Phase. Each Command crew may -1 to an attacking total afterthe roll is made, to alter the result. Command crew do not have to decide if they willintervene until the dice have been rolled, and more than one Command crew can modify asingle roll, although each can only apply its modifier once per turn. If they chose to affectthe roll in this manner, they may not affect the Initiative Phase, or perform any other actionthis turn.

    For each mission undertaken, the attacking player rolls a D6, and compares it to the tablebelow. Any attacking Away Teams not killed remain onboard the ship, and will fight againin the next Boarding Sub-phase. They do not have to choose the same mission as on theprevious turn.

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    Sabotage Mission D6 Capture Mission

    Attacking Away Team killed.1 orless

    Attacking Away Team killed.

    Unable to cause any damage.

    (Ineffective this turn).2

    Attacking Away Team killed, but

    causes one Personnel casualty.Causes D4 superstructure

    damage.3

    Pinned down(Ineffective this turn).

    Causes a Support System Hit. 4-5One Crew casualty caused. Ifthere are no Crew left, roll for

    another Personnel type.

    Causes a Crucial System Hit. 6+Two Personnel casualties

    caused.

    If during the Boarding phase, a player kills all the Personnel units on the ship he isattacking, and has surviving Away Teams, he will then automatically capture the ship. AllAway Teams revert to Crew status. The ship will be able to conduct any powered actionsduring its Action Phase, (except Personnel), and the capturing player will be able toconduct the Power Distribution Phase on the next turn. If two allied players gain jointcontrol, all the attacking Away teams still revert to Crew, but the player with the largestnumber of surviving Away Teams gains control. If there are equal numbers of AwayTeams belonging to two or more players, control goes to the player whose attacking rollinflicted the last casualty.

    Initiative Phase

    The Initiative Phase establishes the order within which each individual starship moves,during the Action Phase. Each player rolls a D6 for each ship. For each Command crew aship has, that hasnt performed another action in any previous phase, the ship may +/- 1 tothe roll; specified before the dice is rolled. The order that the results of the die rolls endup in (highest to lowest) is the order that the ships will move in. Reroll any ties for rankingagainst each other. Players with large fleets may make use of Admirals during theInitiative Phase (see later).

    Action Phase

    Activated in Initiative order, each ship will now move and fire, (in any combination), inaddition to any other actions along with it, e.g. move 2, fire beam weapon, move 1,launch shuttle, move last 2, fire torpedoes. Powered weapons and movement do not haveto be used, but if they are not, then the power is wasted and cannot be reassigned.Damage received during another ships (previous) Action Phase this turn will affect thecharacteristics of a ship in its own turn, and may limit the actions it can take.

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    MovementEach power unit allocated to the engines translated to 1 of movement, or in reverse,up to the ships maximum power, which is controlled by the engines. (Reverse may onlybe a maximum of half the ships maximum forward speed). This value only relates tostraight-line movement. The ships manoeuvrability value dictates the total angle ofrotation it can make in one turn:

    Manoeuvrability Maximum Rotation AllowedLow Two turns of up to 90o

    Medium Four turns of up to 45oHigh Four turns of up to 90o

    Very High Any number of turns of any magnitude.

    Not all allowed turns have to be made during a move. No unused turns may be carriedover to the next Turn Phase. Fighters always count as having Very High manoeuvrabilityas far as movement is concerned. If a ship moves off the table, it may not return to thebattle. All ranges are measured from the centre of the ship; in effect the point where the

    stem of the base meets the model.

    RammingA ship may ram another ship by moving directly into it. Although all other ranges aremeasured from the centre of a ship, with ramming, the ship models only have to touch atthe edge for a ram to be declared (it is assumed that the ramming ship puts on a suddenburst of speed to make contact). It is not possible to ram two ships at once, and is also notpossible for starships to ram fighters; they are too small and manoeuvrable.

    Each ship involved in the ram suffers a random number of rolls on the Initial Damage

    table. There is no modifier for size, but smaller ships will be able to take less damage. AnArmour save against each of the separate rolls is allowed, but no other saves are. Theramming captain can choose the magnitude of damage caused. He may choose which ofthe following dice he wishes each ship to roll for the number of hits, dependant on theamount of power he has allocated to his engines in the Power Distribution Phase(regardless of the distance the ship has actually moved):

    Max Speed based onEngine power:

    1 2 3 5 6 9 10+

    Dice types available tochoose from:

    D4, D6 D4, D6, D8 D6, D8, D10 D8, D10, D12

    Each player rolls the same type of dice, to establish the number of hits their opponentreceives. Once damage has been calculated, the ramming ship itself must end its ActionPhase; its remaining crew will be too shaken to conduct any more actions this turn. If thecollision caused a combined total of more than eight hits between the ship ships involved,the rammed ship must also forfeit its Action Phase this turn, if it has not already acted.Both ships can conduct their next turn as normal.

    Fighters that ram ships or are rammed by a ship will only cause 1 roll on the InitialDamage table for the ship, and will be destroyed themselves. Fighters that attempt to rameach other must make a Manoeuvrability save; each fighter that fails is destroyed. (This

    means that neither may be destroyed as the result of the ram).

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    Firing WeaponsWeapons may be fired in any order, as long as they have been correctly powered. If aspecifically powered weapon has been damaged in a previous Action Phase, it may notfire.

    Arcs of Fire

    Each weapon will have a fire arc. The target that the player wishes to hit must lie at leastpartially within the fire arc to the weapon he wants to use. If it does not, he will need tomove his ship (if he has any move left) or pick another target (if there is one). If he can notmove, and there are no targets available, the weapon may not fire.

    When targeting, each weapon may only fire at one ship; torpedoes from the same tubemust all be shot at the same target, including when engaging fighters. Resolve all hitsfrom one weapon before firing the next; it may be possible to damage one ship enoughthat you would wish to target another in the same Action Phase.

    The straight edges of the above arcs always pass through the centre of the ship.

    Line of SightThe firer must have line of sight to the target. Due to the fact we use a two-dimensionalplay area to represent a three-dimensional battleground, ship models are not able to blockline of sight. Only terrain, such as planets and asteroids or X Class ships can block line ofsight. Some nebulae can block line of sight over a specified range from the firing ship.

    RangeMeasure the range to the target. Weapons from one ship can be aimed at differenttargets, unless a ships Weapons Calibration is damaged, (or non-existent), then only onetarget a turn may be fired upon by all a ships weapons. The range to the target will affectwhich weapons can hit, and also the strength of those weapons at that range. Use theweapons table on a ships console to determine what can be hit, and the relative strengths.

    Strength/RangeWeapon Type 0-4 4-8 8-12 12-16 16-20 20-24Plasma Bank 3 2 - - - -Compressor Beam 1 1 2 2 3 -

    The above table shows that a target 5 away would be hit with a strength 2 Plasma bank

    hit, and a strength 1 Compressor Beam, while a target 11 away would be hit by a strength2 Compressor Beam, but be out of range of the Plasma Bank.

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    SavesA weapon may not hit its target if the ship moves evasively or the shields absorb the hit. Atargeted ship may elect to take either Manoeuvrability or Shields saves, but cannot takeboth. Some ships will not have both types of save available to them, and most weapons

    negate one of the saves; some weapons even negate both. A ship may choose a differenttype of save for each weapon that fires at it. The number of dice rolled is equal to thestrength of the weapon, at the specified range. Each successful save takes one from thestrength of the hit, all unsaved rolls will then go on to damage the target.

    Manoeuvrability SavesA ship may elect to ignore all the Manoeuvrability saves available to it. If a ships enginesare all destroyed, then it may not make any manoeuvrability saves. Manoeuvrability savescan be affected by Tractor Beams, or if a ships Inertial Dampers are destroyed.

    Shield Saves

    If a ship manages to save against any shots, then for each strength point that was saved,one point is drained (not destroyed) from the console shield track. Once all the pointshave gone from the track, strength from further hits will damage the ship itself. If a shiphas no shields, (if they have been knocked down or permanently destroyed), then it maynot take shield saves. The shields may be powered back up to their maximum value duringthe next Power Distribution Phase.

    A ship may not elect to ignore Shield saves available to it; as long as the shields arepowered, then saves must be taken. However, a ship may elect to lower its shields byany amount, to any level, in its own Action Phase. If it does that, it may not raise theshields up again until the next Power Distribution Phase. If a weapon ignores Shieldsaves, then Manoeuvrability saves can be taken instead, even with remaining Shieldpoints.

    Manoeuvrability Save Shield Type SaveLow - Save values Basic 5+

    Medium 6+ Normal 4+High 5+ Overlapping 3+Very High 4+ Metaphasic 2+

    Armour Saves

    Ships with extra armour also get to make an armour save if any hits get past a shipsShield or Manoeuvrability saves, but this additional protection is rare. Some weapons canignore armour saves, in which case a ship will not get to roll their Armour save.Successful armour saves take from the strength of the hit, as other saves (above). Armourcannot be damaged during combat, so is always available to a ship, unless negated by aweapon.

    Armour Type SaveNormal (Polarised Hull) -Reinforced 6+Ablative 5+

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    Initial Damage TableIf a weapon manages to get through all a ships available saves, it has damaged its target.For each point of strength the weapon has left after saves have taken their toll, the firingplayer rolls a D6 on the Initial Damage table. X class ships have an individual damageprocess, and do not use this table. Fighters are instantly destroyed when they fail to saveagainst a hit.

    D6 Damage caused1 Personnel hit2 D4 Superstructure lost

    3-4 D6 Superstructure lost5 Support System hit6 Crucial System hit

    Personnel HitsEach ship will have its own table for Personnel hits. Personnel hits cannot be repaired, butcan be saved by a successful Medical Team roll. One Personnel unit is killed per roll,and is crossed off the console. If none of the rolled Personnel type are left alive, reroll onthe ships Personnel table again, until you get a type that can be killed.

    Derelict ShipsIf the last Personnel unit is killed, the ship becomes derelict. Resolve any further damagefrom this weapon first. This ships shields then go down, and if it has not already done so,it may not conduct its Action Phase this turn. It may be fired at as normal throughout therest of the game, and even rammed; reroll any Personnel hits on the Initial Damage table.Away Teams may transport onto a derelict ship, (see Personnel Phase rules), in whichcase the ship no longer counts as derelict.

    Superstructure DamageCross off the damaged superstructure from the ships console. Once a ship has nosuperstructure left, it disintegrates, and is immediately removed from the table. AllPersonnel, unlaunched fighters and attacking Away Teams are also lost.

    Support Systems DamageEach ship will have its own Support System table to roll on, to determine which of itsSupport Systems is damaged. Once hit, a Support System is unusable until repaired. If asystem that is rolled is already destroyed, reroll until a suitable system is determined. If allSupport Systems are destroyed, then D6 superstructure is lost instead.

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    Crucial SystemsAll ships use the same table for a Crucial System hit. Roll once for each hit. A hit on eachf these systems will affect how a ship is able to perform; if it has not perform its ActionPhase yet, the effects of these hits will be felt immediately. If a Crucial System is rolledthat can take no more damage, then reroll.

    D6 Crucial System Damage

    1

    Engines HitFor each hit, cross off one of the boxes for the Engines on theconsole. The next box along now displays the ship's new maxspeed. If the box crossed off is the last remaining box for theship, than the engines are off-line until they are fixed byEngineers, and therefore the ship may not move at all (not eventurn), and may not use its Manoeuvrability save.

    2

    Shield Generators HitFor each hit, cross off one of the boxes on the top track of the

    Shields. The next box along now displays the maximum valuefor the ship's shields. If the ship has shields above the newmaximum, they are immediately reduced down to this level. Ifall the boxes are crossed off, the ship may not power its shieldsat all, and therefore may not make any shield saves.

    3

    Emergency PowerThe ship's Emergency Power has been destroyed, and may notbe used until repaired. The power units contained within arealso lost, so if it is repaired, it starts off unpowered.

    4

    Warp Core/Power GridFor each hit, cross of one box for the Warp Core. This will giveyou a smaller value for the maximum power you can use in thePower Distribution Phase. Once all the boxes have gone, thereis no power available on a turn basis - only Emergency Powercan be used, and if this is used up without the Warp Core frombeing fixed, the ship is disabled for the rest of the game.

    5

    Weapon HitA randomly chosen weapon is destroyed (equal chance of all -players decide what dice/result to use for this choice), making itunusable until repaired.

    6Fatal Hit

    Something critical has been hit - roll on the Fatal Hit table.

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    Fatal HitsRolls on the Fatal Hit table cause catastrophic damage, almost all of which are irreparableduring a battle.

    D6 Damage

    1

    Structural Integrity

    All Superstructure hits that are inflicted on the ship are nowdoubled. If this result is rerolled, the modifier doubles

    cumulatively, i.e. from 2, to 4, to 8, to 16 etc.

    2

    Main Computer HitAll of a ships systems are tied into the main computer, andwhen this is damaged, then the ship suffers considerably. Theshields go down immediately, the ship may not conduct itsAction Phase, if it has not already done so, or utilise any otherpower, e.g. Medical Teams. Next turn, only emergency powermay be used. The turn after that, the computer automaticallygoes back on line, and the ship acts as normal. If this result is

    rerolled whilst the computer is down, then add another turn tothe time that the ship only has Emergency Power available.

    3

    Bridge HitAll Command creware instantly killed, and another Personnelcasualty is also inflicted. A Medical Team may not negatethese hits. As well as this, the ship suffers as if it had receiveda Main Computer Hit, as above. Further rerolls of this resultcount just as a Main Computer Hit.

    4

    Life Support FailureThis is the only Fatal Hit that can be repaired by Engineers, on

    the roll of a 4+. Whilst it is still in effect, at the beginning ofeach Power Distribution Phase, roll a D4. If the result is equalto or less than the number of turns (including this turn) since theship suffered this result, then the Life Support has failed. Allremaining Personnel are killed as they run out of atmosphere,or freeze to death, and the ship becomes derelict. AwayTeams from other ships may still try control the derelict ship, asthey will wear vacuum suits to board the ship, (See PersonnelPhase Rules). If this result is rerolled, then the Life Supportfailure happens instantaneously.

    5

    Warp Core Fracture

    At the beginning of each Power Distribution Phase, roll a D4. Ifthe result is equal to or less than the number of turns (includingthis turn) since the ship suffered this result, then the Warp Coreimmediately explodes, as below. A ship with a Warp CoreEjector may eject the Warp Core on any turn, before its rollsthe D4 (See later on for full rules of the Warp Core Ejector). Ifthis result is rerolled, it counts as a Warp Core Breach (below).

    6

    Warp Core BreachThe ship immediately explodes and is removed from the table.Any ships (including fighters) within a radius of half the shipsinitial maximum speed are also hit by the explosion. Each ship

    receives 4D6 hits (roll separately), which ignoreManoeuvrability saves.

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    Support Systems

    Inertial DampersThis Support System configures no specific ability on a ship, but if it is destroyed, a shipsmanoeuvrability goes down by one class, e.g. High Medium (Low manoeuvrability staysas low). This will affect Manoeuvrability saves and movement. As well as this, the also

    ship receives double the number of hits than initially rolled, as the result of a ram.

    Precision TargetingThis support system allows a ship to use any weapon that ignores Manoeuvrability savesto make a more precise hit on an enemy ship. It does not have to be used if a playerchooses not to. A player using a weapon in this way must declare his intention beforefiring. There is no limit to the number of weapons a ship can Precision Target in its ActionPhase. If a player wishes to Precision Target, then the targeting vessel does now havethe option of using a Manoeuvrability save if it wishes, subject to normal restrictions. Aships ability to make Shield and Armour saves are unaffected, unless the specific weaponbeing used also ignores these saves, in which case they can not be utilised. A targetedship tries to save against each point of strength as normal, however, regardless of thenumber of failed saves, only a single roll (per weapon), is made on the PrecisionTargeting Damage table, as opposed to the normal Initial Damage table. If the PrecisionTargeting is damaged due to a support system hit, then it may not be used until repaired.

    D8 Damage Incurred1 2 Shot Missed (No damage taken)

    3 Support System (Roll on shipstable)

    4 Engines Hit5 Shield Generators Hit6 Emergency Power7 Warp Core/Power Grid8 Weapon Hit

    Use the above table for Precision hits; all effects are identical to the Crucial SystemDamage table. If a hit of strength greater than 1 occurs, all the damage from that weapononly effects the one system rolled. Any excess strength is wasted. Duplicated resultsrolled on the table that cannot take anymore damage, are also wasted.

    Weapons CalibrationThis Support System allows a ship to fire at more than one target per turn. If it isdestroyed, or was not initially present on a ship, then the ship may only fire at one targetper turn.

    LaunchbayFighters can launch during any part of a ships Action Phase, and require no power fromthe ship to do so. They may only move up to their maximum speed from the ship whenthey do so, and may not shoot, ram or transport until the next Fighter Phase. If alaunchbay is hit as a result of a Support System hit, all unlaunched fighters from thatlaunchbay are also destroyed. Whilst a launchbay is damaged, no fighters may land in it.

    If the launchbay is subsequently repaired, any lost fighters are not restored, but othersmay land.

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    Tractor BeamsA Tractor Beam is fired like a weapon, i.e. the target must be within its arc and range. If aship caught in a Tractor Beam has a superstructure lower than the ship (or ships) that hasit trapped, then it may not move. If a ship caught in a Tractor Beam is fired at, then itsManoeuvrability save decreases in value by the strength of the beam. A Tractor Beam ofstrength 3 therefore negates all Manoeuvrability saves. Fighters count as having a

    Superstructure of 1.

    Two ships that are linked together by a Tractor Beam may wish to attempt to move.However, only one ship will be powerful enough to control the other. The ship with thelargest superstructure amount (remaining, not initial) is the only ship that may move. Themaximum speed moved is half the difference in superstructure between the two ships, ininches. This is also dependant on the amount the moving ship has powered its engines; itcan only move as far as it would be able to normally. Tractor Beams may only bedisengaged in a ships own Action Phase, or during the Power Distribution Phase. Thismeans that a ship that started the turn towing an enemy, may end up being towedthemselves after some damage!

    Some ships may have more than one Tractor Beam, or you may get a situation wheremore than two ships are connected by Tractor Beams. In these cases, only if one ship hasa superstructure greater than the total superstructure of all the other ships involved may itmove, and all the other ships will be dragged along as well. Normally ships may notcombine their superstructure values to try and tow a larger ship, as the co-ordinationrequired is too complex.

    Only if they haveEnhanced Tractor Controlmay they attempt this; theships add theirsuperstructure together forthe purposes of movement,but only move during theturn of the ship with thehighest superstructurevalue of them all. All theships move together in thesame direction, for themaximum value allowed by

    their superstructure, but atthe speed of the slowestship. Ships will stillconduct all other actions intheir own Action Phase.

    A ship may also try and use a Tractor Beam to pull a ship closer, without having to moveitself. For every 5 difference in superstructure that the tractoring ship has over its prisoner,the captor may pull the weaker ship towards itself, up to a maximum of power allocatedto the tractor beam in inches (so absolute maximum for any ship + 3). This may also workif a ship wants to push away a held ship, but may also not exceed the maximum range of

    the tractor beam used.

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    Slave CircuitA Slave Circuit can come into play if an allied ship loses all its crew. Each Command crewfrom a ship of the same race with a Slave Circuit may use one power unit, (allocated fromtheir own ship), to control the derelict ship remotely. The Command crew may not be usedin any other way for the remainder of the turn. The empty ship does not need a SlaveCircuit of its own to be controlled in this way. The Slave Circuit has a maximum range of

    24, which is measured during the Personnel Phase. The controlling Command crew mayforce the ship to make a single action from this list, in the Fighter Phase:

    - Fire a single weapon (including a salvo of torpedoes).- Move up to maximum speed (and ram if required).- Cloak.- Auto-destruct.

    Power for these actions must come from the ships own power resources if the derelictship has no power for the required systems, then they may not be used. Power gridupgrades may be used. The power is allocated at the end of the Personnel Phase, after

    control has finally been established; this is out of sequence to other power distribution.

    More than one Command crew may be powered and use the same Slave Circuit. Foreach Command crew another action is allowed, although only one Auto-destruct can beattempted, the ship may only move once, and each weapon may also only be fired once inthe turn. More than one ship equipped with a Slave Circuit, (and even more than oneallied player of the same race), may control the empty ship the actions of allocated toeach Command crew then occur directly after the players respective Fighter Phase.

    If two players of the same race, but on different sides both pay for their own Slave Circuitsto control the derelict, they may cancel out. Count the number of Command Crews usingSlave Circuits from each side; the side with the highest number gains control for this turn,and can conduct a number of actions equal to the difference. If two allied players gaincontrol of a ship this way, then they may choose who utilises the actions.

    Slave Circuits can not stop Away Teams from gaining control of a ship, but if used in thesame turn as an Away Team gaining control, can still conduct the single action, as theAway Team struggle to shut it off; it will not work from the first Power Distribution Phase ofthe capturing player. Command crews can use this opportunity to try and Auto-destructthe captured ship; the Away Team can try and stop this on a roll of 4+, although they maynot affect any other action attempted.

    As the Away Team has not yet gained control of the power grid, any Command crew usinga Slave Circuit can then reallocate power to the system it wants to use, but may not effectany more power. Enemy Away Teams may not use a captured Slave Circuit, but enemyCommand crew that transfer over can; they then count as being from the same race as theship.

    If a ship cloaks through a Slave Circuit, remove it from the board for the remainder of thegame, as if it was destroyed; however the controlling player will come back later to retrieveit, so their opponent cannot claim its destruction as part of their victory conditions. Thismay not be attempted if an enemy Away team is on board; they will be able to disable it

    eventually, so there is no point.

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    DeflectorA ships Deflector can have more than one aspect, but may only use one of them per turn,which has to be specified during the Power Distribution Phase. If the Deflector isdamaged, none of these aspects are available for use until repaired.

    Chronofield

    A Chronofield requires a certain specified allocation of power or it will not work.Chronofields may not be powered in the same turn as a cloak, as they are incompatible. AChronofield may be used in one of two ways, the choice specified in the Power DistributionPhase, and may not combine the two:

    The first of these uses affects the vessels initiative. A ship with a Chronofield can chooseto have their Action Phase after any other ship has finished their Action Phase, or evenbefore every other ship. The ship may not begin its Action Phase part way through anotherships Action Phase, nor in any other (non Action) Phase. If more than one ship has apowered Chronofield, then the player who calls that he wishes to go may do so first, andthen in order of call until the players return to the normal initiative order. A ship must still

    roll for initiative as normal, for if the ship looses its Deflector, then it must revert back to itsoriginal initiative. If this occurs, and the ships allocated slot has already passed, then ittakes the next Action Phase (unless overridden by a ship with a functioning Chronofield).

    The other use of the Chronofield allows a ship to reroll any Shield or Manoeuvrabilitysaves it fails, if it wants to (it is not mandatory, if, for example a ship wishes to hold on toits last shield point to avoid transporting Away Teams). As above, the destruction of theDeflector automatically and instantaneously removes this ability, until repaired.

    Feedback WaveA Feedback Wave can have a strength of between 1 and 3, depending on the powerallocated, which in turn depends on the maximum value of the Wave for that particular shiptype. A Feedback Wave is used to disrupt a Tractor Beam, but only those whose strengthis equal or less than that of the Wave. Tractor Beams that are stronger than the FeedbackWave cannot be disrupted. A ship may target a Tractor Beam that has locked onto itself,or a Tractor Beam that has contact with another vessel (either caught by it or generating it)within 8. When it does so, the Tractor Beam immediately shuts off. The Wave may onlytarget one Tractor per turn, and will not actually damage the Tractor Beam, so it may bepowered and used again next turn.

    Graviton Pulse

    The Deflector may fire a Graviton Pulse if fully powered. The Pulse always has a Fd firearc, and a range of 24. It causes 2D6 hits, which ignore shield and armour saves, andgives a -1 modifier to manoeuvrability saves. If its target has reinforced armour, it causes2D6+3 hits, and if it hits a ship with ablative armour, causes 2D6+6 hits. After all hits havebeen rolled, roll a D6. If the result is equal to or less than the original power cost to usethe Graviton Pulse, then the Deflector has burnt out, and counts as permanently damaged.(It may not be repaired during the battle).

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    Tachyon BeamA Defector can produce a Tachyon Beam in order to locate cloaked vessels. The powerrequired is specified by a ships profile, and must be allocated in full. After all alliedplayers using Tachyon Beams have completed all of their Personnel Phases, then oneD12 roll is allocated to every cloaked ship on the table, even allied ones. If the result is

    less than the number of allied ships using a Tachyon Beam, then the cloaked has beendiscovered. This means that at least two ships are required for a Tachyon Beam to work.

    The player controlling the cloaked ship must immediately place the ship on the board,before the Fighter Phase begins. The placement must conform to the Primary/Secondarydecloaking rules, and must also be on a straight line between two allied ships withpowered Tachyon Beams. If the cloaked ship has a Secondary decloak radius that is notbisected by a straight line between two allied ships using Tachyon Beams, then it cannotbe revealed, and the roll for that ship is wasted. If one side has revealed a ship, do not rollfor it again due to another Tachyon grid.

    The discovered ship remains cloaked, but may be shot, rammed or transported on to byany other ships in the battle, until it moves from the spot it was placed, where upon itcounts as being recloaked, and places its cloak marker. This allows ships to home in, asthe cloaked ship concerned would have to now be in its new secondary decloak radius.

    Warp Core EjectorA ship with this support system may eject its Warp Core if it has suffered a Warp CoreFracture result on the Fatal Hit table, at the beginning of the Power Distribution Phase,before players allocate their power. The Warp Core is fired up to the ships initialmaximum speed, in inches, where a marker is placed. It will still explode as a Warp CoreBreach when rolled in the Power Distribution Phase, with a radius measured from themarker. The Warp Core cannot hit another ship when fired, nor may it be rammed. Aship with no Warp Core has only Emergency Power available for the rest of the battle. Aship may not use its Warp Core Ejector if it has been damaged, and not repaired.

    Backup SystemAt the beginning of the battle, this system is redundant. If a Support System is destroyed,then in the following Power Distribution Phase, the Backup System may be used as areplacement, without the need for repair of the original. Once a system has been chosenfor the Backup System to replace, this then may not change for the rest of the battle. Asystem may not be chosen for replacement, unless it has first been destroyed. Systems a

    ship did not have at the start of the battle may not be used either. Only systems in thefollowing list may be replaced: Weapons Calibration, Precision Targeting, InertialDampers, Slave Circuit, EMH, Enhanced Tractor Control, Stealth Communications.

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    Cloaking DevicesUncloaked ships with a cloaking device are set up as normal. Ships that begin the gamecloaked are not deployed. Every turn that a ship remains cloaked, it continues to distributepower and roll for initiative, even though it is not placed on the table.

    To cloak from a table position, a ship must power its Cloaking Device. Cloaks will not

    function with shields up, so both cannot be powered in the same Power DistributionPhase. It may then cloak at the end of the Power Distribution Phase, or at any time duringits Action Phase. When it does so, replace the ship with its specific cloak marker. Whilstit is cloaked, its speed must then be recorded every turn.

    Whilst cloaked, a ship may not do perform any actions except Engineering, Science officeror Command crew actions, move, or repel boarders, although it may power other systemsready for decloaking. Cloaked ships may not be targeted at all, even if just cloaked, unlessspecific anti-cloak technology is used.

    There are two types of placing the ship back on the table after it decloaks; Primary

    decloaking is when a ship has begun the game cloaked, and decloaks for the first time,while Secondary decloaking is when a ship decloaks, having previously cloaked from acertain point on the table.

    If the ship decloaks by not powering its cloaking device for that turn, it is placed at the endof the Power Distribution Phase. If the cloak is powered, a ship can volunteer to decloakat any time during its turn. If a ship does not have Stealth Communications, then it maynot decloak within 12 of another ship decloaking on the same turn. A ship with StealthCommunications may decloak as close tofriendly ships as it wishes.

    Primary decloaking, can occur anywhereon the table, except within 4 of an enemyship (or enemy fighters). Secondarydecloaking, must occur within aspecifically designated circle, the centrebeing the ships cloak marker, and theradius being the speed of the ship whilstcloaked. It can appear anywhere withinthe circle, not just at its edge, and maybe a close as it wishes to enemy ships.

    The rule about Stealth Communicationsstill applies, though.

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    Stealth Backup

    At the beginning of the battle, this system is redundant. If either a ships Cloak or StealthCommunications are destroyed, then in the following Power Distribution Phase, the StealthBackup may be used as a replacement, without the need for repair of the original. Once asystem has been chosen for the Stealth Backup to replace, this then may not change for

    the rest of the battle. A system may not be chosen for replacement, unless it has firstbeen destroyed. Systems a ship did not have at the start of the battle may not be usedeither.

    While a Stealth Backup is not destroyed, the ship will also be immune to any CloakWeakspot rolls an enemy may make, although other ships without Stealth Backup will beaffected as normal. This ability can be utilised whether the Stealth Backup has replacedanother system or not. It will not affect Tachyon Beams, however.

    Auto-destructAuto-destruct does not count as a Support System, but is installed on all ships. A player

    can state that they are going to self-destruct at ay time during their ships Action Phase.However, nothing then happens until the end of the turn, once all the other ships have hadtheir individual Action Phases.

    In order to activate the Auto-destruct, a player must have a Command crew on board(irrespective of what actions they have conducted this turn). The player must then rollover the number of currently damaged Support Systems on the ship, on the same dieused for Support System damage results. If he manages the to roll the required amount,the ship then suffers the equivalent of a Warp Core Breach, except at 3D6 damage.

    If a player fails to roll the required result, the Auto-destruct system has been damaged aspart of the other damage received, but the player can try again next turn. A ship that hasejected its Warp Core may also Auto-destruct, but the radius of the explosion is only 1. Aships ability to Auto-destruct not is effected by damage received. Fighters may not Auto-destruct.

    Enhanced Tractor BeamThis system functions in exactly the same was as a normal Tractor Beam. It also benefitsfrom the Enhanced Tractor Control rules at the same time; without the need for a separateSupport System. On top of this, the Tractor Beam can also be used to produce aFeedback Wave, the same as a Deflector, up to the same power as the Tractor Beam. If it

    utilises this function in any turn, it may not act as a normal Tractor Beam during the sameturn. Whichever function it will use does not have to be declared during the PowerDistribution Phase; a player can decide as he employs it.

    Captains YachtThis is the equivalent of a Shuttlebay, which only holds one shuttle. Unlike otherShuttlebays, once it has launched its original shuttle, it may not allow either the original orany other fighter to land during the battle.

    Secondary Shielding

    This Support System works in conjunction with a ships shieldgenerators, splitting the available power into two concentric shells.

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    In games terms, this means that while this system is undamaged, aship may reroll any failed Shield Saves.

    Regenerative ShieldingPrior to the Power Distribution, the ship will automatically charge its shields to the level of

    the lowest damage level indicator, e.g. a ship with [10, 8, 6, 4] will charge its shields to 4units. This does not cost any power from the Warp Core, and will work even if no otherpower is available to the ship. The ship may then allocate additional power to bring theshields higher than this. The shields can still be brought down voluntarily, or by enemyfire, but will return at the beginning of each Power Distribution Phase. This will not happenif the Support System is damaged, or if all the shields are totally damaged. Ifsubsequently repaired, the effects take hold from the following Power Distribution Phase.

    Interrogation ChamberA player who owns an undamaged Interrogation Chamber may record how

    many Personnel casualties they cause during each Boarding Phase, whetheroffensive or defensive. In the following Personnel Phase, each casualtycaused may add +1 to one science roll for any of the players ships with anInterrogation Chamber; it is assumed that some prisoners have been taken,and beamed over to the ship for questioning, in the hope of gaining a tacticaladvantage. The modifiers must be applied before the science rolls are made.Each recorded casualty may only be used to add to the science roll once;regardless of how may ships have Interrogation Chambers, or how manyscience rolls each makes. The controlling player decides which ships benefit

    from these rolls; modifiers can be added cumulatively on single rolls ifpreferred. The results of the roll can be applied to any enemy ship, (withinnormal specifications), regardless of race, as any information gathered couldcompliment other intelligence in unforeseen ways. The destruction of all aplayers Interrogation Chambers will mean that any casualties recorded bythat player may not be used in the following turn, even if the InterrogationChamber is repaired in the Personnel Phase. A player may never utiliseanother players Interrogation Chamber(s) in any way, even if they capture aship containing one, as it will be unfamiliar to them to instantly utilise, or be

    against their races morals.

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    AdmiralsIf a player has four or more starships in any battle, he is entitled at least one Admiral. Aplayer can have an Admiral for every four ships he has. Each Admiral is represented by acounter, and must be placed on the console of the ship he inhabits. It is not allowed fortwo or more Admirals to begin the game on the same ship.

    Each Admiral entitles you to a single fleet roll during the Initiative Phase. This roll willcount as the initiative value for any ships designated to be in that particular Admiral's fleet,before the roll is made. No ship may be in more than one fleet per turn, but fleets maychange every Initiative Phase if required. No modifiers count towards this roll - theadvantage of all the ships moving together cancels out the brilliance of individualCommand crew. The ships count as one ship for the purposes of fitting into the initiativeorder, and when it comes to their collective Action Phase, the ships may move in any orderwithin their fleet. Ships with active Chronofields may interrupt this order, in between twoships' Action Phase. An Admiral on a cloaked ship with no stealth communications maynot use this ability; neither can a cloaked ship with no stealth communications benefit froma fleet roll.

    Instead of conferring this ability, an Admiral can be powered during the Power Distribution

    Phase, in order to transport onto another friendly vessel. An Admiral cannot be used as anormal Command crew, or substitute for another type of crew. An Admiral may be chosenas a casualty instead of a ship's Command crew, (if a Command crew hit is rolled); theymust be chosen as a casualty if a Command crew hit is rolled and there are no Commandcrew left on the ship. An Admiral will not be killed as a result of a bridge hit, unless aCommand crew hit is rolled as the extra crew casualty. If the last normal Personnel unit iskilled with an Admiral is on board, then remove the Admiral as well; he cannot control theship by himself, and immediately counts as destroyed. If an Admiral is killed in the ActionPhase his fleet roll still applies for this turn.

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    The United Federation of Planets is an interstellar alliance of planetary governments andcolonies, untied for mutual trade, scientific, and cultural endeavours, and communalprotection. Its member races include Humans, Vulcans, Andorians, Rigellians, Betazoidsand Trill, and by 2373 the Federation comprised of more than 150 member planets.Starfleet is the Federations exploratory, humanitarian, diplomatic and defensive agency.

    Starfleet Ships

    Starfleet produces the highest diversity of vessels, catering for its wide remit. Starfleetships are known to be very versatile, and often come equipped with a large number oftechnological enhancements. Federation personnel are known for their diversity, ingenuity

    and morality.Name Class crew Size

    Delta Flyer A 2 7

    Runabout A 3 12

    Oberth (Science) B 7 18

    Constitution B 9 30

    Miranda B 10 34

    Constellation B 10 38

    Olympic (Medical) C 7 25

    Excelsior C 11 40

    Ambassador C 15 50Defiant D 5 18

    Intrepid D 11 28

    Nebula D 19 66

    Galaxy D 19 70

    Prometheus E 12 38

    Super-Galaxy (Variant) E 21 74

    Sovereign E 21 85

    Starfleet weapons

    Federation Phasers produce a uniformly powered Beam to a reasonable range, whichignores manoeuvrability saves. Torpedoes have shorter ranges, and ignore shield saves.

    Strength / RangeWeapon Type 0-4 4-8 8-12 12-16 16-20 20-24

    Type 4 Phaser 1 1 - - - -

    Type 5 Phaser 1 1 1 1 - -

    Type 6 Phaser 2 2 2 2 - -

    Multi-phaser 3 3 3 2 2 1

    Micro Torpedoes X - - - - -

    Photon Torpedoes X X - - - -Quantum Torpedoes X+2 X+1 X - - -

    United Federation Of

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    Type 4 Phasers and Micro Torpedoes are use mainly on shuttles. With Torpedo tubes, Xwill be the number of torpedoes fired, up to the maximum capacity of the tube; the numberin brackets on a ships profile.

    Starfleet shuttles and orbital defenses

    Federation shuttles are designed for primarily non-combatant roles, but are equipped with

    basic defensive weaponry.

    Federation Shuttle

    Speed: 4 Manoeuvrability Save: High Armour: None

    Weapons: Type 4 Phaser

    Federation Directed Modular Feedback Mines (8)Due to Federation Council orders, the standard Federation mines must be non-lethal.Within 6 of a Federation mine, no ships of any race origin other than Star Fleet may useshield saves, as the mine cancels out the shields with a Modular Feedback pulse.Federation (and Marquis) are not effected, as the mines can identify their ship classes.Second-hand Ferengi ships are affected; their recognition codes will be far out of date.These mines have reinforced armour.

    Starfleet racial rules

    These rules detail how Federation ships differ from the normal rules, as well as detailingsome racial specific Support Systems:

    During the power Distribution Phase, Federation ships must power at least oneMedical team. The only exception to this is if all the Medical teams are dead or theship has no power even emergency power, if it is the only source of power

    available, must be allocated.

    Federation Medical teams must treat casualties if they are able straight away;players do not have a choice about using them.

    A ship with an EMH can also power him up during the Power Distribution Phase. TheEMH acts just like a Medical team in trying to save Personnel casualties. An EMH must bepowered if there are no Medical crew left alive.

    Federation Science teams may +1 or 1 to the result after their Science Table roll ismade, to alter the result in their favour.

    Defiant WarheadDefiant class ships have a large warhead attached to the front of the hull as standard.This is normally an integral part of the ship, including all the ships quota of quantumtorpedoes and their launcher, but can be fired in an emergency. It has a range of 8 andrequires 1 power to fire. However, the ship looses 4 superstructure points permanently, aswell as its Quantum Tube. Neither of these losses can be repaired during the battle.When the warhead hits, it causes 3D6 hits, which ignore both shield and manoeuvrabilitysaves. Because of this warhead, if a Defiant class rams another ship, it causes 3D6 hitson each ship, (roll separately) as well as loosing the 4 superstructure and Quantumlauncher, and also both ships roll for normal damage. If another ship rams a Defiant class,

    this does not occur, and if the Defiant has already fired its warhead, it will ram as normal.The warhead counts as a support system as far as damage is concerned, and if hit, willnot detonate (a hit is equivalent of damage to the firing/separation mechanism).

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    Multivector Assault ModeThis Support System gives the vessel the capability of separating into three spacecraft,each capable of a reasonable amount of autonomy, but also able to support each other oncomplex, pre-programmed manoeuvres. For the sake of game mechanics, these threeseparate ships are still represented by a single model, but when the Multivector Assault

    Mode is activated, it alters the ships performance to represent the change. A player mustpay the power cost, represented by the number in brackets, in order to activate the mode;it comes into effect at the end of the Power Distribution Phase. If not powered, the shipbehaves as normal; the power cost must be paid per turn, representing the increased drainon resources to operate three separate entities.

    A powered Multivector Assault Mode will allow a ship to always have the option of usingits Manoeuvrability save, even against weapons that would not normally allowManoeuvrability save. Whilst activated, it also increases the Manoeuvrability class of theship by one, e.g. Low to Medium, High to Very High etc. A ship in Multivector AssaultMode can still ram or be rammed; this will still occur when the other ship touches the

    model. The normal ramming procedure is followed; there are no maximum or minimumdamage amounts; one or several of the pieces could be involved.

    A ship with a powered Multivector Assault Mode is also immune to several Fatal hits. If aBridge Hit or Life Support Failure result is rolled, then the player rolls once on thePersonnel table instead. If a Main Computer Hit is rolled, then reroll on the CrucialSystems table, (this could conceivably result in a worse fatal hit). The Multivector AssaultMode will also act as a Slave Circuit; it can do this as well as offer all the above benefits,and can even act as a Slave Circuit if not powered, (although you would still need apowered Command Crew to operate it).

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    The Maquis are a paramilitary organisation of former Federation citizens formed at thecolonies affected by the border changes wrought by the Federation-Cardassian Treaty of2370. They grew in response to Cardassian hostilities toward these colonies and to theperception that the Federation government had abandoned them. By 2372, all Maquismembers were declared outlaws by both the Cardassian Union and the United Federationof Planets.

    Maquis Ships

    The Maquis only have access to small or old, decommissioned ships, with the exception ofthe Maquis Raider. The Maquis can use Federation ships of classes A or B, with the

    exception of the Delta Flyer. They also have unique use of the Maquis Raider.

    Name Class crew Size

    Runabout A 3 12

    Maquis Raider A 5 16

    Oberth (Science) B 7 18

    Constitution B 9 30

    Miranda B 10 34

    Constellation B 10 38

    Maquis ships normally operate under skeleton crew conditions, due to the relatively smallscale of their organisation. A Maquis player must delete any Crew for any Federationships he controls before the battle.

    maquis weapons

    The Maquis use Federation Phasers that produce a uniformly powered Beam to areasonable range, which ignores manoeuvrability saves. Torpedoes have shorter ranges,and ignore shield saves.

    Strength / Range

    Weapon Type 0-4 4-8 8-12 12-16 16-20 20-24Type 4 Phaser 1 1 - - - -

    Type 5 Phaser 1 1 1 1 - -

    Micro Torpedoes X - - - - -

    Photon Torpedoes X X - - - -

    Type 4 Phasers and Micro Torpedoes are use mainly on smaller craft. With Torpedotubes, X will be the number of torpedoes fired, up to the maximum capacity of the tube; thenumber in brackets on a ships profile.

    the maquis

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    Maquis fighters and orbital defenses

    Maquis ships replace their normal compliment of shuttles with their own fighters:

    Maquis fighter

    Speed: 6 Manoeuvrability Save: Very High Armour: Reinforced

    Weapons: Type 4 Phaser, Micro Torpedo Tube (1)

    Maquis have access to both standard Federation mines, and their own simpler,more lethal versions:

    Federation Directed Modular Feedback Mines (8)Due to Federation Council orders, the standard Federation mines must be non-lethal.Within 6 of a Federation mine, no ships of any race origin other than Star Fleet may useshield saves, as the mine cancels out the shields with a Modular Feedback pulse.Federation (and Marquis) are not effected, as the mines can identify their ship classes.Second-hand Ferengi ships are affected; their recognition codes will be far out of date.These mines have reinforced armour.

    Maquis Standard Explosive Mines (16)Possibly the simplest mines available, Maquis mines will explode if any ship gets within 2of them. The mine causes 2D4 hits, with armour and shield saves allowed. Remove themine from the table. The mines have no armour.

    maquis racial rules

    These rules detail how Maquis ships differ from the normal rules, although they still havesome in common with the Federation.

    Although they can sometimes still work together with the Federation, Maquis willnever be on the same side as the Cardassian Union. If they are fighting againstCardassian ships, the Cardassian player may not use any special rules for theObsidian Order during the battle, even if the Maquis are all destroyed.

    During the power Distribution Phase, Maquis ships must power at least one Medicalteam. The only exception to this is if all the Medical teams are dead or the ship hasno power even emergency power, if it is the only source of power available, mustbe allocated.

    Maquis Science teams may +1, +2 or +3 to the result after their Science Table roll ismade, to alter the result in their favour, if they are fighting Federation or Cardassian ships.

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    The Klingon Empire was founded when Kahless the Unforgettable united the Klingonpeople and became their first Emperor. The High Council, presided over by theChancellor, now rules the empire from their capital, QonoS. The Klingons are a proudmartial race, who value tradition and honour, and whose aggressive culture has madethem an interstellar power to be respected and feared.

    KLINGON SHIPSKlingon ships are all well armed with weapons most effective at close range, comeequipped with cloaking devices and are crewed by probably the toughest warriors in thegalaxy. Other races really want to keep their distance from the Klingons!

    NAME CLASS CREW SIZEBRel class Bird Of Prey A 3 10

    KTinga class Battleship B 6 30

    KVort class Bird Of Prey C 9 45

    VorCha class Battleship D 17 55

    NeghVar class Battleship E 21 72

    KLINGON WEAPONSKlingon ships use mainly Phase-disruptors, a blend of the Beam weapon technologiesused by Star Fleet and the Romulans. This results in a medium-range weapon that isbetter at close range, and ignores Manoeuvrability saves. Klingon torpedoes are much thesame as Federation ones, ignoring Shield saves.

    STRENGTH / RANGESTRENGTH / RANGESTRENGTH / RANGESTRENGTH / RANGEWEAPON TYPE 0-4 4-8 8-12 12-16 16-20 20-24Phase-disruptor 2 2 1 - - -

    Accelerated Phase-disruptor 3 2 2 1 - -

    Multiphase-disruptor 3 3 3 3 2 -

    Photon Torpedoes X X - - - -

    Quantum Torpedoes X+2 X

    +1 X - - -

    When powering the Torpedo tubes, X will be the number of torpedoes fired, up to themaximum capacity of the tube; the number in brackets on a ships profile.

    KLINGON FIGHTERS AND ORBITAL DEFENSESKlingon military ships do not have shuttle or fighters, viewing their utilisation as cowardly.They also view the use of mines and booby traps as dishonourable, and will not sanctiontheir use. If a Klingon player is allied to one of another race at the beginning of a battle,the allied player may not utilise any of their own mines, even if all the Klingons aresubsequently destroyed.

    KLINGON EMPIREKLINGON EMPIREKLINGON EMPIREKLINGON EMPIRE

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    KLINGON RACIAL RULESThese rules detail how Klingon ships differ from the normal conditions.

    Klingon warriors gain an additional +1 modifier to their attacking mission roll whenboarding, in addition to other modifiers. They count as +3 if they choose a Supportmission, instead of the normal +2. Klingon warriors count as Away Teams when

    defending.

    Today is a Good Day to Die!

    Traditionally used in situations when attacking against impossible odds, this phrase isassociated with incredible feats of courage and honour. Attacking Klingon BoardingParties may launch themselves into suicidal attacks if they sense things are going badly.After any dice roll for an attacking Klingon mission is made, the Klingon player may add anadditional +4, (each), for any or all Klingon warrior units involved. Any units used to obtainthis modifier are removed as killed, regardless of the result. A defending enemy may stillelect to use his Command crew to bolster the defence after the Klingon player hasannounced he will utilise this rule; if this is the case, the Klingon player may not then addanother +4 to the roll for a further of his warrior units; the result must stand as it is. Thisrule may not be used in defence; it is not honourable to give ground to the enemy.

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    The Cardassian Union emerged from Cardassia Prime, a world poor in natural resources,which led to a once splendid civilisation declining into starvation and disease. With therise of the military to power, new territories and technology were acquired, alleviating thesuffering of the Cardassian populace, normally at the expense of another race.

    C^rd^ssi^n ShipsCardassian warships are armed with both long and short-range weaponry, come equippedwith heavily armoured fighters and are able to call upon the unrelenting Obsidian Order.Weakness is not tolerated among themselves, and exploited in others!

    N^me Cl^ss Crew SizeGalor class Warship D 17 58

    Obsidian class Warship E 19 62

    C^rd^ssi^n We^ponsThe Cardassian Union fits its ships with Compressor Beams, a beam weapon thatbecomes more powerful towards the extreme of its range, and ignores Manoeuvrabilitysaves. They also employ Plasma Banks, more powerful versions of the Romulan PlasmaCannons, which can drastically blanket a whole area and therefore ignore Shield saves.

    Strength / R^ngeStrength / R^ngeStrength / R^ngeStrength / R^ngeWe^pon Type 0-4 4-8 8-12 12-16 16-20 20-24Micro-Compressor Beam 1 1 2 - - -

    Compressor Beam 1 1 2 2 3 -

    Plasma Bank 3 2 - - - -

    Micro-Compressor Beams are used mainly on smaller craft.

    C^rd^ssi^n Fighters ^nd Orbit^l DefensesC^rd^ssi^n Fighters ^nd Orbit^l DefensesC^rd^ssi^n Fighters ^nd Orbit^l DefensesC^rd^ssi^n Fighters ^nd Orbit^l DefensesCardassian ships can boast some of the heaviest armoured fighters in the galaxy:

    C^rd^ssi^n Fighter

    Speed: 4 Manoeuvrability Save: High Armour: Ablative

    Weapons: Micro-Compressor Beam

    Cardassian Orbital Weapons Platforms (4)These platforms each contain a (Tt) Plasma Bank and are protected by ablative armoursaves. When setting up the platforms, each platform must be placed within 6 inches of atleast another 2 platforms, so that their sub-space power grid can adequately function.

    C^rd^ssi^n UnionC^rd^ssi^n UnionC^rd^ssi^n UnionC^rd^ssi^n Union

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    C^rd^ssi^n R^ci^l RulesThese rules detail how Cardassian ships differ from the normal conditions.

    Obsidian OrderThe Obsidian Order are the ruthless and frighteningly efficient Cardassian internal securitypolice. The Obsidian Order maintains an elaborate network that keeps virtually every

    Cardassian citizen under surveillance. It also serves as Cardassian military intelligence,and has been known to place surgically altered operatives within enemy organisations.Although the Obsidian Order are forbidden from having their own warships or militaryequipment, they do station teams of operatives on each Cardassian ship.

    Obsidian Order may roll on the science table, like other races science teams. However,they must add +2 to all science rolls they make. This represents the possibility of havingmilitary intelligence on the enemy, and using that to their advantage. Obsidian Order canalso count as Crew when repelling boarders.

    The Obsidian Order can be very influential on their warships captains; effectivelycircumventing the statute against owning their own ships! To represent this, after all rollshave been made in the Initiative Phase, and the Action Phase order has been established,any Cardassian warship with surviving Obsidian Order may switch places in the ActionPhase order; with another ship crewed by Obsidian Order. Whether a ship has made anyscience rolls is irrelevant to this practice. If Cardassian players are opposed to each other,this ability may not be utilised; rival Order factions cancel each others advantage out.Similarly, if a Cardassian player takes an Admiral with his fleet, this skill cannot be usedwhilst the Admiral is alive; he will not allow his subordinates to be influenced against hiswishes. If the Admiral is killed, then the Cardassian player may now utilise this rule oncemore.

    If a warship has no Command crew left, but does have surviving Obsidian Order, it mayAuto-destruct in the normal manner.

    Due to the Obsidian Orders tight grip on their remit, Cardassian Command crew may notact as Science personnel during the Personnel Phase.

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    Originating from the planet Ferenginar, the Ferengi Alliance took 10,000 years to establish,after the Ferengi first started using currency. Possessing a strict code of honour, Ferengiphilosophy ruthlessly embraces the principles of capitalism. Their culture finds theconcept of organised labour to be abhorrent, since such things can interfere with theexploitations of workers. While other races may seek to unite the galaxy through conquestor diplomacy, the Ferengi wish to buy it!

    Ferengi ShipsFerengi ships are traditionally large cargo haulers, beefed up with military systems forprotection, or sometimes piracy.

    Name Class Crew SizeDKora class Marauder D 14 65

    The Ferengi are also known to buy a lot of their ships from other races, snapping upobsolete ships for bargain prices. To represent this, a Ferengi player can also choose tofield ships from any enemy ship list, except class E ships; these are far too state of the artfor a race to sell to the Ferengi! Any ship purchased does not benefit from its originalraces specific rules, and any fighters/shuttles will be replaced with Ferengi shuttles. Each

    ship purchased will also count as a class above its original category, e.g. class A becomesclass B, class B counts as class C, etc. On top of these disadvantages, a second-handship will be crewed as cheaply as possible; it will have to loose any Medical, Science orAway Team personnel - cross off all of these units, leaving only Command crew,Engineers and Crew. If a race utilises the same unit type for both Away Teams and Crew,then they are all lost; the ship does not need these to function, and therefore they are notco