Автор: Johannsen K.A.  

Теги: board games   games   space  

ISBN: 0-9652648-1-5

Год: 1997

Текст
                    мившиииимия
TACTICAL SPACE COMBAT RULES
Based on the classic animated SF series
from Voyager Entertainment

FLEET BATTLE SYSTEM TACTICAL SPACE COMBAT RULES MODULE I The Eiamilon and White Comet Wars 2139-2201 Written By: Keith A. Johannsen Warship Display Forms Designed by: Arthur Braune Additional artwork by Bill Gudmundson, Hideaki Suenaga, and Nobuaki Okamoto Cover Art by: Mark Nagata Rule Book Layout and Design: James Wappel Copyright 1997: Voyager Entertainment, Inc. and Musashi Enterprises, Inc. All Rights Reserved. STAR BLAZERS is a registered trademark of Voyager Entertainment, Inc., and used with permission.
AUTHOR’S PREFACE As far as the many followers of the STAR BLAZERS animated series are concerned, a tactical simulation game has long been overdue. The game rules contained within these covers represents two years of research, translation and play testing to produce a game system that is fun, fast, and as true to the television and movie series as the game system will allow. This first module of the STAR BLAZERS FLEET BATTLE SYSTEM should be regarded as the tactical primer to which additional game modules, optional rules, improved weapon systems, special mini games, and several campaign game modules will be added. The game is designed to be played on several levels of complexity, depending on the skills and preferences of the players. Long time followers of the STAR BLAZERS series will undoubtedly notice several features of the game system that may differ from their memories of the animated shows. As with all game designs, a few liberties had to be taken in order to produce a balanced game. One area that will bring instant comment is the destructive power of the Wave Motion Guns and other special weapons. Initial playtesting revealed that the abundance of these weapons in the Earth Defense Reet created such a drastic imbalance that they had to be modified. By the same token, several of the Gamilon and Comet ships had to be improved in order to allow them to be effective units as per their ship classifications. All in all, the Wave Motion Guns will probably be fired more times in just one moderately sized game than in one of the entire animated series. Play testers remarked that using this game rule system required them to change their entire mind set as regards to organizing and commanding a large fleet level operation. The game stresses the specific and special missions of each class of ship, as well as the cooperation and coordination of all units in the fleet in order to achieve victory. This may be a new approach for many gamers who are used to games organized around single ship combat, but the very nature of the STAR BLAZERS programs stresses large fleets and massive destruction. Players will have to invest some time learning the system before some of the more subtle rule features can be employed to their maximum effect. As playtesters learned the rules system, a variety of innovative tactical approaches and skills became apparent. It is obvious that the tactical handbooks of the STAR BLAZERS FLEET BATTLE SYSTEM will be written by the players themselves. I leave this game in your capable hands. Keith A. Johannsen August 6, 1997
RULE CLARIFICATIONS Some of the most frequently asked questions regarding the rules are answered below RECHARGE CYCLES: I. J AND К ENERGY CANNON BATTERIES Only light ships which have the special recharge icon for I, J and К batteries need to observe the recharge rules. Heavy ships with I, J and К batteries need not be concerned about recharge cycles. SD AND MDS BATTERY RANGES These batteries defend their own ship at zero hex range only, But, when the vessel is part of a command group, these batteries may be used to help defend other ships in that group. They may then use the short, medium, and long range percentage chance to hit firing tables on the weapon statistic table. MDS MISSILE SALVOES MDS batteries come in two varieties: a single four missile salvo and double four missile salvo. These batteries receive one die roll per salvo fired, not per missile fired. This is an exception from the anti-ship missiles, which are rolled per each individual missile of a salvo. A ship with a double four missile salvo may fire both of them in the same turn, provided they are fired at the same target.
INTRODUCTION STAR BLAZERS FLEET BATTLE SYSTEM is a miniatures tabletop game of space warfare set in the YAMATO universe. This game represents a recreation of the battles and weapon systems that are seen in the popular Japanese animation series SPACE BATTLESHIP YAMATO, or STAR BLAZERS in the United States. The author’s intent is to construct a rules system which correctly portrays the atmosphere of the series, as well as providing a fun and balanced game. GAME EQUIPMENT To play STAR BLAZERS FLEET BATTLE SYSTEM, you will need the rules, dice, a hexgrid mapsheet, the STAR BLAZERS F.B.S. miniatures, the sets of counters provided in the rulebook, and the Warship display forms. This game is meant to be played with the miniature spaceships produced by Musashi Enterprises, Inc. and Voyager Entertainment, Inc. Details about these miniatures can be found at the end of this rulebook. The miniature ship models for SBFBS were designed for use with one inch sized hexes in order to provide more movement and maneuver area for enhanced game play. The scale of the miniatures was selected so that a sufficient number of ships could be used in a game to give the feel of larger scale operations. Warship, battlecraft and regulatory counters are provided in the rulebook. Purchasers of the rules may photocopy these sheets to provide the counters necessary for game play, but this permission is granted only for your own personal use. The counter pages should be photocopied, glued to cardboard or matting board, and then carefully cut and trimmed. Players should keep at least one copy of each counter page in order to be able to make additional copies for future needs. Dice come with a variety of sides and different types of dice are used in this game. Polyhedral dice are available at the book and hobby stores that are likely to carry this game, but you may need to ask for them. The standard convention for identifying dice is to use shorthand as follows: Number of dice, a capitol D, and the number of faces on the dice. A D4 would be one die with four sides, a 2D6 would be two dice each with six sides. A D100 is a special case. Two dice, one marked 00, 10, 20, 30, 40, 50, 60, 70, 80, 90 (tens) and one marked 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 (digits) are rolled. 50 and 5 are 55, 20 and 3 are 23, and so on, representing a roll of 00 and 1 (01) and 00 and 0, which is usually 100 unless the game rules state otherwise. This game uses D4, D6, D8, D10 and D12. D100’s are not used. A standard set of dice consists of one each D4, D6, D8, D10, D12, and a specially marked D10 to make a D100. We recommend that players use a hexgrid map with a one inch or 1.5 inch hex size. The STAR BLAZER Star Mats produced by Geo-Hex have a 1.5 inch hex size, and are printed with a multi-color star field. These mats measure four feet by six feet, and are highly recommended. WARSHIP ABBREVIATIONS EARTH DEFENCE FORCE SBB Space Battleship SBCV Space Battlecarrier SBC Space Battlecruiser SCG-P Space Patrol Cruiser SDD Space Destroyer SFFG Space Frigate SCG Space Cruiser STDD Space Torpedo Destroyer CDSF Coupling Device Sectional Freighter GAMILON EMPIRE FCC Fleet Command Cruiser SACV Space Attack Carrier HSSCV High Speed Space Carrier SBCV Space Battle Carrier SCCV Space Command Carrier HSCSG High Speed Strike Cruiser SDDM Space Destroyer (missile) HSSDD High Speed Space Destroyer SC Smite Craft PAV Patrol/ Assault Vessel HMT Heavy Military Transport HSLMT High Speed Light Military Transport ST Space Tanker SMWS Space Mine Warfare Ship SF Space Fortress WHITE COMET EMPIRE SD Space Dreadnaught SCGAM Space Attack Missile Cruiser SACV Space Attack Carrier HSSACV High Speed Space Attack Carrier SSS Sub Space Submarine SALS Space Assault Landing Ship
BATTLECRAFT AND SUPPORT CRAFT ABBREVIATIONS EARTH DEFENCE FORCE [E- Earth Forces] ВТ Cosmo Space Fighter Black Tiger (type 1) CZ Cosmo Zero Multirole Space Fghter (type 52) SF Seamless Fighter CTF Cosmo Space Superiority Fighter Tiger II СТАВ Cosmo Tiger II Attack Bomber (also: Strike Fighter) CTE Cosmo Tiger II Electra (Torpedo Attack Bomber) CJ Cosmo Jaguar (Torpedo Strike Fighter) CF Cosmo Falcon (type 100) AA Astro Ascender Military Shuttle AK Astro Kingfisher (type 14) AC Astro Commando (jet-propelled APC) OBS Orbital Battle Satellite ASMS Anti-Stealth Mine system GAMILON EMPIRE [G- Gamilon] SFD Space Strike Fighter Destructor (DMF-2) SFA Space Superiority Fighter Arrowlet (DMF-3) ABV Multi-purpose Attack Bomber Viper (DMAB-95) ABR Space Torpedo Attack Bomber Ramhead (DMT-97) DBS Quick-Descent Dive Bomber Striker (DMB-87) HB Heavy Attack Bomber (DHB-99) P Long Range Strategic Recon Craft Prowler (DMR-97) SOM Standard Orbital Mine SC Shuttle: Charioteer SAC Submersible Attack Craft RRS Reflex Reflector Satellite CIS Communications and Intercept Satellite EMCM Encapsulated Magnetic Cluster Mine SM Stealth mine WHITE COMET EMPIRE [C- Cometine] Ell Space Superiority Fighter Eetaa II IFP Space Interception Fighter Paranoia SFT Multi Purpose Space Fighter Tempest (T-2) SF Space Strike Fighter Scorpion SR Space Long Range Recon (Scorpion variant) S Shuttle: Strider HAF Heavy Space Assault Fighter Havoc ii
TABLE OF CONTENTS: INTRODUCTION...... CHAPTER 1: HISTORY OF THE GAMILON AND WHITE COMET WARS CHAPTER 2: UNDERSTANDING THE WARSHIP DISPLAY FORMS (WDF) CHAPTER 3: PRE-MOVEMENT ACTIONS Special Power Accumulation, Allocating Ship Power Rating Factors, Allocating Ship Weapon Systems on the Warship Display, Assigning Battlecraft and Support Craft Missions for the upcoming turn, Formation and Disbanding of Command Groups. CHAPTER 4: MOVEMENT AND MANEUVER ACTIONS Initiative Die Roll, Space Terrain and Space Debris, Battlestation and Space Fortress Movement, Warship Movement, Barrier Mine and Satellite Movement, Battlecraft and Support Craft Movement. CHAPTER 5: COMBAT Ship Based Missile and Torpedo Launch Declarations, Battlecraft and Support Craft Weapons Declarations, Battlecraft vs. Support Craft Combat, Base and Ship Defense System Fire vs Battlecraft, Incoming Missiles, Torpedoes and Mines, Battlecraft Attack Combat Resolution, Ship based Missile and Torpedo Hit Resolution, Direct Combat Fire Step, Special Weapons Fire, Barrier Mine Attack Resolution, Tactical Warp Reemergence, Ramming Movement, Boarding Combat, Critical Hit Resolution, Recovery and Repair, Morale Determination CHAPTER 6: ADDITIONAL RULES Seamless Fighter Missions, Secondary Radar Systems, Battlecraft and Support Craft ACHS Operations, Use of Crew Members for Boarding Combat, Warship Bombing Capability, Smite Craft Self-Destruction Device, Giant Missiles, Warship Munition Supply, Warship Cargo Capacity, Warship Point Costs, Additional Systems Purchase Tables, System Upgrade Purchase Tables, Simplified Battlecraft and Support Craft Combat Rules CHAPTER 7: SCENARIOS CHAPTER 8: GAME CREDITS AND DESIGNER’S NOTES WARSHIP DISPLAY FORMS COUNTER SHEETS iii
HISTORY OF THE GAMILON AND WHITE COMET WARS: 2199-2201 In the year 2199, the planet Earth is threatened with extinction by the space fleets of Gamilon, a stellar empire led by Emperor Desslok. The Gamilon Empire’s Home world located in the Greater Magellanic Cloud is being destroyed by continuous volcanic activity and Desslok has targeted Earth as the new home for his people. The Gamilon space fleets have conquered a vast portion of space and have had little trouble in destroying the relatively primitive space forces that the Earth has gathered for its final defense. Before occupying Earth, the Gamilons have decided to destroy the human race by saturating the planet with specially prepared radiation bombs from their base on Pluto. The Earth’s population is forced to move into underground cities while it awaits the radiation to reach them. The human race and all other life will be extinguished in a about one years time. As hope dwindles for Earth’s survival, a message arrives from Queen Starsha of the planet Iscandar, 148,000 light years away. Offering help in the form of a machine called the Cosmo DNA which can remove all the deadly radiation threatening the Earth. The Earth quickly forms the STAR FORCE to make the trip to Iscandar aboard the YAMATO, a space warship rebuilt from the wreckage of a World War II Japanese battleship. Suddenly, Emperor Desslok’s strategy is thrown into disarray. Desslok had thought it was only necessary to sit and wait for the destruction of the Earth. The appearance of the Star Force, and its continued penetration into Gamilon territory, defeating one Gamilon force after another with the help of its powerful Wave Motion Gun consumes Desslok with rage. Gamilon fleet units were brought in from every comer of the Empire, as well as the best commanders. Despite every effort, the Star Force fought its way into gamilon space, following a course transmitted by Queen Starsha. Unknown to the Star Force, Planet Iscandar and the Gamilon homeworid are sister planets located in the Sanzaa star system of the Greater Magellanic Cloud. The Star Force then decides to resolve the conflict by bringing the fight to Gamilon itself, the resulting battle, fought against a fanatic enemy defending his homeworid, ended in the destruction of the Gamilon military machine, and the Gamilon cities. Emperor Desslok and the remains of his fleet evacuate Gamilon as its volcanic core explodes after repeated hits from the YAMATO's weapons. Earth recovers and rebuilds quickly after the return of the Star Force and the activation of the Cosmo DNA device. A high priority is the building of a Deep Space Fleet, capable of defending the Earth against future threats from space. As Earth rebuilds, Desslok plans his revenge. While Earth and Gamilon battled for survival, a new power, the White Comet Empire, had been gradually advancing toward Earth’s Solar System. The Comet Empire, led by Emperor Zordar, had embarked on a campaign of conquest begun years before the creation of the Star Force. By 2199, it has conquered all of space between the Black Fox Nebula and the Milky Way. Desslok enters into an alliance with the Cometine Emperor. He offers his knowledge of Earth and the Star Force in exchange for the chance to personally destroy the YAMATO and its crew. At this time, Earth starts to receive garbled messages for help from the Planet Telezart. The sender identifies herself as Trelaina. The Star Force urges the Earth command to allow them to investigate the source of these messages, and when they are denied permission, they leave for Telezart anyway. While on course for Telezart, the Star Force intercepts a message from the Earth garrison on the planet Brumas. They are under attack by the Comet empire. The Star Force arrives, and destroys the Comet fleet. Trelaina continues to guide the Star Force to her planet. Once they arrive, she informs them of the danger that the Earth is now facing. The Comet Empire is planning to attack the Earth within 50 days. This information is passed along to Earth Command Headquarters. The Earth fleets are dispatched to the Saturn Area. The YAMATO is ordered back from Telezart to help in the Earth’s defense. On the return trip, the Star Force once again encounters a Cometine force and defeats them. The Earth force concentrated in the Saturn-Titan area now formulates its battle plan against the Advance Feet of the Comet Empire. The Star Force is to lead a task force comprised of Earth’s available Battlecarriers and launch a surprise attack against the Comet Space Carrier Force which is following their main attack force of heavy battleship units. The attack plan is a success. The YAMATO and the Earth battlecraft forces completely destroy the Comet carrier force. The YAMATO task force attempts to rejoin the main fleet. Before it arrives, the fleet becomes involved in a major battle against the Comet battleship fleet. The Earth forces suffer heavy losses, and are forced to retreat, the Comet fleet pursues them into the rings of Saturn. The Earth fleet turns and delivers a devastating counterattack which destroys a large part of the Comet forces. The Comet City State, Gatlantis now appears in the area after warping to reach the battle. The Earth fleet immediately attacks, but is completely destroyed in the process. The remains of the Comet fleet advance on Earth and destroy its satellite defense system. The Earth is warned to accept unconditional surrender or be destroyed. As a warning, the Moon is destroyed by the super weapons of Gatlantis. The YAMATO, delayed by battle damage, is racing to arrive in time to save Earth. They are the last intact military force at the Earth's disposal. Desslok again makes his appearance by attacking the Star Force as they are preparing to return to Earth. The YAMATO makes a small warp, and rams Desslok’s flagship. In the battle that follows, Desslok has a change of heart after witnessing the brave and heroic fight of the YAMATO’s crew. He decides to break off the battle and allow the Star Force to continue its mission.
The Star Force reaches Earth just as the Earth government is preparing to formally surrender. The YAMATO and her battlecraft attack Gatlantis while it is resting on the Earth’s surface. The Comet City State takes off for space, followed by the Star Force. Above Earth, the battle continues, but the defenses of the City State are impossible to penetrate. The Star Force sends in its pilots and Marines through the hangar entrances located on the bottom of the Comet itself. These personnel penetrate the main power source and plant explosives which destroy Gatlantis. Suddenly, out of the debris of the Comet emerges Emperor Zordar’s huge Space Dreadnaught. Zordar begins to bombard Earth as punishment for the Star Forces counter attack. Trelaina reappears, and displaying her supernatural powers, decides to fight Zordar on behalf of the Earth. Her power destroys the Dreadnaught and the threat from the Comet Empire ends in a gigantic fireball. INFORMATION AND REQUESTS Further information detailing the history, organization, weapons and tactics of the three fleets will be available in the forthcoming SB102, STAR BLAZERS EDF TECHNICAL MANUAL Warship Recognition Guide. The complete history of the Gamilon and White Comet Wars are available from Voyager Entertainment in gift-boxed sets, each containing 6 VHS tapes. Series 1: The Quest for Iscandar Series 2: The Comet Empire. Each 6 pack is available for $159.95 plus $5.95 shipping and handling. Please call 1-800-704-4040 and ask for Dept. SPL V
t n Earth SBB YAMATO operating in the caverns of the Gamilon Homeworld. In position on the roof of the giant cavern is Emperor Desslok’s Fleet Command Cruiser Type I. vi
UNDERSTANDING THE WARSHIP DATA FORMS (WDF) The WDF shows the major systems earned on each ship. Players will refer to them to determine movement, weapons firing ability, battlecraft and support craft operations, power accumulation, and damage levels. WEAPON STATISTIC TABLES: These tables reflect the range of each weapon system and the percentage chance to hit with a D10 die. 5 6 TYPE 18 WAVE MOTION GUN___________ RANGE POWER REQ SUCCESS RATE DAMAGE SPREAD EFFECT 18 12 8035 4D10 + 30 NONE 2 3 4 [1] Battery Designator [2] Maximum range (in hexes) [3] Special Power Points Required [4] Success Rate: 80% must be scored to fire the weapon [5] 30 points damage plus the total of 4D10’s is scored on the target. [6] Spread Effect of destructive force [7] Special Weapon Firing Arc HEAVY SHOCK CANNON □ SAME HEX 7035 SHORT SO* MEDIUM 30* LONG 20* 0 1-5 6-10 11-15 1012 |[7z| 1 DIO |[ic] IDS |[ё] 106 |[б] [1] Battery Designator [2] Range Band and Percentage chance to hit at that range [3] Range in Hexes [4] If a Hit is scored, this column shows the amount of damage points inflicted on the target. Players may employ the option of rolling the die indicated to score damage points instead of using the amount of damage points stated in the small box. 1 HEAVY PULSE LASER/DP MODE |CZJ SAME HEX 30* SHORT 20* MEDIUM Ю* LONG 5* 0 1 - 4 5-8 9-12 1 DIE DOLL PED BATTERY | 1 D4 2 2 Heavy Pulse Laser firing in Dual Purpose (DP) Mode [1] Battery Designator/ Firing Arc [2] One D4 die roll per battery firing (Total on die equals damage points scored on the target). [3] ‘C’ type Battery firing arc 3 SPACE DEFENSE SYSTEMS SPACE DEFENSE BP1DGE SPACE DEFENSE BATTERY И SAMEFEX 80* SHOOT 40* MED UM 30* LONG 20* 0 1 2-3 4 1 DE POLL PEP BATTERY | 2 D4 [1] Battery designator [2] Two D4 rolls per battery firing (total on both die equals damage points scored on target). firing arc SD 180 degree firing arc MISSILE DEFENSE SYSTEM |ЕИ) SAME HEX 50* SHORT 40* MED UM 30* LONG 20* c 1-3 4-6 7-9 1 DE DOLL PER 4 SALVO BURST 1D4 1 DE DOLL PER 8 SALVO BURST 2D4 [1] One salvo MDS Battery [2] Two salvo MDS Battery [3] One damage D4 is rolled for each 4 salvo burst 3 [4] Two damage D4 is rolled for each 8 salvo burst MDS 360 degree firing arc vii
LIGHT ENEPGY CANNON SATE HEX 70* SHOOT so* ГЕЕХЦМ 30* LONG 20» 0 1-2 3 - 4 5-6 toe |0 >06 106 |[f] 104 |0 T Battery Recharge Indicator. This I Battery needs 2 turns to recharge this weapon after firing. I* BATTEDY oo T Battery firing arc T Battery designator with Recharge Indicator 3 DP MODE SAME1EX 70* SHOOT 50* MEDIUM 30* LONG 20* DMG AS SAME HEX 1 SHOOT 50* | 40* MEDIUM I LONG 30* | 20* 0 1-6 7-12 13-18 3 DM0AM/AT | 1 DM0 ABC | 1 AN II-SHIP TODPEDO TYPE 1 LAUNCHED SAME HEX 70* SHOOT 50* MEDIUM 30* LONG 20* DMG AS SAMEEEXl SHOOT 50* | 40* ГЕЕМ UM I LONG 30* | 20* 0 1-5 6 - 10 11-15 3 DMG AM/AT | 1 DMG АЭС | 1 5 6 [1] М2 Light Missile designator with 2x4 missile salvoes [2] Anti-ship Mode [3] Dual Purpose Mode [4] Range (in hexes) same as Anti-ship Mode: short 1-6, medium 7-12, long 13-18 [5] Damage Points (anti-ship) per missile [6] Damage Points: Anti-missile or Anti-torpedo (1 point) per missile [7] Damage Points: Anti-battlecraft or support craft (1 point) per missile [1] A/S Torpedo Type I designator with 2x3 torpedo salvoes [2] Anti-ship Mode [3] Dual Purpose Mode [4] Range (in hexes) same as Anti-ship Mode: short 1- 5, medium 6-10, long 11-15 [5] Damage Points (anti-ship) per torpedo [6] Damage Points: Anti-missile or Anti-torpedo (1 point) per torpedo [7] Damage Points: Anti-battlecraft or support craft (1 point) per torpedo Torpedo Type 1 launcher (3 salvoes) Light missile launcher (3 salvoes) Medium missile launcher (4 salvoes) NOTE: Missile and Torpedo batteries have 360 degree firing arcs One-half ‘B’ Medium Pulse Laser Battery Designator FLOTILLA BONUS 2 SHIPS One-third ‘G’ Heavy Shock Cannon Battery Designator Flotilla Bonus for 4 ships. These extra weapons systems represent the combined total of all four ships. If utilized, they count against the ship’s Weapon System Firing Capabilities (see step 3). When the flotilla is reduced to 2 ships, it is only allocated the MDS system with 1 x 4 missile salvoes. viii
UNIT NAME: Borodino UNIT NUMBER: SUPPORT CRAFT Unit name and number ID box. Players may enter the name of the ship and any unit control numbers in these boxes. The unit number should correspond with the same number on the miniatures base or on the ship counter. [1] Support craft Designators. Players may form flights of support craft from these. The example above has 6 support craft. MOVEMENT LOG TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN ID Warship Movement Log: Each turn's current speeds are recorded on this table. POWER ACCUMULATION LOG - 1D6 STATIONARY I 1D4 MOVING TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 Power Accumulation Log: The tum accumulation of special power points is recorded on this log. 1D6 is rolled if the ship is stationary. 1D4 is rolled if the ship is moving. Power Rating Factor Box: The warship power rating should be entered in this space. WARSHIP DATA Ship Basic Power Rating Factor WARSHIP CLASS 5 WARSHIP CLASS WEAPON SYSTEM FIRING CAPABILITIES |з| POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST 50 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURNING COST SIDESLIP COST 1 - 6 1 HEX 1.0 PRF 1.0 PRF 7 - 12 2 HEXES 1.0 PRF 1.0 PRF Warship Data Table: The pertinent data for each warship is summarized in this table for reference. easy SPACE DEFENSE SYSTEMS SHIP SYSTEMS COMMAND BRIDGE If one of these Ship Systems: These will vary from ship to ship, systems is damaged or destroyed during the game it must be noted on the vessel's WDF. damage to any of these systems is described in the Critical Hit Section, step 24. course of the The effects of SPACE DEFENSE BRIDGE BATTLE BRIDGE NAVIGATION BRIDGE RADAR RANGE: 60 SPECIAL WEAPON SYSTEM HANGAR DECK LAUNCH: 24 REARM: 18 PRECISION GUIDED MUNITIONS SAME HEX 70* SHORT 50* MEDIUM 30* LONG DMG AS 0 1 2 — 3 [1} Range: short (1 hex), medium (2 hexes), long (N/A) [2] anti-ship damage points: 3 (for each hit) IX
TYPE 30 SMITE MATTER TRANSPORTER |SW13| RANGE POWER REQ MAXIMUM NUMBER OF UNITS BO/SC | MINE FCTRS | I SATELLITES 18 6 36 1 " IT 1 2 3 4 5 [1] Hex range (18) [2] Special Power Points required to operate (6) NUMBER OF UNITS THAT CAN BE TRANSPORTED: [3] Battlecraft or support craft maximum (36) [4] Mine factors maximum (3) [5] Satellites maximum (4) TYPE 40 SMITE MATTER TRANSPORTER |SW14| RANGE POWER REQ BC / SC MAXIMUM NUMBER OF UNITS | MINE FCTRS | SATELLITES | WARSHIPS 24 8 48 4 ! 6 I 1x CLASS 1 12 3 4 5 6 [1] Hex range (24) [2] Special Power Points required to operate (8) NUMBER OF UNITS THAT CAN BE TRANSPORTED: [3] Battlecraft or support craft maximum (48) [4] Mine factors maximum (4) [5] Satellites maximum (6) [6] Class one warship maximum BATTLECRAFT TYPE: FG: » MISSION TYPE: 1 SPEED: | | I rl rl rl d rl г BATTLECRAFT FG: » TYPE: MISSION TYPE: SPEED: | | I rl rl rl rl rl rl BATTLECRAFT FG: •» TYPE;_______ MISSION TYPE: 6 SPEED: | | rl r| rl r| rfr FG: « MISSION TYPE: FG: # MISSION TYPE: 1-3 rl H rl rl г~1 Г d d d d d rl 1 FG: * MISSION TYPE: FG: ♦» MISSION TYPE: 1 rl rl rl rl rl rl FG: # MISSION TYPE: 1 rl rl rl rl rl rl FG: MISSION TYPE: rl rl rl rl rl r d d d d d d- 5 [1] Standard EDF squadron of 18 battlecraft divided into 3 flights [2] Flight # to be assigned: each flight should have a sperate and different number [3] Mission Profile [4] Number of battlecraft and support craft in flight (players must record losses in these boxes) [5] B.C./S.C. Primary weapon or Special weapon package box. This is darkened after the weapons package has been fired. [6] B.C./S.C. abbreviation is placed in this box. EXAMPLE: SFA=Gamilon Space Superiority Fighter Arrowlet (DMF-3) [7] Current speed of flight is recorded here Warship Hull Structure Damage Box: Hits are recorded on this box from left to right, when the end of the column is reached, a critical hit (either one or two) must be rolled (see Critical Hit Section, step 24). When the very last box is checked off, the ship explodes and is destroyed. The darkened box signifies when the ship has reached a 60% damage level. At this point it may no longer fire its special weapons, and its other weapons fire is reduced in efficiency. x
2 ENCAPSULATED MAGNETIC CLUSTER MINE SAME HEX 50% SHORT 40% MEDIUM 30% LONG 20% 0 1 2-3 4 1 DIE ROLL PER BATTERY 1 D4 [1] Battery designator [2] Range band and percentage chance to hit at that range [3] Range in hexes [4] One damage D4 is rolled for each firing battery MINE SWEEPING SYSTEM - TYPE 1 |mss| RANGE ATTACKS DAMAGE 6 1 1 D6 [1] Hex range (6) [2] Number of sweeping attacks allowed per turn [3] Type and number of damage dice to be rolled 1 2 3 MINE LAUNCHING SYSTEM - TYPE 2 [1] Battery designator [2] Hex range (1) [3] Rate of fire (1 factor per turn) [4] Number of standard orbital mine factors carried by this vessel. [5] Mine launching arc ANTI-MATTER MISSILE RANGE SPEED SUCCESS RATE DAMAGE RADAR RANGE HULL STRUCTURE 60 20 80% 3D10 + 30 50 20 [1] Battery designator [2] Hex range (60) [3] Speed per turn (20) [4] Success rate: 80% must be scored to achieve a lock on. [5] 30 Points damage, plus the total of 3D10’s scored on the target [6] Radar range of the missile (50) [7] Missile hull structure hit boxes (20) xi
Step number Page number SEQUENCE OF PLAY Rule book section number INTRODUCTORY GAME SEQUENCE 1: Special power accumulation die rolls.......................................................1 1 2: Allocation of ships power rating factors for the upcoming turn.............................2 2 3: Allocation of ships weapon systems on the warship display form..........................3 3-4 4: Initiative die roll........................................................................6 8 5: Warship movement: mine sweeping and mine laying (NOTE: Do not include tactical map movement, strategic warp movement, stealth movement, stealth mine combat, magnetronic waves, or space terrain effects).......9 14 6: Barrier mine and satellite movement........................................................10 22 7: Ship based missile and torpedo launch declaration..........................................12 30 8: Anti-battlecraft, missile, torpedo, and mine fire (NOTE: do not include battlecraft, anti-stealth movement detection, anti-battlecraft, and anti-stealth mine launchers)............................................. 15 37 9: Ship based missile and torpedo hit resolution..............................................17 42 10; Direct combat fire (NOTE: do not include anti-stealth vessel fire).......................18 43 11: Special weapons fire......................................................................19 45 12: Barner mine attack resolution............................................................. 20 46 13: Ship damage and critical hit resolution................................................... 24 50 14: Recovery and repair....................................................................... 25 53 15: Morale determination......................................................................26 54 Players should first play the INTRODUCTORY GAME to acquaint themselves with the sequence of play and the rules system. After they feel comfortable with the rules, they can advance to the INTERMEDIATE GAME, where simplified battlecraft combat rules and space terrain rules are introduced. Players should start with small numbers of ship units gradually adding more as they feel confident to do so. xii
Step number Page number SEQUENCE OF PLAY Rule book section number INTERMEDIATE GAME SEQUENCE 1: Special power accumulation die rolls.................................................................1 1 2: Allocation of ships power rating factors for the upcoming tum.....................................2 2 3: Allocation of ships weapon systems on the warship display form.................................3 3-4 4: Assigning battlecraft and support craft missions for the upcoming turn..............................4 5-6 5: Initiative die roll.................................................................................6 8 6: Space terrain and space debris movement................................7 10-11 7: Warship movement: mine sweeping and mine laying (NOTE: Do not include tactical warp movement, strategic warp movement, stealth movement, stealth mine combat, magnetronic waves) 9 14 8: Barrier mine and satellite movement 10 22 9: Battlecraft and support craft movement (NOTE: do not include mission movement preference, and special warp movement for Gamilon Heavy Bomber HB1) 11 24,63 10: Ship based missile and torpedo launch declaration 12 30 11: Battlecraft weapons launch declaration 13 31 12: Battlecraft to battlecraft combat (NOTE: Do not include multiplier bonus calculations attackers bonus, veteran bonus) 13: Anti-battlecraft, missile, torpedo, and mine fire (NOTE: Do not include 14 34.63 anti-stealth movement detection or anti-battlecraft and anti-stealth mine launches)..................15 37 14: Battlecraft attack combat step (NOTE: Do not include stealth vessel attack combat)........16 40 15: Ship based missile and torpedo hit resolution..................................................17 42 16: Direct combat fire and anti-mine fire (NOTE: Do not include anti-stealth vessel fire).......18 43 17: Special Weapons fire.......................................................................... 19 45 18: Barrier mine attack resolution.................................................................20 46 19: Ship damage and critical hit resolution........................................................24 50 20: Recovery and Repair........................................................................... 25 53 21: Morale determination.......................................................................... 26 54 After mastering the INTERMEDIATE GAME, players can start to add rules sections such as warp movement, command groups, expanded battlecraft combat, battlestations, ramming and boarding. See page 63 for comments on the Intermediate Game Battlecraft and Support craft Rules. xiii
Step number SEQUENCE OF PLAY Page number ADVANCED GAME SEQUENCE 1: Special power accumulation die rolls............................................................................1 2: Allocation of ships power rating factors for the upcoming turn..................................................2 3: Allocation of ships weapon systems on the warship display form.................................................. 3-4 4: Assigning battlecraft and support craft missions for the upcoming turn..........................................5-6 5: Formation and disbanding of command groups......................................................................7 6: Initiative die roll.............................................................................................8 7: Space terrain and space debris movement.........................................................................10-11 8: Battlestation and space fortress movement.......................................................................12 9: Warship movement (some game functions occur during the Warship movement step. Please refer to the special substeps below.)........................................................................14 Mine sweeping....................................................................................................18 Mine laying (anti-ship)..........................................................................................18 Tactical warp movement...........................................................................................19 Strategic warp movement..........................................................................................20 Stealth movement.................................................................................................20 Stealth mine combat: activates when units move into its hex...................................................... 20 Effects of space terrain and space debris........................................................................20 Effects of movement into magnetronic waves....................................................................... 21 10: Barrier mine and satellite movement............................................................................22 11: Battlecraft and support craft movement.........................................................................24 12: Ship based missile and torpedo launch declaration (includes Giant missile fire from planetary bases)..................................................................30 13: Battlecraft weapons launch declaration.........................................................................31 14: Battlecraft to battlecraft combat..............................................................................34 15: Anti-battlecraft, missile, torpedo, and mine fire (this weapons fire is conducted by SDS assigned weapons only).......................................................37 Anti-stealth movement detection..................................................................................38 Anti-battlecraft, anti-stealth vessel mine launches and combat resolution........................................ 39 16: Battlecraft attack combat step................................................................................. 40 Stealth vessel attack combat..................................................................................... 41 17: Ship based missile and torpedo hit resolution..................................................................42 18: Direct combat fire.............................................................................................43 Anti-mine fire................................................................................................... 44 Anti-stealth vessel fire.........................................................................................44 19: Special weapons fire...........................................................................................45 20: Barrier mine attack resolution................................................................................46 21: Tactical warp reemergence.....................................................................................46 22: Ramming combat and damage resolution......................................................................47 23: Boarding combat...............................................................................................48 24: Ship damage and critical hit resolution.......................................................................50 25: Recovery and repair...........................................................................................53 26: Morale determination..........................................................................................54 xiv
[1] SPECIAL POWER ACCUMULATION DIE ROLL All ships are provided with adequate power from their own generating systems to power the normal weapons systems and sublight drive units, which are standard equipment for each class of space warship. In order to fire any special weapons systems or to engage in warp movement, either tactical or strategic, each ship must accumulate what is known as special power to perform those functions. For Earth and Gamilon ships this power is referred to as Wave Motion Energy, while for the Cometine ships it is called Magna Power. Each ship class requires different amounts of this special power to utilize the variety of special weapons systems available or to engage in warp movement. Players will refer to the WDF’s and the rules sections to find the correct power costs for each action they select to execute for the ships under their command. The accumulation of this power is done by a die roll during step one. The use of special weapons or engaging in warp movement can be very decisive in the game, therefore players should keep this die roll secret from their opponents. At the start of each turn, on step one, players must dice for each of their ships under their command. The rate of power accumulation is influenced by whether the ship is moving or stationary. If a ship is stationary, it will be able to accumulate power more rapidly, since there is less stress on the ship’s systems. The rate of power accumulation is also dependent on the regeneration power of the ship itself. The largest ships have more power generating capacity. The MEDARUSSA Cometine battleship is just one example. enough to meet the power requirements for special weapons fire or warp movement for the class of ship he wishes to perform that function (see the WDF). This power can be accumulated until it is needed, but once it is used for special weapons fire or warp movement (only one function can be utilized in the same turn), the entire amount accumulated is spent and the totals must be erased from the log. The process of accumulating power then resumes at the beginning of the next turn from zero. EXAMPLE: If Patrol cruiser #2 fires its wave motion gun, the cost of firing that special weapon is 8 points. It therefore has utilized all of its special power. It had 9 points accumulated, but by firing its special weapon, it has utilized all the special power in its batteries, even though the cost to fire the Wave motion gun was only 8 points. No power can be saved. SPECIAL POWER POINT MAXIMUM ACCUMULATION LEVELS A warship’s maximum accumulation capacity is its special power point total required for strategic warp movement (see chart- Warp Movement step 9). A warship cannot accumulate more than this stated total of special power points. If a die roll puts the ship over the total the owning player may ignore the excess power points, and adjust the total to its safe maximum. Once the maximum is reached, the ship may not roll for any additional power points until the special power is utilized. Special power points may be held until used. If a ship suffers a Main Engine Damage hit when it is charged to its maximum special power point capacity, it automatically explodes. [2] SPECIAL POWER ACCUMULATION DIE ROLL If ship is in motion 1D4 If ship is stationary 1D6 Ships with enhanced power accumulation capacity: Cometine Magna Flame Space Battleship MEDARUUSA If ship is in motion 1D6 If ship is stationary 1D8 The total of the die roll is recorded in the correct turn column on the power accumulation log. This log is found on each ship’s WDF POVEP ACCUMULATION LOG TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 0 3 2 2 1 в 4 1 1 3 0 0 In the example above, two EDF Patrol Cruisers in the same group have been scoring for special power accumulation. At the beginning of turn 4 they have accumulated 8 points and 9 points respectively. This power can be used in the upcoming turn, provided the owning player has accumulated 1
[2] ALLOCATING SHIP POWER RATING FACTORS An object in motion will remain in motion in a straight line unless acted upon by an outside force. In space, ships will continue at the same speed in the same direction unless power is used to change speed or change direction. Each ship has a power rating factor listed on its warship data block of the WDF. In this same block is the turn mode listing, turn cost and sideslip cost. Power rating factors are spent to accelerate, decelerate, turn or sideslip. One point of power is used to accelerate, increasing speed by 1, or decelerate, decreasing speed by 1. Changes in speed are recorded on the ship's movement log. Players may increase or decrease the speed of their vessels each turn by modifying their power output. Ships may not exceed their base power rating factors when they apply power to accelerate or decelerate. If a vessel has a base power rating factor of 3, it may only increase power from 1 to 3 factors or decrease power from 1 to 3 factors during a turn. It may continue to increase power by these incremental adjustments throughout the game, but it may only decelerate to a zero power level. Once a ship has decelerated to a zero power level, it is considered stationary. A ship with a zero power level may not maneuver until it allocates the appropriate number of power rating factors to do so. It may, however, pivot in place (see step 9). A ship must have power available in order to turn or SHIP BASE POWER RATING SHIP CLASS BASE POWER RATING MAX INCREASE/DECREASE RATE PER TURN ALL CLASS 1-2 SHIPS 6 1-6 CLASS 1 SPECIALTY SHIP: Gamilon High Speed Strike Cruiser, High Speed Light Military Transport, High Speed Space Destroyer 8 1-8 ALL CLASS 3 SHIPS 4 1-4 ALL CLASS 4-9 SHIPS 3 1-3 CLASS 4-9 SPECIALTY SHIP: Gamilon High Speed Space Carrier (class4) 4 Comet High Speed Space Attack Carrier (class5) 4 1-4 During step 9: Warship Movement step, the players will automatically move this ship on the tactical map. At that time, he will have to decide how he wishes to utilize these power factors. They can be used for forward movement, for turning or for sideslips. MOVEMENT LOG TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ 3 M.S. 6 MS. M.S. m □ if a ship wishes to maintain its present speed, the owning player enters the code letters ‘M.S/ (Maintain Speed) on the movement log for that turn (see EXAMPLE below). The ship is allowed to move and maneuver with the same number of power factors as it allocated in the previous turn. STATIONARY SHIP RULES A stationary ship receives special consideration when rolling for special power accumulation, but it also becomes an easier target for enemy units when acquiring a lock on for their weapons systems. When firing on a stationary warship target, adjust the percentage chance to hit by +20% for each firing weapon. MOVEMENT EFFECTS ON TARGET ACQUISITION There is no speed limit for ships, but as the ships move faster, it becomes increasingly difficult for their ballistic computers to compute the data necessary to lock on to other moving targets. When a vessel exceeds speed 12, it may no longer fire any of its weapons systems at other moving targets. It may continue to fire on stationary targets until it exceeds speed 18. After speed 18, weapons locks are impossible to obtain. sideslip. Other warship movement rule restrictions may apply to certain warship missions and will be discussed in the ship movement rules (see step 9). During the allocation step, the owning player wishes to increase his ship's from 3 to 6. He therefore has adjusted his power output accordingly and has recorded this increase on the ship’s movement log. 2
[3] ALLOCATING SHIP WEAPONS SYSTEMS ON THE WARSHIP DISPLAY FORM During this step players must decide which weapons systems they will allocate to the ship’s defensive fire (anti- battlecraft fire, step 15) and offensive fire (direct fire, step 18) in the upcoming turn. Defensive fire is controlled by the ships defensive systems computer bridge. Weapons assigned to this fire control system fire in step 15. Players may assign various types of weapons batteries to the SDB (Ship Defense Bridge) that they wish to fire against enemy battlecraft, support craft, missiles, torpedoes and mines. Certain types of weapons batteries are permanently assigned to the SDB. These are designated as SD (Ship Defense) batteries and MDS (Missile Defense) batteries. These batteries can be identified on the warship display form. Only those batteries assigned to the SDB can fire in step 15. Other batteries not assigned to the SDB are automatically assigned to the direct fire systems computer bridge. This fire control system is designed as the BB (Battle Bridge) in the ship’s systems box on the WDF. The weapons assigned to the BB fire in step 18. These weapons can only be targeted against enemy warships, planetary bases, mines, satellites, battlestations and fortresses. To designate which batteries are assigned to which fire control system for the upcoming turn, players must record the initials SD in pencil next to the appropriate battery on the top view of the ship on the WDF. This must be done for each ship under his command. Batteries without an SD notation on the WDF are automatically assigned to the BB. Players can only alter the assignment of weapons batteries between the different fire control systems during step 3 of each turn. Once they are assigned, that cannot be changed until step 3 of the following turn. NOTE: special weapons batteries do not need a fire control system assignment. They are controlled from the CB (Command Bridge) only. EXAMPLE: EDF Patrol Cruiser The owning player of this EDF Patrol Cruiser has decided to allocate 2 x DP [E] batteries and one torpedo battery to the SDB. He has written the appropriate notations next to the battery icons on the WDF. Note that the Patrol Cruiser also has a MDS battery and one SD battery permanently assigned to the SDB and these are already designated. Therefore, the total SDB assignment for this turn is as follows: 1 T-1 battery, 2 E/DP batteries, 1 x SD battery, and 1 x MDS battery. Typical SDS SYSTEM Display (WDF) WARSHIP WEAPON SYSTEMS FIRING CAPABILITIES BY CLASS In STAR BLAZERS FLEET BATTLE SYSTEM, the warships are given a “class” designator, which dictates many of the ship’s capabilities during the course of the game. Each ship class designator is listed on the ship’s WDF. The table below displays the number of weapon systems a ship class is normally allowed to fire in a given turn. Any or all weapons batteries of the same type on a ship are considered to be a system, with the exception of the missile batteries which are explained below. Weapon batteries assigned to the SDB do not count against a vessel's weapon systems firing limitations. WEAPONS SYSTEMS FIRING CAPABILITIES CHART SHIP CLASS # OF WEAPON SYSTEMS FIRED IN 1 TURN S.D.S. FIRE ALLOWED 1-2 1 YES 3 2 YES 4-9 3 YES MISSILE BATTERY EQUIVALENCY DETERMINATION Three ships in the Gamilon fleet carry a large number of missile batteries, these are: the Gamilon SCGAM Space Attack Missile Cruiser, the Gamilon SBCV Revenge class Battle Carrier (8 М2 batteries), and the SBB Conqueror class Battleship (9M2 batteries). These three ships must comply with the limitations of the Missile Battery Equivalency Table when determining the number of missile batteries they are allowed to fire in one turn. The Equivalency Chart is also found on the WDF’s of these vessels. MISSILE BATTERY EQUIVALENCY TABLE MISSILE TYPE BATTERY COST Anti-matter missile Each missile fired counts as one I weapons system M4 Heavy Missile 4 heavy missile batteries count as one weapons system М3 Medium Missile 4 meduim missile batteries count as one weapons system М2 Light Missile 6 light missile batteries count as one weapons system MIXED WEAPON SYSTEMS FIRING EXAMPLE When a player decides to fire a particular weapon system, he is allowed to fire all of the batteries of that system subject to the Equivalency table. The total number of similar batteries carried on a ship therefore constitutes one weapon system for rules consideration. EXAMPLE: SBB YAMATO has decided to fire all three of its weapon systems in its turn. It will 3
fire 4 torpedo batteries, 6 missile batteries, and its 3 (G) batteries. This comprises three weapons systems, which is the limit its Battle bridge can control. The YAMATO could also fire other batteries, which are dedicated or assigned to the SDB (Ship Defense Bridge) in the same game turn, but these are not counted against the vessel’s Battle Bridge limit of three systems, since they are assigned to the YAMATO’s SDB. SHIP PRIMARY WEAPON SYSTEMS SHIP WEAPONS SYSTEM ABBREVIATION ON WDF AND RULES WEAPON SYSTEM ABBREVIATION Missile Systems М2, М3, M4 GIANT MISSILES Torpedo Systems T1, T2, CT1, CT2 Mine Systems (used in an anti-ship mode) ASMS, EMCM, SOM, SM Pulse Laser Systems А, В, C, D batteries 1 Shock Cannon Systems E, F, G, H batteries Energy Cannon Systems 1, J, K, L batteries | Special Weapon i Systems Special Weapons Batteries are designated by a # on the WDF SHIP DEFENSE SYSTEMS Dedicated Ship Defense Systems: SD, MDS. Any of these batteries may be assigned to the Ship Defense System, by designating them “SD” in pencil on the vessel’s WDF: A/DP, B/DP, E/DP, F/DP, C, D, G, H, I, J, K, L, М2, М3, M4, T1, T2, CT1, CT2. EMCM systems may be used as a direct fire weapon against battlecraft. 4
[4] ASSIGNING BATTLECRAFT AND SUPPORT CRAFT MISSIONS FOR THE UPCOMING TURN In this step players will assign various missions to the battlecraft and support craft they intend to launch in the upcoming turn. Players should consult the battlecraft and support craft missions list and select the missions desired based on the tactical situation and rules restrictions. MISSION CODE MISSION LIST A ATTACK MISSION: Battlecraft assigned to attack enemy targets other than warships with the exception of strafeing attacks against class 1 or 2 ships. Target mix could include planetary installations. Weapons- lasers, missiles, mini magna flame cannon, guided munitions, drill missiles. CAP COMBAT AIR PATROL Battlecraft assigned to attack incoming enemy battlecraft, shuttles,missiles,torpedoes, and class 1/2 ships (strafeing). BCraft on CAP mission must be within 12 hexs of carrier or base. Weapons- lasers, missile, mini magna flame cannon. A/S ANTI SHIP MISSION: Battlecraft assigned to attack warships, transports, battlestations, space fortresses. Weapons- torpedo (type 1 or 2], anti-ship missile (type 2,3,4] drill missiles, guided munitions, mini magna flame cannon. E ESCORT MISSION: Battlecraft assigned to escort mission types A,A/S,ML,S,R,B. All escorting craft must always move in the same hex as flights it is escorting. Weapons- lasers, missiles, mini magna flame cannon. ML MINE LAYING MISSION: Battlecraft assigned to lay mines. Weapons- lasers and mines only. S SHUTTLE (TRANSPORT) MISSION: Transport missions to cany personnel or cargo to freindly or enemy ships, bases, or planet surface. R RECON MISSION: Battlecraft assigned to search mission to locate enemy forces. В BOMBING MISSION: Battlecraft assigned to bombing missions. NOTE- only a limited number of BCraft have this capability. laser weapons to strafe class 1 and 2 ships. Attack missions can also be targeted against enemy planetary installations and ground units. Attack missions may be escorted. Weapons that can be assigned to an attack mission are: lasers, missiles, mini magna flame cannons, precision guided munitions, and drill missiles. COMBAT AIR PATROL MISSIONS- Battlecraft assigned to combat air patrols may attack incoming enemy battlecraft, support craft, missiles, torpedoes and class 1 and 2 ships. Battlecraft on CAP missions must stay within 12 hexes of their parent ship or base. A CAP (or Fleet Overwatch Mission), is essentially a reactive mission to enemy incursions. Weapons that can be assigned to a CAP mission are: lasers, missiles, mini magna flame cannon. ANTI-SHIP MISSION- Battlecraft assigned to attack enemy warships, transports, battlestations, and space fortresses. Anti- ship missions may be escorted. Weapons that can be assigned to an anti-ship mission are: lasers, torpedo type 1 or 2, anti-ship missile type 2, 3 or 4, drill missiles, precision guided munitions, and mini magna flame cannons. ESCORT MISSIONS- Battlecraft assigned to escort missions. These missions may be attack, anti-ship, mine laying, shuttle, recon, or bombing. Escorting battlecraft must constantly travel in the same hex as the flight(s) it is protecting. Battlecraft assigned as escorts may be released from this duty by the owning player after the completion of the combat group’s mission by all of the flights in that combat group. The escorts may also be released if all the flights in that group are destroyed, jettison their loads, or abort their mission Once the mission types have been selected and organized, they are recorded on the WDF of the warship which is carrying the battlecraft being assigned the mission. On the WDF there are battlecraft component boxes organized into squadrons and individual flights. Each flight will have a number assigned to it, and the mission abbreviation recorded in the mission type box. EXAMPLE: Flight #6 of the 1st Black Tiger Squadron has been assigned to combat air patrol (CAP). This information is recorded B.C. TYPE Black Tiger FG: И 6 FG: * FG: * MISSION TYPE: MISSION TYPE: MISSION TYPE: C.A.P. ~ ~ SPEED: on the WDF of the Space Battleship YAMATO. The Weapons package selection is automatically assigned to the flight (in most cases) by the type of mission selected. DEFINITION OF BATTLECRAFT AND SUPPORT CRAFT MISSIONS ATTACK MISSIONS- Battlecraft assigned this mission can attack any enemy targets other than warships, but they can use their and return to their base. The released escort battlecraft may now be considered on an attack mission for the remainder of their flight endurance. They may separate from the combat group and engage in independent movement to seek out targets of opportunity during their movement step. Weapons that can be assigned to an escort mission are: lasers, missiles, and mini magna flame cannons. MINE LAYING MISSIONS- Battlecraft and support craft assigned this mission will function in the same manner as if this was an anti-ship mission. The target is now a hex, rather than a ship. The battlecraft or support craft will move to the desired hex and deliver the mine factor payload. Two flights of 6 battlecraft each are required to deliver one factor of SOM or SM mines to a target hex. 5
The Gamilon HB1 Vindicator, S1 Charioteer, the Earth S1 Astro Ascender, and the Cometine F2 Scorpion and S1 Strider have larger lift capacities and it only requires one flight of six craft to transport one factor of SOM or SM mines to a target hex. A SOM counter representing the delivered mines is then placed on the appropriate hex. The mine counter is placed during the Battlecraft Attack Combat step #16, and becomes operational immediately. Any attacks initiated by the mine factor(s) are resolved in step 20. Players must keep a record of where they delivered SM mines, since their location must be kept secret from their opponents. Mine laying missions may also be escorted. Weapons that can be assigned to a mine laying mission are: lasers, mine factors (SOM or SM). SHUTTLE MISSIONS (TRANSPORT MISSIONS)- Support craft assigned to this mission carry personnel or cargo to various locations including friendly or enemy ships, bases, or planetary surfaces. See the Boarding rules for clarification on boarding transportation and combat (step 23). Shuttle missions may be escorted. Weapons that can be assigned to a shuttle mission are: lasers. RECON MISSIONS- Battlecraft assigned to long or short range search missions to locate enemy forces. These missions also include search missions for enemy stealth craft and mines. When recon missions discover enemy units, their location, speed course, and classification are reported back to the owning player. Recon missions may also be escorted. Weapons that can be assigned to a recon mission are: lasers. BOMBING MISSIONS- Battlecraft assigned to bombing missions. Only a limited number of battlecraft have this capability. These are the Gamilon ABV Viper, DBS Striker, and the HB1 Vindicator. All of these battlecraft can deliver precision guided munitions, and benefit from the advantages of a surprise smite attack on an enemy ship, planetary installation, or ground unit. Bombing missions may be escorted. Weapons that can be assigned to a bombing mission are: lasers and precision guided munitions. 6
[5] FORMATION AND DISBANDING OF COMMAND GROUPS During this step players decide if they will set up a command group for the upcoming turn or if they will disband an existing command group before tactical movement commences. Command groups have special considerations for movement, anti-battlecraft fire (step 15), direct fire (step 18), and morale resolutions (step 26). See these rule sections for more clarification. The owning player(s) must announce the formation of a command group or the disbanding of a command group to the other players in the game during this step. When announcing the formation or disbanding of a command group to the opposing players only a general announcement is required. It is not necessary to point out the command group leader, as it will become the target of all enemy fire To form a command group, a warship must be equipped with an ACACBI System (Advanced Computer Assisted Command and Ballistic Interlink). This special system is standard equipment on certain ships, but has to be purchased as an add-on system for the majority of the ships in the game (see Warship Point Totals in the Additional Rules section). Players should make a note of the ships comprising the command group on the leader's WDF. The size and class of the starship dictates the size of the ACACBI system that can be carried onboard. Larger ships carry more powerful ACACBI systems which have longer range and enhanced ship control capacity. ACACBI system assignment: Ship Class Command group range 1-3 1 hex radius from owning ship 4-9 2 hex radius from owning ship Zordaris SD, Comet city 4 hex radius from owning ship EXAMPLE: class 2 ship [EDF Frigate] EXAMPLE: class 5 ship [EDF Space Battleship YAMATO] Certain ships have an ACACBI System onboard as standard equipment. These ships are: SBB YAMATO SBB ANDROMEDA I SBB ANDROMEDA II Desslock’s COMMAND CRUISER I Desslock’s COMMAND CRUISER II Comet Magna Flame SBB MEDARUSSA Zordar’s DREADNAUGHT (SD) Comet City State The ACACBI System is listed in the ship's systems box on the WDF. If this system is purchased for a ship, it should be written on the WDF as follows: ACACBI. To disband a command group it is only necessary to announce this to other players and then move the ships as individual units as per normal procedure during the tactical movement step. A command group can be disbanded and then reformed with other ships to form a completely new group in this step if the owning player so desires. The command group must function by all command group rules for the entire turn. REORGANIZATION OF SQUADRONS AND FLOTILLAS It is in this step that players officially record the formation or dissolvement of any light ship class squadrons or flotillas. This is more important if the players are using miniatures rather than counters, since the multiple based miniatures units affected will now have to be replaced with a new unit. This new unit represents the addition or reduction in ships strength that has occurred within that unit. NOTE: If there are not sufficient numbers of miniatures available for this purpose, players should use the counters provided in this rulebook. A player may wish to reinforce a depleted squadron or flotilla back to its maximum strength. The maximum strength is represented by the number of ship profiles represented on that vessel’s WDF. A squadron or flotilla may be broken up into a number of subunits, in order to perform individual missions or to reorganize after suffering damage or losses among its members. Subunits from disbanded squadrons or flotillas may be combined to form new squadrons, or to reinforce existing ones. The only restrictions to this action are that the reorganization must occur in the same hex and that the maximum strength limits are not exceeded. Reorganization of light ship class squadrons or flotillas must also be recorded on the vessel's WDF. Reorganization must be done before tactical movement begins. The only exception to the above procedure is the reduction of a squadron or flotilla’s strength due to combat losses. Ships that are destroyed during the combat step may be removed as soon as it is practical for the owning player. 7
[6] INITIATIVE DIE ROLL Players must roll for initiative before any units can be moved. The commander of each side, or any designated player who has been given this responsibility now rolls a D10 to determine which side will begin the movement order. This is done in the beginning of the movement sequence of each game turn. Therefore, it is possible that the movement order will change in each game turn. However, depending on the player's actual die rolls, one side could find itself moving first or last several turns in a row. The player with the highest die roll has the option of deciding which side will begin the movement of warship class vessels in the upcoming movement segment. The actual movement of the ships will alternate between the opposing sides in a step by step manner. The players designated as moving first, per the initiative die roll, moves one of his warships. His opponent now moves one of his ships. This procedure is followed until all ships have fulfilled their movement orders as recorded on their movement log tables of their ship’s WDFs. Players are free to alter the movement procedure in order to speed up play. For instance, they may agree to alternately move 2 or 3 ships rather than one apiece. These adjustments to the rules are allowed as long as all players agree and the basic game balance is not disturbed. At the beginning of the scenario, players may agree to move all their ships simultaneously until they come within weapons range from the opposing side. At that point, movement will revert to the alternating procedure described above. If one side has twice as many ships as their opponent, they must move two ships for every enemy vessel. If one side has three times as many ships as their opponent, they must move three ships for every one in the enemy force. EXAMPLE: Force A has 12 ships, while Force В has 27 ships. Force A has lost the initiative die roll and moves first. Force A moves one ship. Force В must move 2 ships for each of Force A’s. After Force A has moved all 12 ships and Force В has now moved a corresponding 24 ships, Force В is now allowed to move its remaining 3 ships. Commanders may select any ship (except stationary ships) from their force to move in whatever order they prefer. Since all movement is considered simultaneous, how fast a ship is moving in the current turn makes no difference in the players movement order selection. NOTE: There are advantages in holding back key units of your force so that they may move last and thereby be able to select from a greater variety of targets for their special weapons. Very often, these special weapons are direct line of sight, and are difficult to align during the normal movement sequence of a turn. By moving ships which are planning to fire these weapons at the end of the movement step, the units involved will find it easier to select targets. Each ship must complete its entire movement before another ship can be moved. Ships may pass through hexes containing other ships and battlecraft, etc. The stacking limitation rule need only be observed at the end of the movement turn sequence (see step 9). The initiative die roll will designate the player order of movement for battiestations and space fortresses (step8). warships (step 9). mines and satellites (step 10). battlecraft and support craft (step 11). It can also be used to designate which player will start the weapons firing declarations and resolution die rolls in the subsequent combat steps. Each warship or vessel in the game counts as one movement unit for the purposes of the initiative movement rules, regardless if it is represented by a counter or miniature model. Damaged or other immobile units are not counted. Ships that can move but are at zero speed are counted. BATTLE SECTORS A battle may become subdivided into various sectors that are obviously areas of contention between the opposing forces. These battle sectors will become apparent as both commanders battle orders begin to be executed. The opposing players in these sectors should determine which of their units are committed in each area are then allowed to determine the movement order of these units. This places the responsibility of determining the movement order of various fleet commands into the hands of their appointed sub- commanders and their counterparts. This action will not only speed up play, but will allow players to have their own zones of command and responsibility. After a large battle forms into distinct sectors, it should be relatively easy for players to determine which of their units should be part of a specific movement order grouping. Players should agree on the boundaries of each group to avoid arguments. In STAR BLAZERS FLEET BATTLE SYSTEM, it may be more practical for light ship miniatures (class 1 -2 ships) to be placed together on a common movement base to represent various squadrons or flotillas. The visual appearance of these multiple based units will enhance the enjoyment of the game, and will also provide a visual reference to the number of ships in each unit. As play proceeds, players may elect to replace the actual number of ship miniatures with sub units (usually 1 or 2 ships) to represent any losses sustained by the squadron or flotilla units. Counters can also be used in this manner. The owning players may have between one to four miniature ship models placed on a single movement base. In the case of multiple based units, the owning player counts each ship on the base as an individual moving unit for the initiative movement rules. A unit may be broken down into sub units during step 5, before movement actually begins, or as a result of combat losses. Players may use a numbered counter or a small die as an indicator of how many sub units are present in the flotilla. The ship counters which come with these rules also make excellent ship counters, and can be placed under the movement stand of the miniature model. If the player's intend to keep their squadrons and flotillas intact for the upcoming turn, each of these formations 8
must be moved as a complete unit. In other words, a player must move all the individual ships in such a unit before he selects another unit to move in the movement step. If a squadron consists of 3 ships, the owning player must move each ship consecutively. He must alternate movement ship by ship with the opposing player until the entire squadron has moved. After the whole squadron has moved the player may then select another unit from his force to move in order to satisfy the next alternating initiative movement exchange with the opposing player (see the example of movement for a flotilla of 3 ships). MOVEMENT SEQUENCE: COMET PLAYER 0= Comet DD’s (one ship per stand) [2] Comet DD moves 2 hexes forward [4] Comet DD moves 4 hexes forward [6] comet DD moves 3 hexes forward COMMAND GROUPS (see rule 5) Command groups consist of a varying numbers of units which may or may not be sharing a common movement base. An entire command group follows the same movement procedure as outlined for a multiple based unit. All the ships in a command group are linked together by the ballistic and command computer of that group’s command ship. The ships must follow the movement and fire commands from the group command ship. They must act together in the same manner as a multiple based squadron or flotilla unit. Ships within a command group must move consecutively until the entire command group has moved. A command group may be spread over a number of hexes depending on the command radius of the group’s command ship. MOVEMENT SEQUENCE: EDF PLAYER X= EDF DD Flotilla #6 (multiple based unit, 3 ships) [1] EDF flotilla moves one DD 2 hexes forward [3] EDF flotilla moves second DD 2 hexes forward [5] the EDF flotilla moves third DD 2 hexes forward 9
[7] SPACE TERRAIN AND SPACE DEBRIS If space terrain is used, it is moved before powered units (that is Warships, Battlecraft, Space Fortresses and Battiestations, etc.). Any special rules for moving space terrain will be included in the specific scenario. Generally, space terrain moves at a constant rate in a straight line. The smaller bodies moving before larger ones. Rules covering asteroids and dust clouds are included for use in STAR BLAZERS FLEET BATTLE SYSTEM, Module I. Additional space terrain rules, particularly those concerned with planets and special rules for use in the strategic game will be covered in the STAR BLAZERS FLEET BATTLE SYSTEM, Module II. ASTEROIDS Asteroid fields affect movement as well as firing. Asteroids can be represented by the counters provided or by small objects, such as rocks or painted styrofoam pieces. Asteroids should be placed on the tactical map at the start of the scenario. They can be placed along any of the map edges. Players should roll to see which map edge the asteroids should appear on. The asteroids deployed must be given a direction of movement. Roll a D6 and consult the procedure for the tactical warp reemergence directional die roll found in step 9. The direction scored will be the direction all of the asteroids will move during the course of the game. Asteroid movement should be rolled for in the same manner. A D6 is rolled and the total scored is the movement speed (in hexes per turn) for all the asteroids starting play. When any of the asteroids move off the tactical map edge, they will be removed from the game. Players may decide to have randomly appearing asteroids or staggered arrivals of asteroids in these scenarios to add more excitement to the game. They may also vary the speed by rolling a D6 for each asteroid’s speed as it appears on the tactical map. ASTEROID COLLISION DAMAGE TABLE Current speed of warship or battlecraft 1D6 1-6 7-12 13-18 19-24 1 N.E. N.E. N.E. N.E. 2 N.E. N.E. N.E. C 3 N.E. N.E. C C 4 N.E. C C C 5 C C C C 6 C C c c WARSHIP DAMAGE DICE 2D10 4D10 6D10 8D10 B.C7S.C. DAMAGE DICE 1D4 1D4 1D4 1D4 C= COLLISION NE= NO EFFECT Battlecraft and support craft subtract 2 from their die rolls. Missiles and torpedoes are treated as ships. Warships roll the number of damage dice listed if a collision occurs. The number of damage dice varies depending on the ship’s current speed. The total scored from all the dice rolled is applied against the warship. Battlecraft and support craft roll a D4 for each flight that has had a collision. The number scored indicates the number of craft lost from that flight. Missiles and torpedoes determine their current speed by counting the number of hexes from the firing ship to its intended target. EXAMPLE: If a missile salvo is being fired at a target 14 hexes away, it is moving at a speed of 14. EFFECTS OF ASTEROIDS ON COMBAT Firing through asteroid hexes reduces the firing weapons effectiveness by 20%. Reduce any weapons percentage chance to hit by 20% except for special weapons. Anti-matter Missiles (AMM), Giant Missiles (GM), and Special Weapons (SW) detonating in an asteroid hex will dear the hex of all asteroids for the remainder of the game. EFFECT OF ASTEROIDS ON RADAR Radar cannot detect any warships, battlecraft, missiles, torpedoes, mines, or satellites behind an asteroid field. These targets cannot be fired upon if a ship's radar is prevented from detecting them. DUST CLOUDS A number of hexes may be designated as a dust cloud or dust zone. These zones should cover a large area of the tactical warp. Players should decide how large the dust clouds should be before setting up the scenario. The dust cloud should be a minimum of 10 hexes in diameter. A piece of colored plastic should be cut to the desired size and placed on the tactical map in the same manner as asteroid fields. Dust clouds can be located anywhere on the tactical map. Players may randomly decide where to place them by dividing the map into numbered zones and rolling for the zones each dust cloud may appear in. Dust cloud speed and direction of movement should be determined in the same manner as asteroids. EFFECT OF DUST CLOUDS ON WARSHIPS, BATTLECRAFT, AND SUPPORT CRAFT Each warship which enters a dust cloud hex rolls a D6 to determine the amount of damage points scored against it. The die roll is taken in step 9, Warship Movement. Missiles, torpedoes, mines and satellites are treated as warships. Each battlecraft or support craft flight which enters a dust cloud hex rolls a D4 and divides the result by 2, dropping any fractions. This final score is the amount of damage points scored against the flight. This die roll is taken once for every tum the battlecraft or support craft flight remains in the dust doud. The die roll is taken on step 11, Battlecraft Movement. 10
EFFECT OF DUST CLOUDS ON COMBAT Radar will not function effectively in a dust cloud. Warships, battlecraft and satellites moving through dust cloud hexes must roll to determine if their radar remains in operation for that movement turn. During step 9 (for warships) and step 11 (for battlecraft), the owning player rolls a D10 and consults the following table: RADAR INTERFERENCE TABLE 1D10 RESULT 1 Radar out of action [2 turns] 2-5 Radar out of action for this turn 6-10 NO EFFECT While the radar is out of action, no weapons fire is allowed. If the radar remains operational, conduct weapons fir as normal. SPACE DEBRIS When a warship, battlestation or space fortress is destroyed and explodes, a debris field will be created. This debris field will take on the characteristics of a standard asteroid field and any ships, battlecraft, missiles, torpedoes, mines or satellites moving into a debris hex will have to roll for collision. Use the Asteroid Collision Damage Table for these die rolls. When a class 1-3 ship explodes, the debris field is limited to the hex the vessel occupied. When a class 4-6 ship explodes, the debris field extends one hex around the exploding ship. When a class 7-9 ship explodes, the debris field extends for two hexes around the exploding ship. If a large unit, such as the Gamilon Space Fortress explodes, it creates a debris field which extends 4 hexes around the hex which it occupied. When a vessel explodes, players should replace it with a debris counter to indicate the debris field. To determine the direction the debris field will move, roll a D6 and consult the procedure for the tactical warp reemergence directional die roll (step 9). The debris field will follow this course until it leaves the tactical map. The debris field will move at the same speed which the destroyed warship was travelling in the turn it exploded. Ships occupying the hexes surrounding an exploding vessel may suffer an immediate collision from the directional spread of the debris field. If a space debris field counter enters a hex containing friendly or enemy ships, these vessels must roll for a possible collision and damage. Use the debris field current speed as the speed indicator on the Asteroid Collision Damage Table and follow the same procedure as outlined for asteroid collision damage resolution. 11
[8] BATTLESTATION AND SPACE FORTRESS MOVEMENT Battlestation and space fortresses move after terrain and before warships and battlecraft. The mechanics of space fortress and battlestation movement are the same as movement for warships. Space fortresses and battlestations are considered ships for movement purposes, except that they must move before any warships or battlecraft. See the charts below when moving space fortresses and battlestations. Larger installations will move and pivot more slowly. BATTLESTATION AND SPACE FORTRESS CLASSIFICATION SMALL MEDIUM LARGE 100,000- 500,000 500.000-1,000,000 1,000,000-2,000,000 TONS TONS TONS BATTLESTATION AND SPACE FORTRESS DATA TYPE POWER RATING FACTOR WARP DRIVE PRFS TO MAKE A 60 DEG. TURN STATIONARY PIVOT COST SIDESUP COST HIT BOXES SMALL 1 YES 1 300 DEG. [5 HEXES PER TURN] 1 200-1000 MEDIUM .5 YES 1 120 DEG. [2 HEXES PER TURN] 1 1001-2000 LARGE .25 YES 1 60 DEG. [1 HEX PER TURN] 1 2001-4000 BATTLESTATION AND SPACE FORTRESS MOVEMENT AND TURNING TABLE TYPE SPEED BAND 1-6 SPEED BAND 7-12 SPEED BAND 13-18 SPEED BAND 19-24 SMALL 1/1 2/1 3/1 4/1 MEDIUM 1/2 2/2 3/2 4/2 LARGE 1/4 2/4 3/4 4/4 At speed band 1-6, the battlestation or space fortresses has a forward manditory movement of one hex, and a turning cost of 1 power rating factor per hex side. EDF Seamless Fighter: used in Anti-Space Fortress operations 12
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[9] WARSHIP MOVEMENT Movement in STAR BLAZERS FLEET BATTLE SYSTEM is based on the first law of motion: An object in mobon will move at the same velocity in the same direcbon unbl acted upon by an outside force. In this section, we are only describing warship movement. Battlecraft and support craft movement is covered m step 11. SHIP FACING The miniatures and counters used in the STAR BLAZERS FLEET BATTLES SYSTEM may represent a single ship, single battlecraft, or a variable number of vessels, depending on the owning player’s decision. During each turn, all ships and battlecraft must be placed in its hex so that the miniature or counter is facing one of the full hex faces or sides rather than to one of the points of the hex. See EXAMPLE. Miniatures or counters represenbng a group of vessels are considered to be all facing toward the same hex side as the representative ship or battlecraft for that group. As described in step 2, Allocating Ship Power Rating Factors, each ship has a power rating factor assigned to it. These power factors may be increased or decreased each turn by the owning player. These incremental changes dictate the number of power points a ship may spend on forward movement, turning movements, or sideslip movements. The costs to turn or sideslip are based on the current speed (or Velocity) of the ship, as well as its class. The diffenng turning costs between ship classes reflects the improved turning abilities of lighter ship types. Turning or sideslipping is not mandatory for a ship, but forward movement is mandatory. Ships may not move in reverse. They must use turning maneuvers to reverse course. SHIP FORWARD MOVEMENT AND TURNING CHART: CU\SS 1-3 SHIPS CURRENT । SPEED MANDITORY FORWARD MOVEMENT SIDE SLIP COST TURNING COST 1-6 1 hex 1 power factor .5 power factor М2 2 hexes 1 power factor .5 power factor 13-18 3 hexes 1 power factor .5 power factor 19-24 4 hexes 1 power factor 5 power factor SHIP FORWARD MOVEMENT AND TURNING CHART: CLASS 4-9 SHIPS CURRENT SPEED MANDITORY FORWARD MOVEMENT SIDE SUP COST TURNING COST 1-6 1 hex 1 power factor 1 power factor 7-12 2 hexes 1 power factor 1 power facta 13-18 3 hexes 1 power factor 1 power factor 19-24 4 hexes 1 power factor 1 power factor NOTE: for stress turns double the stated turning cost. EXAMPLE: If a class 5 ship at speed 6 wishes to make a stress turn, the cost would be 2 power rating factors to turn two hexsides or 120е (see stress turns, below). MANDATORY FORWARD MOVEMENT Ships must move a certain number of hexes straight ahead before they turn or sideslip. The number is determined by the speed of the ship. After this mandatory forward movement, power rating points remaining may be spent to turn or sideslip. Turning and sideslip costs are listed on the ship movement charts above. A turn is made by shifting the facing of a ship one hex face right or left. This movement must be done within the hex the ship currently occupies. A sideslip is a movement to the hex adjacent to the hex the ship would enter while moving in a straight line forward, without a change of facing. EXAMPLE: Mandatory forward movement, class 1 ship moving at speed 6. The owning player moves the ship one hex forward, fulfilling the forward movement requirement. The ship now turns to the right one hex side. At this point, the ship has expended 1.5 power factors. The ship now must move one manditory forward hex, but the owning player decides to move two hexes forward. He then turns one hex side. The ship has expended another 2.5 power factors for a total of 4. The owning player now decides to move 2 more hexes forward, expending all of the 6 power factors allocated for that turn. TURNING As stated above, turning is done within the hex the ship occupies. Actual turning consists of firing the ship’s thrusters to make a course change, as the ship is completing its forward motion. The cost of turning depends on the ship’s class and current speed (see ship forward movement and turning cost charts). This cost is subtracted from the ship’s total of power rating factors allocated for movement for the turn. A ship must always move the full amount of power rating factors that it has allocated for the turn. If the ship has a fraction of a power rating factor remaining at the end of its 14
movement, it may be ignored if the ship cannot employ it to fulfill any of its movement/speed costs. EXAMPLE: A class 1 ship is moving at speed 12. The ship must move forward 2 hexes to fulfill its mandatory movement . It then turns left for a further expenditure of .5 power factors. The ship now must move forward two hexes before it can turn again. After fulfilling the mandatory movement, the ship turns right, expending another .5 power factor. The ship has expended 5 power factors at this stage. The ship now moves another mandatory 2 hexes and turns left, for a total cost of 2.5 power factors. The owning player now decides to move forward 4 hexes. The total power cost is now 11.5. There is a .5 power factor remaining, but this amount is insignificant to fulfill any of the movement costs at the ship’s current speed. For the sake of easing game play, it is ignored. This is the only exception in the rules where any power rating factors are disregarded. STRESS TURNS A ship can conduct stress turns at the owning player’s discretion. The cost of a stress turn is double the normal cost stated on the forward movement and turning cost chart for that ship class and current speed. A stress turn allows a ship to turn two hex faces, or 120°. Ship damage may result from a stress turn. Players will need to consult the ship damage and critical hit resolution step 24 when conducting stress turns. Ships may conduct more than one stress turn during a movement turn, as long as each stress turn is separated by forward (straight line) movement. SIDE SLIP MOTION Definition: a side movement using the ship’s thrusters to move one hex to port or starboard. The ship’s heading and speed are not changed by this maneuver, but the cost restrictions must be observed as stated on the ship forward movement and turning cost chart. See example. EXAMPLE: A class 1 ship moving at speed of six. The ship moves its one hex of manditory forward movement and then sideslips left one hex. The total power expenditure is 2 factors. The ship moves forward its one mandatory forward hex and then sideslips left again. Two more power factors have been expended. The ship then moves forward 2 more hexes and completes its required six power factor allocation for the turn. Ships may make as many side slips as they have power rating factors available to expend. All side slip movements must be separated by the mandatory forward movement dictated by the ship class and speed. Side slips may not be made to both port (left) and starboard (right) in the same turn. In other words, players may not alternate the direction of their side slips in the same movement turn. . PIVOT IN PLACE [WARSHIP MOVEMENT] If a ship is completely stationary in that turn, it may pivot in place within the hex it occupies up to 300°. That is, it may turn through each of the five hex sides freely, without any restrictions. This rule applies to ships, battlestations, and space fortresses. Battlecraft movement has no pivoting restrictions (see battlecraft movement step 11). SHIP MOVEMENT SPEEDS WHEN CONDUCTING BATTLECRAFT/SUPPORT CRAFT LAUNCH AND RECOVERY OPERATIONS. Ships that are scheduled to launch or recover battlecraft or support craft in step 11 must comply with the following movement conditions. Ships must move in a straight line and at a speed which does not exceed the ship’s basic power rating factor. To determine the ship’s PRF, refer to the Warship Display Form. EXAMPLE: If an EDF Battlecarrier plans to launch battlecraft during the upcoming step 11, it must also reduce its basic power rating factor (speed) to three or less. During its movement operations in step 9, it can travel no faster than 3 hexes, and must maintain a straight line course. The same conditions apply when recovering battlecraft or support craft. MOVEMENT EXAMPLES ON HEX GRID See example of movement on the following page. 15
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HEX OCCUPATION LIMITS These table show the maximum amount of units that can be effectively controlled by each side in one hex. EXAMPLE: A total of 48 stacking points of friendly ships may be in a hex at one time without negative consequences. Each ship has a point value (see charts below). Forty-eight battlecraft may occupy a hex, or four class 3 battlecruisers, or one class 7 battleship and 12 battlecraft, or whatever combination up to 48 points. Space fortresses and battlestations have their point value listed (see charts below). Enemy ships do not count for this purpose. Each side must obey its own stacking limits. HEX OCCUPATION LIMIT CHARTS POINT COST PER UNIT TOTAL PER HEX Battlecraft/ Shutlecraft 1 48 ! Heavy attack bombers 2 24 CLASS 1 4 12 CLASS 2 8 6 CLASS 3 12 4 CLASS 4-6 24 2 CLASS 7 36 1 [+12] CLASS 8 40 1 [+8] CLASS 9 48 1 ! Battlestations/ Space Fortresses POINT COST PER UNIT TOTAL PER HEX SMALL 24 2 MEDIUM 36 1 1+12] LARGE 48 1 MINE FACTORS 4 12 If, at the end of a turn, however, a hex contains more than 48 points of friendly units, there is a chance for collisions, due to disorganization and the expenditure of power ratio factors in order to stay out of the line of fire and motion paths of friendly ships. Hex overflow penalties are applied only to the side which has violated the 48 point hex occupation limit. Roll a 1D10 and consult the following chart. This roll must be completed for each friendly warship in the overflow hex. WARSHIP HEX OVERFLOW EFFECTS CHART 1D10 EFFECT COLLISION DAMAGE ROLL 1D10 1 NO EFFECT 2 NO EFFECT ' 3 -1 POWER RATING FACTOR 4 -1 POWER RATING FACTOR 5 -1 POWER RATING FACTOR i 6 -2 POWER RATING FACTORS AUTOMATIC STRESS DAMAGE (SEE STRESS TURN DAMAGE TABLE) 7 -2 POWER RATING FACTORS AUTOMATIC STRESS DAMAGE ' 8 -2 POWER RATING FACTORS AUTOMATIC STRESS DAMAGE 9 -3 POWER RATING FACTORS AUTOMATIC COLLISION DAMAGE** 0 NO EFFECT -1 POWER RATING FACTOR- one or more power rating factors are subtracted from the units movement in the following turn. This represents emergency power expenditures to avoid collisions. AUTOMATIC STRESS DAMAGE- (this table is found in step 24: Ship Damage and Critical Hit Resolution)- Stress damage has resulted and the damage must be determined. Players roll a 1D10 on the Stress Damage Result table. AUTOMATIC COLLISION DAMAGE- The owning player with the overflow points must roll 2 D10’s for each warship in the hex. The number scored is the damage the unit suffers from the collision. The appropriate hull structure boxes must be marked off on the ship’s WDF and any critical hits must be resolved. Battlecraft have a seperate Hex Overflow Effects Chart to resolve collision damage. 17
BATTLECRAFT HEX OVERFLOW EFFECT TABLE • Roll for each flight of battlecraft/support craft in the hex. 1D10 EFFECT COLLISION DAMAGE ROLL 1D4 1 NO EFFECT 2 NO EFFECT 3 -1 POWER RATIO FACTOR 4 -1 POWER RATIO FACTOR ' 5 -1 POWER RATIO FACTOR 6 -1 POWER RATIO FACTOR 7 -1 POWER RATIO FACTOR 8 -2 POWER RATIO FACTORS AUTOMATIC COLLISION DAMAGE/ ROLL 1D4 FOR NUMBER OF B/C LOST 9 NO EFFECT 0 NO EFFECT MINE SWEEPING OPERATIONS Ships conducting mine sweeping operations may only travel at a speed not faster than twice that ship’s basic power rating factor. EXAMPLE: A class 5 vessel with a basic power rating factor of 3 could not be moving faster than speed six in order to engage in mine sweeping operations in that turn. Before the actual movement of any warships, players which have ships equipped with mine sweeping systems (MSS) may roll to determine if any enemy mine factors can be eliminated. Mine sweeping does not count against weapons system usage limitations (see step 3). Refer to the following table: SHIP CLASS MSS SYSTEM CARRIED Gam SMWS TYPE II Class 1 TYPE I Class 2-3 TYPE I Class 4-6 TYPE I Class 7-9 TYPE II TYPE I Range: 6 hexes, one sweeping attack per ship TYPE II Range: 6 hexes, two sweeping attacks per ship NOTE: TYPE I and TYPE II Mine Sweeping Systems can only be used against Standard Orbital Mines (SOM), Control Mines, and EMCM Mines. To attack a mine counter, the attacking (sweeping) player rolls a 1D6 for TYPE I systems, and a 1D10 for TYPE II systems for each attack. The number rolled is the damage (in hit boxes) inflicted on the mine factor. The player owning the mine factor(s) under attack must keep a record of these hits. When ten hits have been registered against a mine factor, it is removed from play. NOTE: Ships may have their mine sweeping systems upgraded (see chapter six: Additional Rules). MINE LAYING OPERATIONS Ships conducting mine laying activities may only travel at a speed not faster than twice the ship’s basic power rating factor. Certain ships that are designated as mine warfare ships are an exception to this rule. Due to their specialized equipment, they may travel at speeds of up to three times their basic power rating factor while conducting mine laying operations. During the actual movement of any warships, players who have ships equipped with mine laying systems (MLS) may deploy these mine factors to the hexes the ship passes through or in some cases by launching mine factors into nearby hexes. NOTE: EMCM systems are launched into hexes the owning player wishes to deploy them into. Mine laying does not count against weapons system usage limitations (see step 3). SHIP CLASS SOM SYSTEM CARRIED Class 1 TYPE I Class 2-3 TYPE I Class 4-6 TYPE II Class 7-9 TYPE III TYPE I: can carry 1 mine factor (counter) of SOM’s TYPE II: can carry 2 mine factors (counters) of SOM’s TYPE III can carry 3 mine factors (counters) of SOM’s NOTE: For each 20 Gamilon SOM factors deployed, one control mine should also be deployed. The Gamilon player must designate a SOM counter as a control mine when laying SOM mines. SPECIALTY SHIPS (MINE WARFARE) Gamilon Space Mine Warfare Ship: has 12 EMCM launchers, and carries 24 EMCM factors and 12 SOM factors. Gamilon SBCV Revenge class: has 12 EMCM launchers, and carries 24 EMCM factors plus 2 SOM factors. MINE LAYING PROCEDURE The owning player places the mine factor counter in any of the three hexes directly aft of the moving ship. They may be placed in any hex the ship passed through during the course of its movement. One standard orbital mine can be deployed per game turn by class 1-9 ships. The Gamilon SMWS can deploy up to 12 SOM factors per turn. The owning player decides how many factors he 18
wishes to deploy per hex. These mine factors can be placed in any of the three hexes directly aft of the vessel (see example). They may be placed in any hexes the SMWS passed through Mine Deployment Hexes during the course of its movement If Gamilon ships are deploying EMCM’s (Encapsulated Magnetic Cluster Mines), they can be launched in any direction up to a range of 4 hexes. Each EMCM launcher deploys one factor of EMCM’s, which now operate as standard orbital mines for rules purposes. A EMCM mine counter should be used to represent the deployed EMCM’s. The Gamilon ships with EMCM launchers may fire one factor of EMCM per launcher per turn. Please note the amount of EMCM factors carried aboard these vessels. When the number of EMCM factors has been expended, the ships must be resupplied at a base or en route by supply ships. NOTE: Only Gamilon ships carry mine laying systems as standard issue aboard their ships. EDF and Cometine ships must purchase these extra systems (see chapter 6). Ships may have their mine laying systems upgraded (see chapter 6, Additional Rules). TACTICAL WARP MOVEMENT During the warship movement step players may initiate tactical warp movement provided they have accumulated sufficient special power points to perform the maneuver. The point cost to perform tactical warp movement is outlined in the chart below. TACTICAL WARP MOVEMENT TABLE TYPE OF UNIT SPECIAL POWER POINTS FOR TACTICAL WARP TACTICAL WARP RANGE IN HEXES GAMILON HEAVY ATTACK BOMBER N.A. 5-15 ; CLASS 1-2 SHIPS 10 5-20 CLASS 3 SHIPS 15 5-25 CLASS 4-9 SHIPS 25 5-30 SMALL BATTLESTATION OR SPACE FORTRESS 25 10-30 MEDIUM BATTLESTATION OR SPACE FORTRESS 50 10-60 LARGE BATTLESTATION OR SPACE FORTRESS 75 10-90 Whenever a vessel utilizes its special power for either warp movement or special weapons fire, the entire amount held in the ship’s battery (the total recorded on the power accumulation log on the WDF) is expended. The owning player must begin the special power accumulation process from zero, beginning in the next special power accumulation step. EXAMPLE: The commander of the ANDROMEDA wishes to make a tactical warp movement. By this turn, the ANDROMEDA has accumulated 30 points of special power. The cost of a tactical warp for a class 9 ship is 25 points. When the ANDROMEDA conducts a tactical warp, all of its special power units currently built up in its batteries will be used. The ANDROMEDA’S special power point level must be reset to zero on the power accumulation log of the ANDROMEDA’S WDF. Players must announce when a ship is engaging in tactical warp movement (TWM). The owing player announces which of his ships are going into TWM during warship movement step 9. The miniature ship model or counter of the warping ship is now removed from the tactical hex map. The ship is now considered to be in warp transit and will remain so until step 20 when the warp reemergence procedure is conducted. While in warp transit, no weapons may be fired at the warping vessel, nor may it fire any of its weapons systems. The owning player must select a target hex that he wishes the ship to reemerge at or near. The target hex must be within the range of the vessel’s warp range. Please note that there is a minimum range within which tactical warp movement is not possible. The owning player should record the target hex number or record the path the ship will follow during its tactical warp movement on the ship’s WDF. TACTICAL WARP REEMERGENCE Due to the imperfections of warp movement technology, no commander can be certain that his ship will emerge at the intended coordinates after travelling any distance at warp speed. During step 20, the owning player(s) will complete all TWM begun in step 9. Players will now announce the target hex for each ship conducting tactical warp movement. The procedure to determine the exact hex a vessel will reemerge into after a TWM is as follows: Players should consult the tactical warp target hex diagram. After the target hex is announced, roll a 1 D6. On a roll of: 1: The ship arrives in the intended target hex on the tactical map. Place the removed miniature or counter into that hex. 2-4: The ship arrives in one of the six adjoining hexes, indicated by an [A] on the hex diagram. Another 1D6 is rolled to place the ship in one of 6 hexes adjacent to the target hex.. 5-6: The ship arrives in one of the twelve hexes indicated by a [B]on the diagram. A 1D12 is rolled to select the exact hex (numbered 1-12 on the diagram) that the ship reemerges into. Place the removed miniature or counter into that hex. Ships reemerge from tactical warp with their 19
power rating factors reset to zero. This means that all of the ship’s current speed points are lost during the tactical warp transit movement. The warping ship cannot move after it reemerges onto the tactical hex map. The owning player may resume normal movement (in the following turn) at the basic power rating factor of the ship in question. The reemerging ship will roll another 1D6 to determine which hex side its bow will face within the hex it now occupies. 1 Follow this diagram to position the ship along g у i p one of the possible six hexsides. This diagram / \ is also used to determine directional \ / positioning of asteroids, giant missiles and 5>----' 3 space debris. 4 Ships reemerging into hexes containing other ships, battlestations, space fortresses, space debris, or space terrain, may suffer damage based on the following chart: Ships reemerging into hexes containing mines must roll as per normal procedure for mine damage (see Stealth and Barrier mine combat. REEMERGENCE DAMAGE TABLE ROLL 1D10 DAMAGE EFFECT 1-8 NO EFFECT , 9-10 COLLISION (roll 2D10's for damage for each warship involved in the collision) STRATEGIC WARP MOVEMENT During the warship movement step, players must announce any ships that are going to make a strategic warp. Since the distances to be traversed during a strategic warp are much greater than tactical warps, ships will be required to accumulate the special power points needed according to the following chart: STRATEGIC WARP MOVEMENT TYPE OF UNIT SPECIAL POWER POINTS FOR STRATEGIC WARP STRATEGIC WARP RANGE IN HEXES GAMILON HEAVY ATTACK BOMBER N.A. N.A. CLASS 1-2 SHIPS 20 2 CLASS 3 SHIPS 30 2 CLASS 4-9 SHIPS 50 2 SMALL BATTLESTATION OR SPACE FORTRESS 50 2 MEDIUM BATTLESTATION OR SPACE FORTRESS 100 2 LARGE BATTLESTATION OR SPACE FORTRESS 150 2 Ships or vessels conducting strategic warp movement now have their miniatures or counters removed from the tactical hex map. These units are now considered to be in warp transit and will be represented by counters on the strategic hex map. STEALTH MOVEMENT Only one vessel in STAR BLAZERS FLEET BATTLE SYSTEM is equipped for stealth movement. The Cometine Sub Space Attack Submarine uses its anti-wave motion propulsion engine along with its extensive radar countermeasure systems to engage in undetectable movement. To simulate the movement of the Cometine Sub Space Attack submarine, the owning player will move these vessels within the normal movement rules, with the following exceptions. During movement, the miniatures or counters representing these units will not be used. Instead, all stealth movement will be calculated, with the movement path recorded on the ship’s WDF. The route of the ship can be plotted by recording the hex numbers the ship will pass through or by drawing a map to represent the ship’s movement for that turn. Stealth movement allows these vessels to approach enemy ships with considerably less chance of detection (see also step 15 anti-stealth movement detection and step 16 stealth vessel attack combat STEALTH MINE COMBAT There are several types of mine warfare systems used in STAR BLAZERS FLEET BATTLE SYSTEM. In this section, we are concerned with stealth mines only. Stealth mines are hidden mine factors that can only be detected by the use of the anti-cellular heat shield device (see step 15). If a ship should enter a hex containing an undetected stealth mine during its movement operations, the normal combat procedure will be altered. The stealth mine factor present in the hex will attack the ship immediately and all damage resolution will be calculated. The results of the damage resolution will be applied to the ship(s) during the movement step, rather than during its normal combat resolution steps. Stealth mines will not attack battlecraft. Stealth mines are deployed on the tactical map by the owning player. The locations of these devices are recorded by keeping a log of the hex numbers in which the mines are located. Once deployed, the stealth mines cannot move. The owning player must announce when an enemy warship enters a hex containing stealth mines. If a vessel has come in contact with a mine, consult the damage chart on the following page. EFFECTS OF SPACE TERRAIN AND SPACE DEBRIS The effects of moving into asteroid fields or dust clouds are resolved during warship movement. The rules procedures are listed in step 7. Any movement into a space debris field would be considered as moving into an asteroid field for rules purposes. 20
MINE DAMAGE TABLE 1D10 DAMAGE POINTS ADDITIONAL CRITICAL HITS 1 12 +2 CRITICAL HITS 2 NO EFFECT 3 10 +1 CRITICAL HIT ' 4 NO EFFECT 5 8 +1 CRITICAL HIT 6 NO EFFECT 7 6 8 NO EFFECT 9 4 0 NO EFFECT +2= 2 automatic critical hits MAGNETRONIC WAVE DAMAGE TABLE HEX RANGE DAMAGE % # OF DIO’S ROLLED TO INFLICT DAMAGE POINTS 0 100% 10 X D10 1-2 90% 9X D10 3^ 80% 8XD10 5-6 70% 7X D10 7'8 60% 6X D 10 9-10 50% 5 X D10 11-12 40% 4 X D 10 13-14 30% 3X D10 15-16 20% 2 X D10 17-18 10% 1 X D10 BARRIER MINE COMBAT During the movement step, any enemy ships which might enter or pass through a hex containing an active barrier mine counter must undergo a damage check. An active barrier mine counter is one that is currently under the control of a special control mine. The owning player of the barrier mines must roll to see if any damage is inflicted on the enemy units that entered or passed through any mine hexes (see mine damage chart above). DAMAGE RESULTING FROM MOVEMENT INTO OR THROUGH MAGNETRONIC WAVE EMISSIONS Ship and battlecraft movement through the magnetronic wave emissions broadcast from the Gamilon Space Fortress results in immediate damage resolution die rolls. These must be conducted during the movement step of the ship or battlecraft in question. Any damage that results is taken immediately. The Gamilon player rolls a 1D10 to determine if damage has been scored on any unit that moves into or through the emission range. If damage is registered, the appropriate number of D10 damage dice are rolled. The score achieved represents the damage points inflicted on that ship or battlecraft. EXAMPLE: A ship or battlecraft passes through hexes 18 and 17 of a Gamilon SF magnetronic wave emission. The Gamilon player now rolls to see if any damage is inflicted. At range 17- 18 the percentage for damage is 10% (see Magnetronic Wave Damage chart). The Gamilon player rolls twice, once for each hex that the ship passed through. The Gamilon player scored one hit. He now rolls a 1D10 to determine the amount of damage incurred. The score from this roll was six. Therefore, six damage points are recorded on that ship’s WDF. The magnetronic wave is in continuous operation and does not become inactive until the space fortress is either destroyed or suffers the appropriate critical hits that damage or destroy the magnetronic wave system. Refer to the Space Fortress WDF for critical hit details. FIRING INTO MAGNETRONIC WAVES (Procedure for shock cannon, laser, energy cannon, or special weapons fire though hexes containing magnetronic waves). When the above listed weapons systems fire through hexes containing magnetronic waves, consult the following table, rounding off any fractions. FIRING INTO MAGNETRONIC WAVE EFFECT TABLE # OF HEXES WEAPONS FIRE TRAVELS THROUGH MAGNETRONIC WAVE % REDUCTION EFFECT ON HIT POINTS SCORED ON TARGET 0-6 -25% 7-12 -50% 13-18 -75% EXAMPLE: A wave motion gun scores a hit from 12 hex range, and inflicts 62 damage points on a target. This total would be reduced to 31 points since the wave motion fired through 12 hexes of the magnetronic wave pattern before actually hitting the designated target. Other weapons systems, such as torpedoes and missiles, etc., must roll as per normal procedure to see if they survive their journey through the magnetronic waves while travelling to their intended targets. 21
[10] BARRIER MINE AND SATELLITE MOVEMENT During this step, players will move any barrier mine counters or satellite counters. These units move after all warships to simulate the reactive behavior of these particular types of weapon systems. Barrier mines are extensive mine fields intended to deny access to a section of the tactical hex map. Barrier mine counters must observe hex occupying costs (see step 9). These mines cannot be moved unless they are within range of a control mine counter. Players should mark the bottoms of some of the barrier mine counters with an [X] or [CM] to designate it as a control mine. Each control mine can control all the barrier mine counters within a ten hex radius of its location. Players should keep the location of their control mines secret from the opposing players. If a control mine is destroyed, the barrier mines under its control can no longer make initiated barrier mine attacks against enemy ships. The mine will still ‘attack’ any enemyships that enter its hex, but it can no longer move and attack enemy ships. The mines must remain stationary until control is restored. A soon as another control mine moves within 10 hexes of the mines in question, control is restored. Control mines should be distributed on a 1:20 ratio with barrier mines. EXAMPLE: One control mine counter per 20 barrier mine counters. Barrier mines under the command of a control mine can move up to two hexes per turn. A control mine also has a movement rate of two hexes per turn. Mines ignore any turning cost restrictions while moving. Control mine counters have no combat power. Barrier mines may only attack enemy ships that are occupying the same hex as themselves. These devices may also move into hexes that contain enemy ships and attack them. The results of these initiated barrier mine attacks will be resolved in step 20 after all other combat steps are completed. Owning players must announce which barrier mine factors are actually attacking enemy units after they have completed the mine movement. Every ship or battlecraft unit has the opportunity to fire at barrier mines during their combat steps to attempt to destroy as many barrier mine counters before they can resolve their attacks in step 20. Barrier mine counters will be included as part of some of the provided scenarios. Players can add them into any scenario they wish to design themselves, but please note that in order to be effective, it is necessary to provide a substantial number of barrier mine counters to enable the player to construct an adequate defensive barrier. A weak or incomplete barrier mine field can be easily avoided or breached. EXAMPLE: A typical barrier mine field should cover the entire width or length of the tactical map and have one or more mine factors in each hex. ENCAPSULATED MAGNETIC CLUSTER MINES: MINE FACTOR DAMAGE RECORD When deployed as anti-ship mines (see step 9), they are represented on the tactical map by a EMCM counter, but require no control mines for movement. EMCM’s, once deployed, cannot move. Due to their magnetic sensors, they have an attack range of one hex. This means that EMCM’s can attack any enemy ship that comes within one hex of its position. EMCM’s are equipped with IFF systems, and will not attack friendly or allied vessels. The EMCM’s will move into the enemy’s hex during step 10, but the attack will not be resolved until step 20 after all ships and battlecraft have had an opportunity to fire at the ‘attacking mines’. Use the standard Mine Attack Table for attacks initiated by EMCM’s when deployed in the anti-ship mode. EMCM factors also have a 10 hit box capacity like SOM’s. Players should keep a separate record for each mine factor deployed. MINE FACTOR DAMAGE RECORD PROCEDURE Each mine factor (counter) should be assigned ten hit boxes (players can use a separate piece of paper to record mine factor hit boxes). Each mine factor counter has a small box in which an identifying number or letter can be written in to aid in record keeping. EXAMPLE: Mine factor #3 (10 hit boxes) The mine factor (counter) remains effective until all of the Hit Boxes are filled in. When all ten of its hit boxes are filled, it is considered destroyed and removed from play. Mine Factor/Mine Counter ORBITAL SATELLITE MOVEMENT Orbital satellites are also considered to be delay reactive and move in response to enemy movement. These devices observe the same movement procedures as warships. Satellites have a power rating factor of two, and follow the same movement rules as class one warships. Satellites fire their weapons batteries in step 15 if they are assigned to the SDB or in step 18, Direct Fire step if they are assigned to the Battle Bridge. The EDF Orbital Battle Satellite (OBS) is the only satellite which is equipped with weapons batteries. OBS satellites have two hull structure hit boxes on their WDF’s Satellites are included in some of the listed scenarios, but can also be added into player-created scenarios. Rules coverage on Gamilon reflective and Communications Intercept Satellites will be found in the STAR BLAZERS FLEET BATTLE SYSTEM . Campaign Guide, to be published in Game Module II, The Dark Nebula Empire. 22
EARTH DEFENSE FORCE BATTLECRAFT COUNTERS GAMILON EMPIRE BATTLECRAFT COUNTERS WHITE COMET EMPIRE BATTLECRAFT COUNTERS 23
[11] BATTLECRAFT AND SUPPORT CRAFT MOVEMENT Battlecraft is the term assigned to all space fighters and space bombers in the STAR BLAZERS FLEET BATTLE SYSTEM. These fighters and bombers may be based on a ship or planet. Only one type of battlecraft in STAR BLAZERS FLEET BATTLE SYSTEM is capable of warp movement (the Gamilon Heavy Attack Bomber HB1). All others must be transported by larger ships in order to traverse the vast distances of deep space. Battlecraft operate in flights containing 1 to 6 craft each. If the flight is at full strength, it will contain six battlecraft. Two to four flights form a squadron, depending on the organizational structure of each race found in the game. Support craft and other specialized craft are also carried aboard ships. These will also operate in flights of 1-6 craft. Players should consult the STAR BLAZERS EDF TECHNICAL MANUAL [SB102] WARSHIP RECOGNITION GUIDE, for the precise battlecraft and support craft components earned aboard each ship used in the STAR BLAZERS FLEET BATTLE SYSTEM Module I. A summary sheet of battlecraft and support craft is also included in this section. Counters for these craft are provided with this rule book. These must be photocopied in sufficient numbers, and then glued to cardboard or matboard. Once this is done, cut them out on the outlines provided for use in the game. Players should save a few copies of these pages so that they can make more counters in the future. All battlecraft and support craft are assigned a Performance Rating Designation (PRD), as well as a descriptive name and title. These are listed on the various battlecraft/ support craft charts. The PRD allows players to instantly identify higher performance battlecraft and also functions as a combat effectiveness indicator. BATTLECRAFT/SUPPORT CRAFT MOVEMENT AND ENDURANCE CHART [Gamilon and EDF] P.R.D. BATTLECRAFT/ SUPPORT CRAFT TYPE MINAtAX MOVEMENT ALLOWANCE HEXES MAX । ENDURANCE TURNS F1/F2 FIGHTERS. STRIKE FIGHTERS. SEAMLESS FIGHTERS. ATTACK BOMBERS. RECON 0-12 10 T1/B1 TORPEDO BOMBERS. DIVE BOMBERS. ATTACK BOMBERS 0-10 10 HB1 HEAVY ATTACK BOMBER 0-8 16 S1 SHUTTLECRAFT/SUPPORT CRAFT 0-6 12 BATTLECRAFT/SUPPORT CRAFT MOVEMENT AND ENDURANCE CHART [Cometine forces] P.R.D. BATTLECRAFT/ SUPPORT CRAFT TYPE MIN/MAX MOVEMENT ALLOWANCE HEXES MAX ENDURANCE TURNS F1 PARANOIA 0-10 10 F2 EATAA II 0-12 10 F1/F2 FIGHTERS. STRIKE FIGHTERS. ASSAULT FIGHTER, RECON 0-24 20 S1 SHUTTLECRAFT/SUPPORT CRAFT 0-12 24 CHART DEFINITIONS: MAXIMUM MOVEMENT ALLOWANCE: The number of hexes a battlecraft can travel in one turn of its flight endurance. This represents the maximum range per turn of the battlecraft or support craft. ENDURANCE: The number of game turns a battlecraft can move before it must be refueled. If the battlecraft or support craft has not returned to a ship or base within its stated endurance limit it is considered to be destroyed. This is also the maximum operating range of the battlecraft or support craft. MAXIMUM LAUNCHING MOVEMENT ALLOWANCE: Battlecraft and support craft may only move up to one half of their stated maximum movement allowance in the turn they are being launched. MAXIMUM LANDING MOVEMENT ALLOWANCE: Battlecraft and support craft must reduce their movement to one half or less of their stated maximum movement allowance on the turn they wish to land. BATTLECRAFT AND SUPPORT CRAFT TURNING COSTS: Battlecraft and support craft have no turning (hex side) costs. They therefore can turn into any number of hex sides while moving without deducting from their movement allowance for that turn. Battlecraft and support craft may therefore hover in a hex for their entire movement turn at a cost of one endurance turn. BATTLECRAFT AND SUPPORT CRAFT ACCELERATION AND DECELERATION COSTS: As stated above, all battlecraft and support craft are launched (or take off) at a movement rate no greater than one half of their maximum movement allowance. Any further accelerations or decelerations can only be made at the rate of one half of this stated maximum movement allowance. If a battlecraft has a maximum movement allowance of 12. and is currently using only 6 of those movement allowance factors (travelling six hexes per turn), the owning player has the option 24
to maintain the same rate of travel, or decrease its movement allowance from 1 to 6 hexes. He can also choose to increase the movement allowance from 7 to 12 hexes in the upcoming movement step. All battlecraft are organized in flights, which are represented by a counter or miniature model. When issuing movement orders to a flight, all battlecraft or support craft in that flight follow the same movement orders. Each flight is considered to count as one movement unit in the initiative movement rules. All battlecraft and support craft must observe the hex occupation limitations as stated in step 9. BATTLECRAFT AND SUPPORT CRAFT MOVEMENT PROCEDURE Players move their battlecraft and support craft units in much the same manner as the moved warship units. Battlecraft and support craft also follow an alternating movement procedure similar to warships. The player who lost the initiative determination roll in step 6 must also begin the battlecraft movement procedure. Before battlecraft and support craft movement actually begins, players must announce whether they are launching any new craft in the upcoming step. Players must compare the number of battlecraft and support craft miniature or counters presently in play, including those about to be launched or recovered in this present movement phase. A strength comparison between the two forces must be calculated, and the proper movement ratio agreed upon. This is the same movement procedure players followed to determine the movement order of warship class vessels in step 9. Players should refer to step 6 to reacquaint themselves with the details of the initiative movement procedure. This movement order procedure must be repeated at the beginning of step 11 of each new game turn. Players may form battlecraft flights or support craft flights into combat groups. The flights that make up these combat groups must all have the same mission assignment. The only flights in a combat group that are allowed to have a different mission from the rest of the group are flights assigned as escorts. Any time two or more flights are assigned together for a mission, it is considered to be a combat group. Flights assigned to a combat group must move together as a group until the mission has been completed. Flights in combat groups receive a bonus modifier during the defensive fire segment on the battlecraft laser fire chart (see step 14, Battlecraft Combat). EXAMPLE: A number of battlecraft flights have been assigned to the same mission. Each flight consists of 6 battlecraft. There are 4 torpedo bomber flights and two fighter escort flights in this combat group, making a total of 6 flights (or 36 battlecraft). Although this combat group is moving together with the intention of attacking the same target, each individual flight is regarded as a separate movement unit in the initiative movement rules. Players who have formed combat groups must move each flight consecutively, alternating battlecraft movement with the opposing player. This is done until the entire group has completed its movement for the turn. The owning player cannot select another unit of battlecraft or support craft for movement once he has started to move a combat group. After all the flights of a combat group have completed their movement, the owning player is free to select a new unit from his force in order to satisfy the next alternate initiative movement exchange with his opponent. MISSION ORDER PREFERENCE Two of the eight battlecraft mission profiles available can be used as anti-battlecraft attack or interception missions. These are mission profiles number one (Attack Mission) and number two (Combat Air Patrol). In an effort to simulate the enhanced aggressiveness of these two mission profiles, it is suggested that all battlecraft and support craft missions move in the specific mission order listed below: [1] All Anti-ship (A/S), Escort (E), Mine Laying (ML), Shuttle or support (S), Recon (R), and Bombing (B) missions [2] All Attack (A) missions. [3] All Combat Air Patrol (CAP) missions. Combat Air Patrol missions must remain within 12 hexes of the carrying ship that launched them. They may attack any enemy target within those 12 hexes. The Attack and Combat Air Patrol missions will potentially have more intercept targets to choose from by following this mission order preference outline. Players will move battlecraft and support craft units as outlined above, but the first units to be selected for movement must be on A/S, E, ML, S, R, or В missions. After all of these mission types have moved, players may then select from A missions and then any remaining CAP missions. SMITE MOVEMENT PROCEDURE Smite weapon- (Space Matter Instant Transforming Equipment). During the battlecraft and support craft movement step, players may move battlecraft or support craft units within one hex of a smite equipped vessel. This hex is referred to as the smite assembly hex. These craft can then be transported another 18 to 24 hexes by the smite mechanism. In STAR BLAZERS FLEET BATTLE SYSTEM, Module I, only two Gamilon vessels are equipped with smite transportation mechanisms. These vessels are: the Gamilon Smite craft (SC), and Desslock’s Fleet Command Cruiser II (FCC). These smite mechanisms are considered Special Weapons, and require Special power to operate them. The cost of using these special weapons is listed on the special weapons useage table found in step 19, as well as on the WDF of the smite craft and Desslock’s Fleet Command Cruiser. 25
SMITE RANGES MAXIMUM # OF UNITS WEAPON TYPE SPECIAL POWER RANGE ac S.C USE FACTORS SATELLITES WARSHIPS MT-1 (TYPE 30] 6 18 HEXES 36 3 4 - MT-2 (TYPE 40] 8 24 HEXES 43 4 6 CLASS I The unit(s) to be transported by the smite mechanism must be positioned in the hex of or the hex immediately in front of the smite device equipped vessel (see example). PATH OF SMITE MOVEMENT FCC II Correct Smite Transportation Path The direction of movement must be along this three hex wide movement path, up to the maximum range of either the MT-1 or MT-2 smite devices. All of the transported craft must move together as one group, and appear at their target hex as one group. They may appear directly in the same hex as the enemy units if they wish. The smited units may face in any direction and select any targets within range to attack. No further movement is allowed. Before they can commence their attacks, the defending player gets a chance to react to the transported units and fire at them. This is addressed in step 15. Any smited craft that survive are allowed to carry out their attacks against the intended targets in step 16. Units with smite devices must power up to the full special weapons power requirement to operate the device. It does not matter if the maximum number of units is being transported; the special power required must be acquired before the device can be used. Once the special power is spent to operate the smite mechanism, the special power level on the owning ship is reduced to zero. The accumulation process must begin again. WARSHIP SMITE MOVEMENT PROCEDURE Class 1 warships may use the smite movement system to transport them long distances to attack enemy units. The owning player must move the class 1 warship to one of the three hexes immediately in front of the ship which is equipped with a smite mechanism. This is completed during the normal ship movement in step 9. The class one warship finishes its movement when it reaches this position. During step 11, Battlecraft and Support craft Movement, the actual Smite movement takes place. The class 1 warship will then be transported to the hex desired by the owning player as long as this hex is within the range of the smite device being used. The warship follows the same smite attack procedure as outlined for battlecraft (see smite movement procedure as outlined above). MINE AND SATELLITE SMITE MOVEMENT PROCEDURE During step 10, mines (all types) and satellites may be moved into any of the three hexes immediately in front of the ship which is equipped with a smite mechanism. During the Battlecraft and Support craft Movement step 11, these units may engage in smite movement. The mines or satellites will then be transported to the hex desired by the owning player as long as this hex is within the range of the smite device being used. The smited mines and satellites follow the same smite attack procedure as outlined for battlecraft. To further clarify the smite attack procedure for battlecraft, support craft, class one warships, mines and satellites, see the Smite Craft Special Attack Step, as outlined in step 16. SPECIAL SMITE TRANSPORTED MINE ATTACK Gamilon SOM or anti-ship mode EMCM mine factors may be smite transported into the hex directly in front of an enemy ship with the intention of preventing that ship from firing its special weapon that turn. The Gamilon player announces that he is conducting a special smite mine attack. The smited mine factor counters are placed in the hex in front of the enemy ship. A D10 is rolled. In order for the mine factors to have been positioned directly in front of the special weapon a 60% (1-6) score must be rolled. The defending ship and escorts may fire at the mine factors in the subsequent combat steps, but if they do not succeed in completely destroying the mine factors, the attacked ship will be prevented from firing any of its special weapons in that turn. Until the mines are completely destroyed or the ship moves through the mine hex, the special weapon is prevented from firing due to the explosive chain reaction which would destroy the firing vessel as well as the blocking mine factors. SPECIAL WARP MOVEMENT FOR THE GAMILON HEAVY ATTACK BOMBER HB1 Gamilon Heavy Attack Bombers (HB) are equipped with warp engines and can therefore use the tactical warp rules for movement on the tactical map (see steps 9 and 21). HB’s never have to roll to accumulate special power points. They are automatically available to them in the turn they wish to use them. HB’s may use warp movement in conjunction with smite movement. They may be transported to the attack zone and, after conducting their attacks, use their special power to engage in warp movement back to their carrying ship. All other standard tactical warp movement rules must be observed. 26
SUMMARY OF BATTLECRAFT AND SUPPORT CRAFT CARRIED BY WARSHIPS IN STAR BLAZERS FLEET BATTLE SYSTEM, MODULE I Below are the standard abbreviations used in the following battlecraft/support craft tables: Battlecraft titles are listed on the battlecraft/support craft abbreviations page, found in the Introduction. F Fighter AB Attack Bomber ТВ Torpedo Bomber DB Dive Bomber HB Heavy Bomber SF Strike Fighter TSF Torpedo Strike Fighter squadrons, but there is a limit of one squadron per vessel. The Cosmo Tiger II Electra space torpedo attack bomber is considered to be a ‘ТВ’ craft for the purposes of the chart below. Recon craft can be substituted for support craft on any warship. MAXIMUM LAUNCH AND RECOVERY RATE: This is the maximum number of battlecraft or support craft that may be launched or recovered by a ship in one game turn. MAXIMUM REFUEL/REARM RATE: This is the maximum number of battlecraft or support craft that may be refueled and recovered in one game turn by a ship. All battlecraft and support craft regardless of the mission or number of endurance turns expended must rearm and refuel upon landing on a ship or base. On EDF vessels, TSF’s may be substituted for F, AB, or ТВ EARTH WARSHIP BATTLECRAFT/ SUPPORT CRAFT COMPONENT STARSHIP CLASS B/C SQUDS. CARRIED SQUDS. TYPE B/CRAFT CARRIED S/CRAFT CARRIED TOTAL SQUDS. STRENGTH HANGAR DECKS MAX LAUNCH/ RECOVERY RATE MAX REFUEL/ REARM SBB YAMATO 3 3F OR 2F.1AB 55 25 80 18 1 24 18 SBB ANDROMEDA 1 4 2F, 1 AB.1TB 72 8 80 18 1 24 24 SBB ANDROMEDA II 5 IF, 1AB, 3TB 90 10 100 18 1 30 24 SBB BORODINO 3 2F, 1AB 54 6 60 18 1 18 18 SBCV LEXINGTON 5 1F, 1AB, 3TB 90 5 95 18 2 30 24 SBC HOOD - - - 3 3 - - 3 3 SCG-P KONIGSBERG - - - 3 3 - - 3 3 SDD GEARING - - - 2 2 - - 2 2 SFFG Al RONE • - - 2 2 - • 2 2 SCG MOGAMI - • - 1 1 - - 1 1 STDD UGHTNING - - - 4 SURVIVAL PODS - - • 4 PODS - CDSF OCEANIA - - 24 24 - 1 24 24 27
GAMILON EMPIRE WARSHIP BATTLECRAFT/ SUPPORT CRAFT COMPONENT STARSHIP CLASS B/C SQUDS. CARRIED SQUD. TYPE B/CRAFT CARRIED S/CRAFT CARRIED TOTAL SQUD. STRENGTH HANGAR DECKS MAX LAUNCH /RECOVERY RATE MAX REFUEL/ REARM SACV VENGEANCE 5 1F 2DB.2TB 60 8 68 12 2 24 24 HSSCV VINDICTIVE 4 4F- 48 6 54 12 4 42 24 SBCV REVENGE 5 IF. 2DB, 2TB. 1HB 60 12 72+1 HB 12 2 24 OR 1 HB 24 SCCV UNDAUNTED 5 1F. 2DB, 2АВ.ОГ 2TB 60 8 68 12 2 30 30 FCC IMPERATOR - - - 4 4 - - 4 4 FCC SPIRIT OF GAMILON - - - 4 4 - - 4 4 SBB CONQUEROR - - - 4 4 - - 4 4 SBB AUDACIOUS - - - 6 6 - - 6 6 SDD EXTERMINATOR - - - 6 SRV PODS - - - 6 PODS - HSCSG ELIMINATOR - - - 6 SRV PODS - - - 6 PODS - SDDM ERADICATOR - - - 6 SRV PODS • - - 6 PODS - HSSDD DOMINATOR - - - 2 2 - - 2 2 SMITE CRAFT - - - 2 SRV PODS - - - 2 PODS - PAV (PATROL & ASSAULT VESSEL) - - - 4 SRV PODS - - - 4 PODS - HMT HEAVY TRANSPORT • - - 2 2 - - 2 2 HSLMT LIGHT TRANSPORT - - - 1 1 - - 1 1 SPT TANKER - 1 1 - - 1 1 SMWS MINE WARFARE SHIP • - 2- 2 4 - - 4 4 * Although the VINDICTIVE class has four hangar decks, these only serve to facilitate the faster launching of battlecraft. Most of the battlecraft carried are serviced in one central hangar area as in other Gamilon carriers. The VINDICTIVE and Undaunted classes are the only Gamilon carriers which can accommodate the Space Strike Fighter Destructor (SFD), the multi-purpose Attack Bomber Viper (ABV) and the Long range Strategic Recon Craft Prowler (P) due to their larger hangar bay entry ports. The Gamilon Heavy Attack Bomber (HB) may only be carried on REVENGE class carriers. ** The SMWS carries two Arrowlet fighters and two Charioteers. 28
WHITE COMET EMPIRE WARSHIP BATTLECRAFT/ SUPPORT CRAFT COMPONENT STARSHIP CLASS B/C SQUDS. CARRIED SQUDS. TYPE B/CRAFT CARRIED S/CRAFT CARRIED TOTAL SQUDS. STRENGTH HANGAR DECKS MAX LAUNCH/ RECOVERY RATE MAX REFUEU REARM SACV VENGEFUL 9 3F, 6SF 180 28 208 F SQUD-24 SF SQD-18 4 60 60 HSSACV HAILSTORM 3 1F, 2SF 60 15 75 F SQUD-24 SF SQD-18 2 24 24 SBB MEDARUSSA • - - 12 12 - 1 12 12 SBB BRINGER OF VICTORY - - - 4 4 - - 4 4 SCG (AM) EXTERMINATOR - • - 3 3 - - 3 3 SDD STORM - - - 2 2 - - 2 2 SSS SHADOW - - - 4SRV PODS - - - 4 PODS • SALS TRANSPORTER - - - 12 12 - 1 12 12 The squadron types carried reflect the standard operating procedures of the races covered in STAR BLAZERS FLEET BATTLE SYSTEM, Module I based on Japanese source material. These figures are used as guidelines for the players when organizing their units for game play. Players are allowed to change the squadron mixes of the ships in their fleets if they so desire. Players are also allowed to substitute squadrons of battlecraft types, so long as they do not exceed the maximum number of battlecraft that can be carried on each warship class. Certain types of battlecraft can only be carried on certain types of vessels, due to size restrictions (these are mentioned by name on the battlecraft/support craft component charts. Battlecraft are armed with a variety of weapons packages. These weapons consist of three types: primary, secondary, and special (see battlecraft and support craft system chart in step 13). When battlecraft are assigned a mission profile, they are automatically assigned a primary or special weapons package (see step 4). Despite the number of weapons carried by battlecraft as portrayed by the STAR BLAZERS videos and movies, each battlecraft receives only one primary weapons package. The only exception to this are the EDF Cosmo Jaguar, Gamilon Viper, Gamilon Heavy Bomber, and the Comet Scorpion (see weapons system charts in step 13). All battlecraft and support craft are equipped with a secondary weapons system (lasers). These systems are never exhausted, and may be used until the battlecraft or support craft is destroyed. When the primary or special weapon(s) systems have been expended, the mission is technically completed, but the battlecraft may continue to engage any enemy units with their remaining secondary weapons systems until they are forced to return to a carrier or base due to endurance limitations or are destroyed during the course of play. Comet Paranoia Fighters (IFP) are based on the Comet City State or planetary bases only. Tempest fighters (SFT) may be substituted for Eetaa fighters (Ell), but only one flight of Havoc fighters (HAF) may be substituted for a Scorpion flight (SF) per carrier. Scorpion recon variants may be substituted for support craft. 29
в2] SHIP BASED MISSILE AND TORPEDO LAUNCH DECLARATION It is in this step that players announce all missile and torpedo launches from ships or bases against enemy ships or bases. All missile and torpedo launches are considered simultaneous. The players must announce which missile and torpedo batteries are firing and what the intended target of each battery is. Once the launches and targets are declared, they cannot be changed. If the intended target is destroyed before all the announced missiles and torpedoes reach it, the extra missile and torpedoes fired are wasted. They cannot be retargeted against another ship. Players must cross out or blacken the numeric missile/ torpedo salvo indicator found underneath the battery icon. EXAMPLE: When a missile or torpedo battery _______ fires, the entire salvo must be fired. All /М2\ missiles or torpedoes from that salvo are гТгГ"7 1 \ ж I 4 J fired at the same target. XSl -X EXAMPLE: If an M-2 light missile is launched at an enemy vessel it is required to fire a four missile salvo. No missiles can be saved or transferred to another battery from this salvo. All missiles must be targeted against the same enemy ship. The owning player must cross off the first (four missile) salvo for the М2 battery after it fires. When both salvoes have been fired, the battery is out of ammunition and cannot be fired or resupplied until the ship reaches a supply base or supply vessel and replenishes its munitions. NOTE: Only anti-ship missile and torpedo fire is declared in this step. Anti battlecraft missile and torpedo fire is declared in step 15. anti-matter missiles is 60 hexes. These missiles are moved individually, using the AMM missile counters provided with the game rules. The owning player moves the AMM’s during step 12. AMM’s have no turning restrictions, and move as battlecraft for game purposes. Their maximum speed is 20 hexes per turn. The owning player must keep track of the speed and hexes travelled by the AMM on the ship’s WDF. The owning player can control the direction and speed of the missiles as long as the launching ship’s Battle Bridge (BB) is undamaged and its radar system is still operational. If any of these systems are damaged or destroyed, the owning player will lose control of the missile and it proceeds on its last course heading and speed until it reaches its maximum endurance range. The missile will automatically detonate upon reaching its maximum range of 60 hexes. ANTI-MATTER MISSILE (AMM) ATTACK PROCEDURE When the owning player has moved the AMM to its intended target hex, He must announce that the AMM is attempting to lock on to the target. One D10 is rolled. A successful lock is achieved with a score of 80% (1-8). If the lock on attempt is successful, the missile will detonate in that target hex during step 17 after all defensive fire is resolved. If the lock on attempt is not successful, the missile still undergoes defensive fire and if it survives (and has not exhausted its flight endurance) it may attempt to attack again in the next turn. When an AMM detonates in a hex it does 3D10 +30 damage. That is 30 points of automatic damage plus the total from 3D10’s rolled by the owning player. The damage is rolled for each AMM that detonates in the target hex. The total damage points that are rolled is damage suffered by each ship present in the target hex. Any critical hits inflicted must be resolved. The damage result determination die roll is conducted in step 17 after all defensive fire is resolved against the attacking AMM’s. AMM’s are still subjected to defensive fire during step 15 and 16, and can be destroyed like any other missile before it detonates in step 17. They are considered as Giant Missile Targets for battlecraft attack missiles. Each AMM has 20 hull structure hit boxes. When all of these are filled, the AMM is destroyed. Until the AMM is destroyed, it continues to function normally irregardless of the amount of damage it has sustained. Players should keep a record of the AMM’s hull structure hit boxes on the Comet SCG(AM) Missile Cruiser WDF. When fired against planets, each AMM does 5 points of Planetary Destruction Damage. ANTI-MATTER MISSILES (AMM) MOVEMENT PROCEDURE Anti-matter missiles are fired in step 12, but the movement of AMM missiles is handled differently than standard missile movement. The maximum movement endurance range for the 30
[13] BATTLECRAFT AND SUPPORT CRAFT WEAPONS DECLARATION It is in this step that players announce the intended targets of their battlecraft and support craft. All battlecraft and support craft weapons launches must be declared along with each target. Once declared, they cannot be changed. All battlecraft and support craft weapons launches are considered simultaneous. Players should consult the Battlecraft Launched Weapons Hit Table to determine weapon ranges and odds to hit (See step 16: Battlecraft launched weapons system table before making their declarations). EARTH DEFENSE FORCE BATTLECRAFT WEAPON SYSTEMS P.R.D. BATTLECRAFT/ SUPPORT CRAFT TYPE ABRV. PRIMARY WEAPONS SECONDARY WEAPONS (ATTACK MULTIPLIER) SECONDARY WEAPONS (DEFENSIVE MULTIPLIER) SPECIAL WEAPONS MINE LAYING CAPABILITY RADAR RANGE (HEXES) F1 Cosmo Black Tiger ВТ - 1 - - 10 F1 Cosmo Zero cz AM 1 • - - 12 F2 Cosmo Tiger SSF CTF AM OR AT1 2 - • 12 F2 Cosmo Tiger AB СТАВ AM OR AT1 2 1 - 12 T1 Cosmo Electra CTE AM OR AT1 1 1 YES 10 F2 Cosmo Jaguar* CJ AM AND AT1 2 - • - 12 ’ F1 Cosmo Falcon CF AM 1 - - - 15 F1 Seamless Fighter SF - 1 - - - 15 S1 Astro Ascender AA - 1 - - YES 10 S1 Astro Kingfisher AK - 1 - - 10 S1 Astro Commando AC - 1 - - - 10 ‘Carries 2 main weapons systems 31
GAMILON BATTLECRAFT WEAPON SYSTEMS P.R.D. BATTLECRAFT/ SUPPORT CRAFT TYPE ABRV. PRIMARY WEAPONS SECONDARY WEAPONS (ATTACK MULTIPLIER) SECONDARY WEAPONS (DEFENSIVE MULTIPLIER) SPECIAL WEAPONS MINE LAYING CAPABILITY RADAR RANGE (HEXES) F1 Destructor SFD AM OR AT1 1 - - YES 10 B1 Viper AVB GMX2 1 - - YES 10 , T1 Ramhead ABR AT2 1 2 - YES 10 B1 Striker DBS GM 1 1 - - 10 J F2 Arrowlet SFA AM 2 - - - 12 HB1 Vindicator HB AT2 X 2 OR AM X 2 OR М3 X 2 OR M4 X 1 OR GM X 2 - 1 DM YES 15 F1 Prowler P AM 1 - - - 15 S1 Charioteer SC - 1 - - YES 10 WHITE COMET BATTLECRAFT WEAPON SYSTEMS P.R.D. BATTLECRAFT/ SUPPORT CRAFT TYPE ABRV. PRIMARY WEAPONS SECONDARY WEAPONS (ATTACK MULTIPLIER) SECONDARY WEAPONS (DEFENSIVE MULTIPLIER) SPECIAL WEAPONS MINE LAYING CAPABILITY RADAR RANGE (HEXES) F2 Scorpion SF AM X 2 OR AT1 X2 2 1 - YES 12 F2 Eetaa II Ell AM 2 - - - 12 Fl Paranoia IFF - 1 - - - 8 F1 Scorpion Recon SR - 2 1 - - 20 F2 Tempest SFT AM OR AT1 2 - - YES 10 F1 Havoc HAF - 1 - MMFC • 10 S1 Strider S - 1 - - YES 10 32
BATTLECRAFT AND SUPPORT CRAFT WEAPON SYSTEMS DEFINITION TABLES Primary Weapons Packages:AM, AT1, AT2, GM, М3, andM4 Special Weapons Packages: DM, MM FC Secondary Weapons Packages: Laser Secondary Weapons Packages have Attack and Defensive multipliers. These multipliers indicate the number of die rolls each battlecraft is allowed in the laser weapons attack or defensive fire phase of the battlecraft vs. battlecraft combat step 14. EXAMPLE #1: If a flight of three F2 Cosmo Tiger attack bombers is attacking enemy battlecraft with its lasers during step 14, its multiplier is two. Each battlecraft in the flight is allowed two die rolls to determine if it has scored hits against the intended target. EXAMPLE #2: If a flight of battlecraft has a defensive fire multiplier, it is allowed to return fire at its attackers in the defensive fire segment of the battlecraft combat step. NOTE: Only seven battlecraft in STAR BLAZERS FLEET BATTLE SYSTEM Module I have this extra defensive fire capability. These particular battlecraft have enhanced laser defensive weapon systems which are incorporated into their basic designs. EXAMPLE #3: The Gamilon Ramhead Attack Torpedo Bomber has a defensive multiplier of two. If six of these craft are returning defensive laser fire, they would each be allowed two die rolls to determine if they have scored hits against their intended targets (see step 14). RADAR RANGE: Battlecraft may only detect and attack enemy units that are within their radar range. Radar range distances are expressed in hexes. PRIMARY BATTLECRAFT WEAPON SYSTEMS P.W.P. PRIMARY WEAPONS PACKAGE TARGETING RESTRICTIONS AM ATTACK MISSILE Cannot be used for anti-ship missions AT1 ATTACK TORPEDO 1 Anti-ship/installation missions only | AT2 ATTACK TORPEDO 2 Anti-ship/installation missions only GM GUIDED MUNITIONS Anti-ship/installation missions only М3 MISSILE TYPE 3 All missions M4 MISSILE TYPE 4 All missions SPECIAL WEAPON SYSTEMS S.W.P. SPECIAL WEAPONS PACKAGE TARGETING RESTRICTIONS DM DRILL MISSILE Anti-ship/installation missions MM FC MINI MAGNA FU\ME CANNON All missions SECONDARY BATTLECRAFT WEAPON SYSTEMS S.W.P. SECONDARY WEAPONS PACKAGE TARGETING RESTRICTIONS L LASER WEAPONS Anti-battlecraftand anti-ship strafeing weapon-can only be used against class 1 or class 2 warships BATTLECRAFT WEAPON SYSTEMS (MINES) W.P. WEAPONS PACKAGE TARGETING RESTRICTIONS M MINES Battlecraft and support craft may deploy orbital mines or stealth mines only 33
[14] BATTLECRAFT VS BATTLECRAFT COMBAT (DOGFIGHTING) It is in this step that battlecraft and support craft that have declared weapon launches against enemy battlecraft and support craft in step 13, must resolve these combat exchanges. During the course of normal battlecraft and support craft initiative movement exchanges, different groups of battlecraft will inevitably be ending their movement in the same hexes and engaging in dogfights, either by their own perrogative or that of their opponents. It is possible that different groups of battlecraft will have moved into the same hex during normal movement in order to initiate a dogfight or to reinforce units already in a dogfight. Players should observe each other’s battlecraft movement during the initiative movement exchanges to be able to identify the proper order in which battlecraft arrived in the hex in question. Although all movement and combat is considered to be simultaneous, it is necessary to break down these multiple unit battles into a definite order of combat encounters to insure that each group receives the correct bonus modifiers to which it is entitled. The order in which these combat encounters must be resolved is based upon the initiative movement exchange sequence. That is, the order in which the battlecraft groups arrived in the hex. The original group of battlecraft that has been attacked in a hex has obviously completed all its movement, or they would have been able to evade combat. These battlecraft are the ‘defenders’. The 'attackers’ are the first group of battlecraft which moved into a hex to attack an enemy unit which has completed all movement and cannot evade the attackers. The attacking flights may fire attack missiles or laser weapons, but not both systems in the same turn.If the attackers opt to fire their attack missiles, they must follow the procedure outlined in the attack missile percentage chance to hit table. If the attackers opt to use laser weapons, there are several conditions and modifications which must be observed. The attackers final attacking fire % chance to hit die roll must be recalculated. To accomplish this, the PRD of the craft must be identified. The basic hit% is located on the battlecraft laser fire hit% table. This hit% may be reduced if the battlecraft is carrying a primary weapons load. This must be verified, and any reductions taken (see primary weapons load limitation in Combat operations-dogfighting) before proceeding to the multiplier calculation. BATTLECRAFT MULTIPLIER BONUS If the battlecraft is one which is entitled to a multiplier bonus, this must be determined at this time. Multiplier data is found on the battlecraft weapons system tables. EXAMPLE: If a flight of 6 Cosmo Tiger II SSF (F2) fighters attack an enemy unit with laser weapons, each battlecraft has a 40% chance to inflict a hit. The fighters are not carrying any primary weapons packages, so they do not suffer any attack hit% reductions. However, the Cosmo Tiger II SSF (F2) does receive a multiplier bonus of 2 for each battlecraft. Therefore, the Cosmo Tiger II flight would have a total of 12 rolls using a 1D10 in order to score the 40% necessary to get a hit. Each hit would destroy one enemy battlecraft. ATTACKER’S BONUS MODIFICATION To simulate the advantage of attacking battlecraft have over defending battlecraft (at least in the first moments of contact), the attacking player may roll a 1D10, and if the result is 1-3 (30%), a further 10% bonus is added to the hit%. Using the example above, if a Cosmo Tiger II flight received the attacker bonus, its final hit% would be 50%, not 40%. The attacker’s bonus can be taken only once per turn. VETERAN PILOT BONUS MODIFICATION If the flight is composed of veteran pilots, there is a possibility that a further 10% bonus may be added to the final hit%. Veteran pilot status will be listed on the provided scenarios, or players may decide to allow a small number of battlecraft flights to be comprised of veterans in scenarios they create for themselves. Again, the owning player rolls a D10. If he scores a 1-3 (30%), the additional 10% bonus is added to the final hit% calculation. Using the example above- If the Cosmo Tiger II flight scored successfully and received the veteran pilot bonus, its final hit% would be 60%. They would have 12 rolls with a D10 to score a 1-6 (60%) for their hit% calculation. The veteran pilot bonus can only be taken once per turn. After all the modifications to the final die roll have been taken, the ‘attacker’ rolls the die and the enemy combat losses are calculated. The opposing player records his losses on the battlecraft squadron flight composition log found on the WDF of the ship which launched the craft. Since all battlecraft fire is simultaneous, the defending player may be able to return fire with some of these ‘destroyed’ craft in the next segment. This concludes the attackers segment of the battlecraft combat step. The ‘defending’ player now returns fire, if possible, with his battlecraft. The defending player follows the same 34
procedures as described above for the attacking player. He may wish to fire attack missiles or laser weapons, as did the attacker. However, he is only allowed to fire one weapon system per game turn. If the defender’s battlecraft are carrying primary weapons packages, they can only fire their laser weapons with a 20% reduction from their normal hit%. If the defending craft are equipped with enhanced defensive weapon packages, they may fire those systems at the attackers without any % reduction. Defensive weapon packages also have a multiplier bonus similar to offensive weapon systems. This multiplier data is found in the battlecraft weapon system tables. Defending battlecraft flights that have veteran pilots may roll to see if they receive the veteran bonus modification on their hit%. After all of these modification to the final die roll have been taken, the defender rolls the dice and the combat losses of the enemy are calculated. The opposing player records his losses on the battlecraft squadron/ flight composition log found on the WDF of the vessel which launched the craft. Both attacking and defending battlecraft owners remove any miniatures or counters that represent destroyed flights or battlecraft. This concludes the defender’s segment of the battlecraft combat step. A reinforced dogfight is an event in which the defending player may have brought in additional battlecraft to support one or more of his other flights that is under attack by enemy units. The reinforcing battlecraft move into the same hex along with other craft, but since they have arrived later, they must wait until the first round of combat between the original attackers and defenders has been completed. If there are any attackers still in the hex after this first combat encounter has been completed, the reinforcing group of battlecraft may attack them. The owning player of the reinforcing group must follow the same procedures to determine their attack odds as did the original attackers. The reinforcing group is entitled to all the bonus modifications as they are now considered to be ‘attackers’. After all the modifications to the final die roll have been taken, the reinforcing group of battlecraft rolls the die and the combat losses of the enemy are calculated. The opposing player records his losses on the battlecraft squadron/flight composition log on the WDF of the vessel which launched the flight. The defending group of battlecraft in this example are the original attackers. They have already fired their allotted weapon systems for the turn and may not return fire at the reinforcing battlecraft. Their losses are removed from the game board at this time. This process of reinforcing battlecraft attacks could continue another step if the original attacker also decided to move in another group of battlecraft to counterattack the reinforcements of the enemy. NOTE: Players are cautioned against committing valuable battlecraft assets into these types of actions. Battlecraft are valuable anti-ship attack units and should not be wasted in dogfights. BATTLECRAFT COMBAT AGAINST ESCORTS (DOGFIGHTS) One battlecraft mission which players may select in step 4 is the escort mission. Battlecraft (usually fighters), are selected to escort different groups of battlecraft on various missions. When two or more flights are combined for a mission, it is referred to as a combat group (a bomber flight and an escorting flight of fighters would comprise a combat group). The escorts must move with the combat group to which they have been assigned. The escorts may only be released from this duty after all the flights in the combat group have completed their mission. This means that after all the flights have launched their primary weapons packages (or all the flights in the combat group have been destroyed) during the course of the mission, the escorts no longer have any battlecraft to escort. When a combat group containing escorts is attacked by enemy battlecraft, a modified procedure takes place. First, all the attacking enemy battlecraft must attack the defending escorts before they can attack the other craft in the combat group. The attackers must match the defending escorts with at lest 2:1 odds. Any remaining attackers may then proceed to attack the other craft in the combat group. The first group of attackers and the defending escorts will fight a separate combat action. Any remaining attackers will attack the other battlecraft in the defender’s combat group. The attacking player may elect to fire attack missiles or to fire laser weapons. The same procedures and modifications for firing these weapon systems are followed just as in previous rule descriptions. After all the modifications to the final die roll have been taken, the attacker rolls the dice and the combat losses of the enemy are calculated. The opposing player records his losses on the battlecraft squadron/ flight composition log on the WDF. This concludes the attacker’s segment. The defender now returns fire with all of his battlecraft (including those destroyed by the attacker), since this combat is simultaneous. The escorts return fire with either attack missiles or laser weapons. The defender would not be entitled to an attackers bonus modification, but if it had veteran pilots, they could roll for that bonus modification. After all modification have been determined, the defender now rolls to determine the enemy combat losses. The defending (escort) segment is now completed. The attacker may now move against the other flights in the defending combat group with any remaining battlecraft. The battlecraft that have attacked the escorts may not participate in any more attacks this turn. The attacking player resolves combat using normal procedures, The defenders losses are recorded on the appropriate WDF. The next step is for the defender to return fire. If his battlecraft are carrying primary weapon packages, they will suffer firing penalties (except for battlecraft with enhanced defensive weapon systems). The defender resolves combat against the attacker according to normal procedures. The attacker’s losses are recorded on the appropriate WDF. Any losses are removed from the tactical hex map. 35
ATTACK MISSILE COMBAT Attack missiles have a range of 0-3 hexes against battlecraft and support craft. Attack missile launches against enemy battlecraft in the same hex are considered missile attacks and not dogfighting. To determine the final hit% for attack missiles, find the range to the target and roll a 1D10. Each successful hit would destroy one enemy battlecraft. If the flight has veteran pilot status, then the Veteran bonus modification die roll is taken. A successful roll of 1- 3 (30%) using a D10, means a 10% bonus is added to the hit%. The percentage to hit would now be increased to 50%. PRIMARY WEAPON PACKAGE LOAD LIMITATION ON COMBAT OPERATIONS (DOGFIGHTING) No battlecraft or support craft can enter a dogfight while carrying a primary weapons package without suffering a 20% reduction on the laser fire attack quotient (see battlecraft laser fire hit% table). This means that all battlecraft with only a basic 20% (or less) hit% are reduced to a 0% chance. F1 battlecraft would be reduced to a 10% chance to hit, and F2 battlecraft would be reduced to 20%. This only pertains to their use of laser weapons, while carrying primary weapons package loads. A battlecraft may jettison a primary weapons package load during step 11 (battlecraft and support craft movement step). Battlecraft with enhanced defensive weapons systems are not affected by the primary weapons package load limitations rule. They are always allowed to fire their defensive weapons without any reduction to their base hit% die roll calculations. Bombers (T1,B1), support craft (S1) and heavy bombers (HB1) generally have less offensive armament and are less maneuverable than F1 and F2 type craft. This reduces the combat effectiveness of some of the battlecraft types on the laser fire table. Some craft have enhanced defensive armament which allows them to return fire at their attackers in the defensive fire segment. Battlecraft are only allowed to fire one weapons system in any game turn. Therefore, a battlecraft with both offensive and defensive secondary weapons systems may only fire one of these systems during the game turn. Besides firing at battlecraft, laser weapons may be fired at enemy missiles, torpedoes, satellites, and mines. Players should use the attacking fire column on the laser fire table to determine the % chance to hit any of these targets. Battlecraft may also attack class one or class two vessels. This occurs in step 16 (strafing attack table). BATTLECRAFT LASER FIRE CHANCE TO HIT TABLE Use a 1D10 per multiplier B/CRAFT P.R.D. ATTACKING FIRE % CHANCE TO HIT DEFENSIVE FIRE % CHANCE TO HIT F1 30% (1-3) x MULTI PLER 20% (1-2) x MULTI PUER F2 40% (1-4) x MULTI PU ER 20% (1-2) x MULTIPUER B1 20% (1-2) x MULTI PU ER 20% (1-2) x MULTIPUER T1 20% (1-2) x MULTI PU ER 20% (1-2) Cosmo Electra x MULTIPUER 30% (1 -3) Ramhead x MULTIPUER ! S1 10% (1) x MULTILPIER 10% (1) x MULTIPUER HB1 0% 20% (1-2) x MULTIPUER I To determine the multiplier factor, consult the Battlecraft and Support craft weapons systems table. Laser fire range is limited to the hex the battlecraft is presently occupying (same hex). One enemy target is destroyed for each hit scored. EXAMPLE #1: A Black Tiger (F1) flight of 6 battlecraft is attacking an enemy battlecraft unit. The chance to hit is 30% or 1-3 with a D10. There is no multiplier effect for Black Tiger fighters (see battlecraft and support craft weapon system table). The EDF player rolls 6 D10’s, and the result of those rolls is 0,9,3,4,5,6, or [1] hit. The enemy unit has now lost one battlecraft. EXAMPLE #2: Two flights (6 each) of Gamilon Arrowlet (F2) fighters attacks an enemy battlecraft unit. The % to hit is 40%, or 1-4 using a D10. There is a multiplier effect of 2 for F2’s, which means that the Arrowlet flights get 24 die rolls. The Gamilon player rolls 24 times with D10’s and gets a total of 8 hits. Eight.enemy battlecraft are destroyed. The multiplier effect represents the advantage of fire power and advanced technology over less sophisticated craft. ATTACK MISSILE % CHANCE TO HIT TABLE Battlecraft vs battlecraft, missiles and torpedoes SAME HEX SHORT RANGE (I HEX) MEDIUM RANGE (2 HEXES) LONG RANGE (3 HEXES) > ' 50% (1-5) 40% (1-4) 30% (1-3) 20% (1-2) Each battlecraft firing their attack missile consults the range and rolls one D10. Each hit results in one damage point inflicted on the enemy target. 36
[15] BASE AND SHIP DEFENSE SYSTEM FIRE AGAINST BATTLECRAFT, INCOMING MISSILES, TORPEDOES, AND MINES During this step, warships fire their dedicated or assigned ship defense system batteries against enemy battlecraft, missiles, torpedoes and mines. These enemy weapon launches would have been declared in steps 12 and 13, and could have originated from enemy ships, battlecraft, support craft, or as a result of mine movement. There is a wide variety of weapon systems which can be used against these incoming targets. The owning player must have assigned the weapon system to the ship defensive systems computer bridge in step 3 if he intends to have them fire in this step. The battery must have the notation “SD” next to its battery designator icon on the WDF to signify that it is linked to the SD bridge. Batteries that are dedicated to the SDB, such as SD and MDS batteries, need no notations on the ship’s WDF. All weapons (assigned and dedicated) to the SDB may fire in this step. The owning player may fire missiles, torpedoes, SD, MDS, and DP capable batteries during this step. The owning player may also fire encapsulated magnetic cluster mines (EMCM), if his ship has this equipment. These can be fired against enemy battlecraft only. Check each ship’s WDF for a complete list of weapons systems carried. The owning player may fire as many of the batteries that he has assigned to the SDB in this step. Any weapon system firing in step 15 will not be allowed to fire in any of the following steps. SUPPORT FIRE FROM FRIENDLY SHIPS Ship’s Defensive (SD) and Missile Defense Systems (MDS) may only be used to defend the owning ship. These batteries may not be used to support any other friendly ships in their defense against enemy battlecraft, support craft, missiles, torpedoes, and mines. Dual Purpose Batteries (DP) designated as A/DP, B/DP, Е/ DP, and F/DP may be fired to support other friendly ships that are within their weapons range. Other batteries, such as C,D,G,H,I,J,K and L, which have DP mode charts listed on their owning ships WDF may only be used to defend the owning ship. These weapons systems are not true rapid fire ship defense system batteries, but can be used as such with a marked reduction in their Io hit effectiveness. Missile batteries type М2, М3, M4 and torpedo batteries T1, T2, CT1, CT2 may be used to support other friendly ships that are within their weapons range. Encapsulated Magnetic Cluster Mines, when launched during the ship defense systems fire step, may only be used against enemy battlecraft. The enemy battlecraft must be within the maximum launch range of the EMCM battery. The enemy battlecraft that is targeted may be threatening any ship within range of the vessel equipped with the EMCM. NOTE: EMCM’s may be used as barrier mines (see step 9). SD Batteries may also fire upon class 1 and 2 ships, mines and satellites in this step. The same procedure is used when firing on battlecraft. When SD batteries fire on class 1 or 2 ships, roll a 1D4 to determine damage. Only SD batteries have this option of firing at enemy warships and satellites while firing in the ship defense systems fire step. All other DP batteries assigned to fire in this step may only fire at battlecraft, support craft, missiles, torpedoes and mine targets. MDS batteries may only be used against enemy battlecraft, missiles and torpedoes. They have no effect if fired on enemy ships. MDS batteries fire M1 missiles, and have no ammunition supply restrictions. Defending batteries will always calculate their firing resolution hit% on incoming anti-ship missiles and torpedoes (launched by enemy warships in step 12) against their own ship at a hex range of 0. In other words, the hex the ship occupies. When firing at enemy anti-ship missiles or torpedoes launched at other friendly ships, the defending batteries will target the hex the friendly ship occupies. The distance to that hex is the range used on the firing batteries’ hit% table. Defending batteries supporting other ships will always calculate their firing resolution hit% against enemy battlecraft, support craft, mines, satellites, and enemy warships (SD batteries vs. Class 1 or 2 ships) at the actual range (in hexes) to the target from the firing ship. SDB or defensive fire missions should be resolved according to the target type. The owning player has to make the decision as to which of his defensive batteries are firing on what targets. Defensive fire against missile and torpedo attacks must be resolved separately from battlecraft attacks or mine attacks or smite transported warship attacks. The number and types of attacking missiles and torpedoes should be calculated. If a mixed group of different types of missiles or torpedoes are being fired at a warship, the number of damage points scored on them by the defending ship must be distributed in the following manner. For instance, if 10 x М2 missiles, 6 x М3 missiles and 8 x T1 torpedoes are being fired at an Earth Battleship, and the defensive fire from the battleship and supporting ships scores 12 damage points, the damage must be shared among the entire group of attacking missiles and torpedoes. In this mixed group, the М3 missiles are the more valuable target, since they inflict more anti-ship damage points than М2 missiles or T1 torpedoes. The Earth player will be concerned about how many of the М3 missiles are destroyed from the entire group. It is a simple task to assign a die roll spread to each of the three target groups. A 1-2 for the M2’s, 3-4 for the M3’s, and 5-6 for the T1’s. The defending player now rolls 12 x D6 to resolve which targets have been hit and destroyed. A player under attack from an Anti-Matter Missile or a Giant Missile will want to concentrate all available defensive fire 37
against such targets, since they have the ability to absorb 20-50 points of damage before they are destroyed. Supporting fire from ships or friendly battlecraft may be also employed against such targets. DEFENSIVE BATTERY FIRE Players should note that weapons systems which have DP capability have a special notation listed for the minimum number of batteries for that weapon which are required to fire at enemy units while in the DP mode. EXAMPLE #1: SPACE DEFENSE BATTERY [soj SAMEHEX 50% SHORT 4036 MEDIUM 30% LONG 20% 0 1 2-3 4 1 DIE ROLL PER BATTERY 2 D4 Each SD battery on the ship in question will determine its fire resolution hit% independently. Each battery rolls separately to see if it hits its target. If some of the SD batteries of a ship were firing at medium range that is 2-3 hexes distant, the hit% is 30% (1-3 with a D10). For each successful hit, the battery rolls 2D4's to determine damage. The numbers rolled are the damage points inflicted on the enemy targets. If the target is a warship, a D4 is used to determine the hits scored against it. EXAMPLE #2: Dual Purpose Battery MEDIUM PULSE LASER/DP MODE |b/dp| SAMEHEX 4036 SHORT 30% MEDIUM 20% LONG 10% 0 1-3 4-6 7 - 9 1 DIE ROLL PER EVERY 2 BATTERIES 1 D4 In this example, four ВЛЭР batteries have been assigned to the ship defense systems bridge. The owning player wishes to use these batteries to fire on enemy battlecraft and enemy anti-ship missiles that are attacking a friendly ship. Two of the B/DP batteries are firing at the enemy anti-ship missiles. The В batteries must fire into the hex occupied by the friendly ship. The range is six hexes. The chance to hit is 20% (1-2) using a D10. The range to the hex containing the attacking enemy battlecraft is 3 hexes. The chance to hit is 30% (1-3) using a D10. A,B,E,F, batteries are required to operate in units of two batteries whenever possible. Therefore, two batteries are fired at each enemy target. The owning player rolls 1D4 to see how much damage was inflicted by the two batteries. The number scored on the damage roll indicates the number of damage points inflicted on battlecraft, missiles, or torpedoes. If the target was a mine, it indicates the number of hits registered against the mine factors in that hex (see mine rules). Players must make every attempt to fire A,B,E,F or D/ P batteries in units of 2. In cases where there is only one battery available, its damage die roll would be divided by 50% to simulate its half strength. Battlecraft and support craft lost in the defensive fire step are removed from play and may not complete their attack missions in step 16. Likewise, anti-ship missiles and torpedoes lost in this step do not survive to complete their missions in step 17. Any mine factors, satellites, smited warships or stealth craft which are destroyed are removed from play before they are allowed to resolve their weapons attacks in step 16. Friendly defense system fire may not be normally fired into a hex containing both friendly and enemy battlecraft. The exceptions are: MDS, М2, М3, M4, T1, T2, CT1 and CT2 weapons systems. These are equipped with IFF systems (Identification Friend or Foe) and may be fired into hexes containing friendly as well as enemy battlecraft. These weapons systems will ignore friendly battlecraft when seeking out targets. Other weapons batteries may not fire into a hex containing both the friendly and enemy units. BATTLECRAFT ATTACK MISSILE INTERCEPTION FIRE AGAINST ANTI-SHIP MISSILES AND TORPEDOES It is during this step that battlecraft which may have survived step 14, launch attack missiles against incoming ship launched missiles and torpedoes. These anti-ship missile and torpedo launches were declared in step 12 by the opposing player. In order to be in the proper launching position to attack these incoming targets the battlecraft flight must be occupying the same hex as the ship they intend to defend. The battlecraft would have completed their move into the hex during step 11. The owning player announces the battlecraft weapon launch declaration in step 13. In step 15, the actual combat resolution is conducted against the incoming missile or torpedo attack provided the battlecraft has survived combat in step 14. The ranges and hit% resolutions for attack missiles firing on anti-ship missiles and torpedoes is always the same hex or zero hex range. The percentage chance to hit at this range is 50%. Each hit registered scores one damage point on the enemy target. ANTI-STEALTH MOVEMENT DETECTION During this step, warships equipped with ACHS systems may attempt to search for any warship performing stealth movement. The only ship that is capable of performing stealth movement is the Comet Sub Space Submarine (SSS). ANTI-CELLULAR HEAT SHIELD SYSTEM (ACHS) The ACHS system has a range of 6 hexes. The owning player must announce that he is conducting an ACHS search operation. He then consults the following table and rolls a 1D10 for each range band. 38
If the correct score is achieved, any enemy stealth craft or stealth mine factors in that range band are detected, and must be placed on the tactical hex map. The Stealth craft must remain on the map until the end of the game turn. It may resume stealth movement in the next game turn. Stealth mines must remain on the map for the rest of the game. Only a few ships have an ACHS system provided as standard issue. Players ACHS DETECTION TABLE DETECTION DIE ROLL (RANGE IN HEXES) HIT % [0] SAME HEX 50% [1] ONE HEX RADIUS 40% [2] TWO HEX RADIUS 30% [3] THREE HEX RADIUS 30% [4] FOUR HEX RADIUS 20% [5] FIVE HEX RADIUS 20% [6] SIX HEX RADIUS 10% will have to purchase extra systems to equip their fleets (see chapter six, additional rules). Although SBB YAMATO is listed as having an ACHS system, this is not the case at the start of the Cometine Campaign, and is a point that players may wish to utilize. ANTI STEALTH CRAFT MINE LAUNCHERS (ASMS) During this step, ships equipped with an anti-Stealth craft mine system may launch mines at detected enemy stealth craft or mines, which have been placed on the tactical map board. Only SBB YAMATO has an ASM system as standard issue. Other vessels will have to purchase such systems (see chapter six, additional rules). The ASM system has a range of 6 hexes. The owning player checks the range to the detected target and rolls a 1D10 to see if the weapon hits the target. If a hit is registered, another 1D10 is used to see how many damage points are applied against the target. If the targeted stealth craft ship is destroyed, it is removed from play immediately. It may not fire its weapons system in step 16. The ASMS, due to its specialized nature, may only be fired against stealth craft or stealth mines. ENCAPSULATED MAGNETIC CLUSTER MINE SYSTEM (USED AGAINST BATTLECRAFT) Ships equipped with EMCM systems may fire them against enemy battlecraft during this step. This system can also be used as an anti-ship or barrier mine. It can be launched in step 9 if deployed as a barrier mine, or in step 15 as an anti-battlecraft weapon (see mine rules for details on barrier mine procedures). If the owning player wishes to deploy EMCM’s against enemy battlecraft, they must be assigned to the SDB. The Gamilon Space Battle Carrier (SBCV) and Space Mine Warfare Ship (SMWS) are equipped with EMCM launch systems. Other ships will have to purchase such systems (see chapter six, additional rules). The EMCM system has a range of four hexes. The owning player may target any enemy battlecraft within its four hex range. The range is checked, and a 1D10 is rolled. If a hit is registered, a 1D4 is used to see how many damage points are assessed against the target. ENCAPSULATED MAGNETIC CLUSTER MINE LAUNCHER SATgHEX 'W1 LONG 20* 0 1 2-3 4 1 DIE ROLL PER LAUNCHERj 1 D4 The EMCM’s may be fired into a hex containing friendly, as well as hostile battlecraft. The EMCM’s are equipped with an IFF (Identification Friend of Foe) system, and will ignore friendly battlecraft when seeking out targets. SMITE ATTACK TARGET REACTION ABILITY Warships under attack by battlecraft, support craft, mines, satellites, or warships which have used smite movement to initiate the attack, must roll on the reaction table in order to determine whether they can fire their defensive weapons batteries at the smite attack units. The smite attack units can appear as out of nowhere, and often attack before the defending ships can react quickly enough to fire their ships defensive weapons batteries. In essence, this is a surprise attack which, if successful, can deliver a decisive blow. The smite attack units may appear in any hex that is within range of the vessel which carries the smite device. The defending vessels must pass the reaction die roll in order to fire at the transported units. Only one reaction die roll is allowed for each defending ship. If they fail to score on the reaction die roll, they may not fire any weapons batteries assigned to their SDB at the smite attack units in that turn. Any ship within 9 hexes of the appearance hex (of the transported units) may roll to determine if they are able to react fast enough to fire their SDB assigned weapons batteries. If they score sufficiently to allow them to fire their weapons, any losses inflicted against the enemy units are resolved immediately before moving on to step 16. This includes any transported class 1 warships. A defending (reacting) ship must score 20% (1-2) on a 1D10 to react quickly enough to fire at an enemy smite attack. COMMAND GROUP SHIP DEFENSE SYSTEM FIRE AGAINST BATTLECRAFT, INCOMING MISSILES, TORPEDOES, AND MINES Ships assigned to a command group are allowed to combine their SD batteries (maximum range four hexes), and their MDS batteries (maximum range nine hexes), to defend any of the vessels in the command group against enemy battlecraft, incoming anti-ship missiles, torpedoes or mines. This rule is the only exception to the basic ship defense rules regarding the SD and MDS battery firing limitations. Vessels can only share their SD and MDS batteries for mutual defense when they belong to the same command group. 39
[16] BATTLECRAFT ATTACK COMBAT All battlecraft and support craft which have survived combat in steps 14 and 15 are now allowed to attack enemy ships, bases, mines, satellites, and giant missile targets. Strafing attacks against class 1 and 2 ships are resolved in this step. Players check the range (in hexes) to the declared targets and consult the hit% table, rolling 1D10 to determine the weapons systems hit. Damage from each hit depends on the type of weapon system which has hit the target (see the battlecraft launched weapons systems table, damage points and effects). Hits are recorded on the warship display form (WDF). any critical hits are now resolved. Players will find the critical hit charts in step 24. The owning players that have fired their battlecraft’s primary or special weapons package must check off that weapons package box on the battlecraft’s ____________ squadron/flight component box. I J J J Jrlrl These are located on the WDF. EXAMPLE #1: This flight has fired 4 of its primary or special weapons packages. Those battlecraft may only use their secondary weapons packages until it returns to their carrying ship and are rearmed. BATTLECRAFT LAUNCHED WEAPON SYSTEMS TABLE (Range in hexes and hit%) PRIMARY WEAPONS SYSTEM TARGET SAME HEX SHORT RANGE MEDIUM RANGE LONG RANGE DAMAGE POINTS AND EFFECTS ATTACK MISSILE (AM) Battlecraft, A/S missiles, A/S torpedoes 0(50%] 1 [40%] 2 [30%] 3(20%] 1 point per hit ATTACK MISSILE (AM) Satellites, Mines, Installations, Giant Missiles 0 [60%] 1-2 [50%] 3-4 [30%] 5-6[2O%] 1 point per hit ATTACK TORPEDO 1 (AT1) Ships, Installations, Giant Missiles 0(70%] 1-2 (50%] 3-4(30%] 5-6(20%] 2 points per hit ATTACK TORPEDO 2 (AT2) Ships, Installations, Giant Missiles 0(70%] 1-2 (50%] 3-1 [30%] 5-6 [20%] 3 points per hit GUIDED MUNITIONS (GM) Ships, Installations, Giant missiles 0 [70%] 1 (50%] 2(30%] 2 points per hit (special attack bonus for smite attacks) MEDIUM MISSILE TYPE 3 (М3) ANY TARGET 0(70% 1-4 [50%] 5-8 (30%] 9-12 [20%] 4 PPH (ships, installations, GM's) 1 PPH (all others) HEAVY MISSILE TYPE 4 (M4) ANY TARGET 0(70%] 1-5 (50%] 6-10 [30%] 11-15(20%] 6 PPH (ships, installation, GM's) 2 PPH (all others) SPECIAL WEAPONS SYSTEM TARGET SAME HEX SHORT RANGE MEDIUM RANGE LONG RANGE DAMAGE POINTS AND EFFECTS DRILL MISSILE (DM) Ships, Installations, Giant missiles 0(70] 1-4(50] 5-8(30] 9-12 (20] 30 points per hit (3 automatic critical hits) MAGNA FLAME CANNON (MMFC) ANY TARGET 0(70] 1-3 (50] 4-6(30] 7-9 [20] 4 points per hit (1 automatic critical hit) A/S= Anti-Ship PPH= Points Per Hit SECONDARY WEAPON SYSTEM: Lasers Used against: Battlecraft Anti-ship missiles Anti-ship torpedoes Class 1 and 2 ships Satellites Mines NOTE: For battlecraft vs battlecraft laser fire, see table in step14. For anti-ship strafing fire, see strafing attack table in step 16. For laser fire on missiles, torpedoes, satellites or mines, use attack column on battlecraft laser weapons fire table in step 14. * There are two target categories listed for attack missiles on this table. This reflects the fact that attack missiles fired at enemy battlecraft, anti-ship missiles and torpedoes will have to contest with extensive evasive maneuvering from these targets. The result is a lessening of the range and % chance to hit. 40
BATTLECRAFT SECONDARY WEAPONS STRAFING ATTACK TABLE TARGET SHIP (CLASS) HIT % DAMAGE CLASS 1 30% (1-3) 1 point per hit CLASS 2 40% (1-4) 1 point per hit Roll a 1D10 for each battlecraft attacking the enemy ship and multiply each hit by one damage point. Veteran bonus modifiers apply (see Battlecraft vs Battlecraft Combat step 14). SMITE CRAFT SPECIAL ATTACK PROCEDURE Battlecraft, support craft, mines satellites and class 1 warships that used smite movement in step 11 (in order to conduct attacks on enemy units) and have survived defensive fire from step 15 may now attack their declared targets. Mines attack according to the normal rule procedures (see step 19). NOTE: Transported mines are pre-programmed to attack; no control mine is needed to initiate this attack. Satellites and warships attack occording to normal rules procedures (see step 19). Battlecraft and support craft attack occording to normal rule procedures (see the battlecraft launched weapons system tables). SPECIAL GUIDED MUNITION ATTACK BONUS Battlecraft carrying guided munition packages receive a special attack bonus due to their ability to exploit the smite movement system, allowing them to loiter over their targets and enhance their target acquisition capabilities. The closer the transported battlecraft attacking with guided munitions is to its intended target the better chance it has to inflict serious damage and knock out the ship’s systems. GUIDED MUNITION PACKAGE HIT RESULT TABLE ATTACK RANGE TO TARGET SHIP # OF HITS PER G.M. WEAPONS PACKAGE #OF CRITICAL HITS ! О HEXES 3 HITS 1 automatic C.H. 1 HEX 4 HITS 1 automatic C.H. 2 HEXES 5 HITS 1 automatic C.H. STEALTH VESSEL ATTACK COMBAT STEP Stealth vessels which are either undetected or have been detected, but have survived any combat from step 15 are now allowed to attack their targets. The stealth vessel miniature or counter is placed on the tactical hex map. Stealth vessels do not announce their intended targets in step 12, but wait until step 16 and are allowed to make these declarations immediately before conducting the attack resolution die roll against the target. Owning players count the range in hexes and consult their weapons system hit % table (on the WDF). A 1 D10 is rolled and if any hits are registered, the damage points are assessed to the target. The hits are recorded on the WDF, and any critical hits are resolved. Only the Comet Subspace Submarine (SSS) is equipped for tactical stealth combat. The SSS can fire either CT1 or CT2 weapons systems at enemy targets. Only one of these weapon systems can be fired in a turn by the SSS (see warship weapons system firing capabilities, step 3) For every three hits inflicted on the target ship at 0 hex range, 1 automatic critical hit is also registered. These critical hits are in addition to any other critical hits acquired by the target ship during the game turn. 41
[17] SHIP BASED MISSILE AND TORPEDO HIT RESOLUTION The anti-ship missiles and torpedoes launched in step 12 that have survived combat steps 15 and 16 now resolve their attacks against their declared targets. The owning players must consult the weapons hit tables on the ship’s WDF The type of missile and torpedo weapons system is identified. The range is determined from the firing ship to the target ship (in hexes) and the percentage needed to score a hit is calculated. One D10 is rolled for each anti-ship missile or torpedo that is attacking the declared target. EXAMPLE: If a salvo contains four torpedoes, each attacking torpedo is rolled separately to determine if it hits its intended target. For each hit scored, the appropriate anti-ship damage points are recorded on the target ship’s warship hull structure boxes. Any critical hit damage is resolved before proceeding with the next step. LIGHT MISSILE LAUNCHER I [M2j SAMEHEX 7035 SHORT 5035 MEDIUM 3035 LONG 2035 DMG AS 0 1 - 6 7-12 13 - 18 3 EXAMPLE: Eight М2 missiles are fires at a Gamilon Battleship from a range of 12 hexes. Five of the missiles are destroyed by enemy action in steps 15 and 16. The three remaining missiles now must be rolled to see if they hit the target. The initial firing range was 12 hexes, which gives the missiles a 30% chance to hit. Three D10’s are rolled, and two hits are scored. М2 missiles do 3 points of anti-ship damage for each hit, therefore 6 points of damage are registered against the Gamilon battleship. FIRING SHIP TARGET SHIP (12 HEX RANGE) 42
[18] DIRECT COMBAT FIRE In step 18, players will fire weapons batteries they have allocated to the Battle Bridge (BB) in step 3. These weapons systems may be ship or planet based. Players may not exceed the weapons system capabilities rules explained in step 3 when firing weapons systems in step 18. REDUCED BATTERIES All firing is conducted by batteries, but several ships have special characteristics and are noted below. The EDF Space Frigate (SFFG) carries one [G] Shock Cannon in its bow. It is designated as a 1/3 G Battery. This is the same heavy shock cannon type that is mounted on the SBB YAMATO. When resolving damage from this weapon, use the [G] battery damage statistics table and multiply the damage by .333, (discarding any fractions) for each 1/3 G Battery that scores a hit. FLOTILLA BONUS Some light ships receive a flotilla bonus. If the flotilla is operating at full strength (usually 4 ships) than the flotilla bonus may be used by the owning player. This is in addition to the other batteries listed on the WDF. When the flotilla is reduced to 2 ships, the flotilla bonus is also reduced. When only 1 vessels remains, the bonus is lost. To receive this bonus, all ships in the flotilla must be moving together as a unit of four. The players may use counters or miniatures to represent this group. A multi based miniature unit may be used to represent the flotilla. Only the Gamilon High Speed Strike Cruiser (HSCSG) and the Gamilon Space Destroyer, Missile (SDDM) have flotilla bonus weapons. DIRECT COMBAT FIRE PROCEDURE Players announce which of their weapons systems is firing and at what target. The range is measured between the firing and target ship. All ranges are defined in hexes. Players now refer to the firing ship’s WDF. They cross index the range on the weapons firing table with the hit%. Any modifiers that may influence the % die roll are calculated. Examples of these modifiers include whether the target is stationary, any battery damage, and the current accumulated damage level on the firing ship. After these modifiers have been determined, the correct % chance to hit quotient is determined. A D10 is rolled to resolve if the firing battery has hit its target. EXAMPLE: Four Gamilon High Speed Strike Cruisers (HSSCG) fire their [J] Energy Cannon batteries at an EDF Battleship. The range in hexes is six. Therefore, the hit% is 30% (1-3). Four D10’s are rolled, one for each firing battery. Two hits are scored. The damage inflicted is 6 points per hit, so 12 damage points are crossed off on the Battleship’s hull structure boxes. Any critical hit damage inflicted is now resolved. Players must designate which ship batteries are firing at which target. Any target that receives more hits than it needs to actually destroy it, absorbs the extra hits. No extra hits on an individual ship can be transferred to another ship in that same hex. If 2 or more ships occupy the same hex, any extra hits received by one of them cannot be transferred to another. The extra hits are lost. TARGET SELECTIONS Players may designate any enemy ship or battlecraft/ support craft flight in a hex as a target. Intervening friendly or enemy units do not block the line of sight or the path of fire of the attacking ship. ENERGY CANNON RECHARGE CYCLES Energy cannon battery types I, J, and К must observe the re-charge cycles that these weapons systems require between firings. I and J batteries require two turns to recharge after firing. К batteries require three turns to recharge. This information is also printed on the ship's WDF. Players should maintain a firing record of these particular weapons systems on the WDF to insure that the re-charge cycles are being observed. COMMAND GROUP FIRING ADVANTAGES A command group may only be formed around a ship with an ACACBI System (Advanced Computer Assisted Command and Ballistic Interlink). This system allows ships in the command group to select one general weapons group, such as missiles, torpedoes, shock cannons, pulse lasers, or energy cannons and combine the same type batteries into one massive salvo against a single ship or group of ships occupying a hex. The mass salvo receives a hit% bonus. The command group leader’s warship class dictates the bonus modifier. Class 1-3 ship get an addition 20% to hit, and a class 4-9 ships get an additional 30% to hit. The batteries making up the mass salvo must all be of the same type (all missile or torpedo or shock cannons, etc.). The combined number of batteries are all grouped together into one salvo. Any number of similar batteries may be grouped together. Only one target hex may be selected. The range to the target is measured from the command group leader in secret so that the vessel is not revealed to enemy players. All batteries in the mass salvo fire at this range rather than the actual range from each ship to the target. The group leader’s ACACBI system is controlling the mass salvo. The group leader’s most powerful battery type firing in the salvo is selected as the weapon statistical table to be used in determining the hit% for the entire mass salvo fire. The range is cross referenced with the weapon type and the hit% is determined. Added to ‘this number is the mass salvo bonus modifier (20% or 30% depending on the class of ship of the command group leader. The entire mass salvo is now rolled using 1D10. If a hit is registered, the total number of batteries firing hits the target hex and all of the combined damage points are applied against the vessels in the hex. If the salvo misses the target, all batteries in the salvo miss and no hits are registered. Divide the total number of hits scored by the number of vessels and battlecraft in the hex. This is the number of hits on each target. Other batteries not involved in the mass salvo may fire in the regular fire exchange sequence of the direct combat fire step. 43
ANTI-MINE FIRE Players who have BB assigned weapons batteries may also employ them to fire at enemy mine factors. Every ten hits registered on a mine factor destroys the mine factor counter. ANTI-STEALTH VESSEL FIRE Stealth vessels that have either been detected in step 15 or have fired their weapons in step 16 and have had their counter or miniature positioned on the tactical map may now be fired upon. All ships within 9 hexes of a stealth vessel that has fired its weapons must roll a die at the beginning of the direct combat fire step to determine if they are able to detect the vessel. If the ship is able to detect the stealth vessel, it may fire upon it, but with the following modification to its hit% die roll. EXAMPLE: If the range to an SSS is short, the % chance to hit is therefore 50%. While the chance to hit is 50% in this case, the target is a stealth vessel using radar countermeasures, which automatically reduces the firing ship’s percentage chance to hit to the next lowest range bracket on the firing weapons statistic table. The 50% chance would therefore be reduced to 30%. Any direct fire weapon targeting a stealth vessel would have its firing efficiency reduced by the radar countermeasures emitted by the SSS as outlined above. Each successful hit on the stealth vessel inflicts damage points equal to the original range bracket. Therefore, only the % chance to hit is reduced by the stealth vessel’s radar countermeasures. All damage calculations are resolved, including critical hits as per normal procedure. Surviving stealth vessels may resume stealth movement in the next warship movement step that follows. STEALTH VESSEL DETECTION TABLE DISTANCE TO STEALTH VESSEL % CHANCE FOR DETECTION 0 (SAME HEX) 60% 1-2 HEXES 50% 2-3 HEXES 40% 4-5 HEXES 30% 6-7 HEXES 20% 8-9 HEXES 10% 44
[19] SPECIAL WEAPONS FIRE In this step players determine if they will fire their special weapon systems. Special weapons may be fired under the following conditions: When a player wishes to fire a special weapon system during the upcoming turn, no other weapon systems may fire during the combat steps preceding the special weapons fire step. The only exception to this are the ship batteries that are assigned to the SDB. These may fire during step 15, but only in defense of the owning ship itself. They may not be fired to assist friendly ships under attack by enemy units unless they are part of an established command group. SPECIAL WEAPONS FIRE CONDITIONS [1] Ship damage levels do not prevent firing of the weapon (see below). [2] The approximate special power point levels have been acquired by the owning player in order to fire the weapon selected. Weapon statistics are located on the WDF. [3] Targets selected must be within the special weapon range limits. [4] The ship’s command bridge has not been damaged or destroyed (see critical hit rules). [5] The special weapon system has not been damaged or destroyed (see critical hit rules). [6] The special weapon battery is not damaged or destroyed (see critical hit rules). If all of these conditions are met, the range is calculated and the target is announced. Before firing any special weapon, the owning player must roll to see if the special weapon system is functioning correctly (roll a D10). A score of 80% (1-8) is required in order to fire the special weapons battery. If the result is not a 1-8, the weapon cannot be fired in that turn. If the die roll is successful, the special weapons battery has hit its target. All special power points held in the ship’s power accumulation log are now spent. The process of renewing the special power supply begins from zero. Special weapons can be fired at any type of target. When a vessel has suffered 60% or more damage (designated by the darkened box on the warship’s hull structure hit box diagram, the warship can no longer fire any of its special weapons. At this level of damage, the hull structure can no longer sustain the stress of operating a special weapon system. SPECIAL WEAPONS DAMAGE SPREAD EFFECT The special weapons spread effect is determined by the type of weapon involved. Only the EDF Wave Motion Guns have this spread effect. SPECIAL WEAPONS DAMAGE SPREAD EFFECT TABLE SPECIAL WEAPON SPREAD EFFECT SW1 TARGET HEX ONLY SW3 TARGET HEX +1 SW4 TARGET HEX +2 SW5 TARGET HEX +3 ' The damage inflicted in the initial target hex is always 100% of the amount rolled in the damage roll. Damage caused in any of the spread effect hexes is 50% of the amount scored on the damage roll. All enemy units in the hexes hit by the EDF Wave Motion Guns are affected by the damage points inflicted in either the target hex or any of the spread hexes. (See below) TARGET HEX-100% DAMAGE EFFECT SPREAD HEX-50% DAMAGE EFFECT A DIRECTION I OF ATTACK To determine the spread effect, roll a 1D6 for each hex the wave motion gun is able to cause damage. EXAMPLE: EDF SW5 has a three hex spread effect. Three D6’s would be rolled to determine the spread of the wave motion gun. Use the following scatter diagram. NOTE: A double roll is not redone. Instead, the spread effect lands in the same hex twice. The 50% damage effect is accumulated, so 100% damage would be inflicted on any enemy units in that hex. In the example above 3D6’s were rolled the results were 1, 3, and 3. Therefore, 100% of the damage point total would be inflicted on any enemy units in the target hex, hex #3 and 50% of the damage point total would be inflicted on all enemy units in hex #1. The Gamilon Special Weapons #10, 11, 12 and the Comet Special Weapons #20 and 21 have no spread effect. Therefore, the owning player must designate the specific target the weapon is firing at. Only that target in the hex may be hit. If a special weapon is utilized against battlecraft, each battlecraft or support craft can absorb only one point of damage. Therefore, if 40 damage points are inflicted against a hex containing 50 battlecraft, 40 would be lost. Each mine factor has a 10 damage point capacity, so 40 special weapon damage points would destroy 4 mine factors in that hex. SPECIAL WEAPON #2: SBB YAMATO’S MAGNETIC WAVE PROJECTOR (SW2) This is a unique special weapon which is carried on board the EDF SBB YAMATO. 45
Power Requirement: 4 special power points Special Restriction: No special power point accumulation die rolls can be made while this system is being utilized. When SBB YAMATO finds itself in an asteroid hex, it may use its Special Weapons system 2. This system allows the YAMATO to draw any asteroids present around the outer hull of the YAMATO. This asteroid shield provides the YAMATO with the equivalent of an extra 20 hull structure hit boxes. This effect will last for six turns and then the asteroid shield will drop off. The YAMATO may elect to drop the asteroid shield in any turn. The YAMATO may not fire any of its weapons systems while it is covered in the asteroid shield. It may move normally, but no tactical or strategic warp movement is allowed. Enemy weapons hits must first destroy all of the asteroid hit shield boxes before it begins to register any hits on the YAMATO itself. After the asteroid shield falls off, the YAMATO must begin to reaccumulate special power points from zero. As with any other special weapons system, its use will eliminate all special power points that have been accumulated along with those required to operate the system. TANDEM SPECIAL WEAPONS Certain vessels are equipped with double mounted (or tandem) special weapons. These vessels must observe the following restrictions. The EDF SW5 may only fire its wave guns in tandem. The SW5’s equip the Andromeda class Battleships. It will need 18 special power points to fire both of its wave motion guns. The Andromeda II has two tandem special weapon systems. If one of the wave guns is damaged or destroyed, the other may not be fired until the other is repaired. When both batteries are fired, it is considered to be a single special weapons discharge. The Cometine SW20 is designed to be fired either in tandem or separately. If it is fired in tandem, 18 special power points are required. If only one SW is fired, 12 special power points are needed. If both special weapons are fired together, they must be fired at the same target When fired simultaneously, it is considered to be one special weapons discharge. The Gamilon Smite SW13 (MT-1) and Smite SW14 (MT-2) are considered to be a simultaneously fired tandem special weapons system. [20] BARRIER MINE ATTACK RESOLUTION It is in step 20 that the barrier and EMCM mines that remain after surviving combat from step 9. 15, 16, 18 and 19 may now attack. Barrier mines within range of a control mine, or EMCM mines may attack enemy units that are occupying the same hex. Attacking mines use the mine attack table below. Each mine factor (represented by a single mine counter) rolls a 1D10 to determine the amount of damage inflicted on the target. Damage points are recorded on the enemy unit’s WDF and critical hits are resolved in the same manner as direct combat fire (step 18). BARRIER MINE DAMAGE TABLE 1D10 DAMAGE POINTS ADDITIONAL CRITICAL HITS 1 12 +2 CRITICAL HITS 2 NO EFFECT 3 10 +1 CRITICAL HIT 4 NO EFFECT 5 8 +1 CRITICAL HIT 6 NO EFFECT 7 6 8 NO EFFECT 9 4 0 NO EFFECT +2 = 2 automatic critical hits [21] TACTICAL WARP REEMERGENCE It is in this step that players who have initiated tactical warp movement in step 9 now return those units to the tactical map board. The rules procedures are listed in step 9- Warship Movement Step, Tactical Warp REEMERGENCE step. Ships returning from tactical warp may not fire any weapons, but may engage in ramming (step 22) and boarding combat (step 23). 46
[22] RAMMING MOVEMENT Ramming combat can only occur if it is stated in the scenario, or it has been agreed upon by the players prior to the start of a game. Ramming should only be allowed in desperate situations and not as a regular practice. A desperate situation could be the defense of one’s home world or if a scenarios calls for the defense of a particular unit in the fleet at all costs. Warships may only ram other warships. Battlecraft and support craft may ram other battlecraft, support craft, or warships. Ramming may be attempted when you move your unit into the same hex as enemy units. The ramming unit must have ended its movement in that hex, the target unit must have already ended its movement for the turn, or it would have escaped any ramming attempt. The ramming unit rolls a D10. A score of 30 % (1-3) or less means a successful ram. This die roll can be modified according to the following table: - 10% to the die roll for each ship class difference between the ramming unit, if it is smaller than the target unit. Battlecraft and support craft count as class 1 ships for purposes of ramming. A class 1 ship attempting to ram a class 6 ship would have its die roll reduced by 5. If the unit scores a 7, it would be reduced to a 2, which insures a successful ram. +10% to the die roll for each ship class difference between the ramming unit, if it is larger than the target unit. - 10% to the die roll for every three Power Rating Factors the ramming ship is moving faster then the target ship. +10% to the die roll for every three Power Rating Factors the target ship is moving faster than the ramming ship (round any fractions in the above two situations). - 50% if the target is stationary. If a ramming attempt is successful than the ramming player rolls to determine the damage inflicted on both units. First, the damage inflicted by the ramming unit onto the target unit is resolved, then the damage inflicted on the ramming unit by the target ship is resolved. RAMMING DAMAGE TABLE EXAMPLE: A class 3 ship successfully rams a class 5 ship. The class 3 vessel has 36 undestroyed hull structure boxes remaining. The class 5 ship has 50 undestroyed hull structure boxes still remaining. The damage inflicted by the class 3 ship against the target ship was medium, therefore 75% of the 36 undestroyed hull structure boxes equals 27 hits against the target ship. The owning player (of the target ship) must check off 27 hull structure boxes on the target’s WDF. Any critical hits received must be resolved. Damage to the ramming ship must now be determined. The ramming ship receives 75% of the undestroyed hull structure boxes from the target ship. This equals 37.5 hits against the ramming ship. The owning player must check off 38 hull structure boxes on the ramming ships WDF. Any critical hits received must be resolved (round off any fractions in the above situation). Each battlecraft/ support craft is equal to one undestroyed warship hull structure box for ramming rule purposes. The ramming battlecraft or support craft unit is automatically destroyed if the target unit is a warship. Any fractional values should be rounded. To simplify the ramming combat between battlecraft and support craft any successful ramming attempt results in the mutual destruction of an equal number of target and ramming units. If 4 fighters successfully ram 4 enemy bombers, the result is the destruction of all 8 battlecraft. ROLL 1D10 RESULT % OF REMAINING UNDESTROYED WARSHIP HULL STRUCTURE BOXES ON RAMMING AND TARGET SHIPS 1-3 LIGHT DAMAGE 50% 4-6 MEDIUM DAMAGE 75% 7-9 HEAVY DAMAGE 100% 10 EXTREMELY HEAVY DAMAGE 150% 47
[23] BOARDING COMBAT In this step any boarding combat is attempted. Boarding may only be attempted by transporting combat units (via support craft) to the target ship, or after a successful ramming attempt has been resolved. Support craft with boarding missions are moved during step 11 to the target ship’s hex. Each support craft type has a troop transport ability listed below. SUPPORT CRAFT TROOP CAPACITY CRAFT TYPE MAX. TROOP CAPACITY ADDITIONAL OPERATING CREW EDF Astro Ascender (AA) 60 2 EDF Astro Kingfisher (AK) ' 4 3 EDF Astro Commando (AC) 40 4 GAM Charioteer (SC) 40 3 COM Strider (S) 60 3 BOARDING PROCEDURE Support craft must roll a D10 to attempt a successful landing on an enemy vessel. A score of 30% (1-3)or less is required to successfully land and board an enemy vessel. This die roll can be modified according to the following table: -10% modifier to the die roll for each hex of movement advantage (described as Max Movement Allowance) the support craft has over the target ship. NOTE: Support craft have a movement ability of 0-12 hexes each turn (see Battlecraft support craft movement and endurance chart). EXAMPLE: A warship is moving at speed 6 (ie: using 6 Power Rating Factors for the turn) it is therefore moving at six hexes per turn. Two Cometine support craft attempting to board the enemy warship have moved into the same hex. The support craft are moving at speed 12. They therefore receive a -60% modifier to their die roll to maneuver and land on the enemy warship. The basic die roll is reduced by 60%. An 8 is rolled by the player attempting a boarding it is now reduced to 2, which indicates a successful landing and boarding. +10% modifier to the die roll for each hex of movement advantage the target ship has over the support craft attempting a boarding. EXAMPLE: A warship is moving at speed 12 (ie: moving 12 hexes in a turn). A support craft moving at speed 6 is attempting a boarding. A D10 is thrown by the player attempting the boarding. A 3 is rolled, but another +6 is added to the die roll because of the 6 hex movement advantage the target ship has over the support craft. Therefore, the total die roll score is 9, and the boarding attempt is not successful. After a successful ramming attempt has been resolved, boarding an enemy craft is considered to be automatic, but combat with any defending troops must still be resolved. Players may attempt as many boardings as their craft have endurance to continue to operate in the battle area. BOARDING COMBAT PROCEDURE Assault troops which board an enemy vessel must successfully fight the defenders in order to capture the ship. Troops carried aboard ships for offensive or defensive combat are referred to as marines. Every 10 assault troops, or defending troops, counts as one marine combat factor on the following chart. Combat factors should be totaled for both sides and resolved on the chart below. MARINE COMBAT FACTORS DIE ROLL 1 2 3 4 5 6 1 0 0 0 0 0 1 2 0 0 0 0 1 2 3 0 0 0 1 2 3 4 0 0 1 2 3 4 5 0 1 2 3 4 5 6 1 2 3 4 5 6 Each side rolls a 1D6 and cross references the result with their combat factor total to determine the number of enemy factors destroyed. Defenders always receive a +1 to their die rolls. Combat continues turn by turn until the attackers or defending forces are destroyed. After all defenders are destroyed, the ship is considered captured by the assaulting player. The captured ship may be moved per normal movement rules by the capturing player, but he cannot operate the weapon systems or use warp movement. The captured vessel can be used to ram enemy ships, provided the players have agreed to use the ramming rules prior to the start of the game. 48
The captured vessel may be recaptured by the player that has lost the ship. The player now in control is not able to fire on any battlecraft or support craft so any counter attack has a good chance of success A captured ship’s weapons systems or warp movement cannot be used by the new owners until the ship is returned to a fnendly base examined and a new crew trained to operate it. This process takes two strategic turns. Transport ships carry no marine detachment, but troops in transit may be used to defend the ship if boarded. This is the normal contingent of fleet marines assigned to the vessel. Additional army or marine units may be transported aboard warships which have hangar or cargo decks The troops being carried in transit can be utilized in defense of that ship against boarding attacks. WARSHIP CLASS MARINES CARRIED 1 10 2 20 3 X 4 X 5 40 6 40 7 40 6 50 9 60 TRANSPORT SHIPS MARINES/ TROOPS CARRIED EDF CDSF 8000 G PAV 60 G HMT 1600 G HSLMT 60 C SALS 1600 Normal Marine contingents carried aboard warships Transport ship troop capacity 49
CRITICAL HIT LOCATION TABLE AREA DAMAGE ROLL (2D 10’s] CRITICAL HIT CODE 1 A 2-6 В 7-9 C 10 D 11 E 12-16 В 17 F 18 G 19-21 H 22 I 23-25 J 26 К 27-31 В 32-34 L 35 M 36-40 В 41 N 42 0 43-45 C 46 P 47-51 В 52 Q 53-55 H 56 К 57-61 в 62 G 63-65 L 66-68 J 69-73 В 74 R 75-79 В 80-82 C 83 к 84-88 в 89 s 90 T 91 и 92-96 в 97-99 J 100 V [24] CRITICAL HIT DEFINITIONS [A] MAIN POWER GENERATOR HIT: Ship Explodes/destroyed [B] HULL: Critical hit bonus roll- Roll a 1D6, if a one is rolled a die according to the weapons system which caused the critical hit (that is, the weapons system responsible for causing the damage points to exceed the end of the horizontal column(s) of the hull structure hit boxes found on the ship’s WDF. EXAMPLE: Three Comet destroyers (DD) fire on an Earth Battleship (SBB). The Comet DD’s scores 25 hits. The 25 hits cause 2 critical hits. The EDF player must roll for both critical hits. A 14 and a 20 are scored. A 14 is a hull critical hit bonus roll. A D6 must be rolled, and if a one is scored, a further die roll must be taken to determine the number of additional damage points inflicted on the SBB. The type of die to be rolled for this resolution depends on the weapon system which generated the critical hit. In this example, it was an A/DP battery. Therefore, a D4 is rolled. The number scored indicates the additional damage points assessed against the target ship. CRITICAL HULL HIT BONUS DAMAGE TABLE BASE AND SHIP WEAPONS DIE ROLL A/В batteny 1D4 C/D battery 1D6 E/F battery 1D6 G/H battery 2D4 l/J battery 1D6 K/L battery 2D4 T1/T2 1D4 M2/M3 1D4 CT-1/CT-2 1D6 SPSWP 1D4 SD battery 1D4 [class 1-3 ships only] Special Weapons Яге 1D10 [single charge hit] Special Weapons Fire 2D 10 [double charged hit] Anti-matter Missile 1D10 Gaint Missile 1 1D10 Giant Missile 2 2D10 Giant Missile 3 3D10 Mine 1D4 50
CRITICAL HULL HIT BONUS DAMAGE TABLE BATTLECRAFT WEAPONS DIE ROLL T1/T2 1D4 PGM 1D4 Havoc MFC 1D4 M-3 1D4 M-4 1D6 Drill missile 1D10 [C] BATTERY DAMAGED: To determine which battery is damaged, select a 1D6. The owning player selects on a roll of 1-4, the opponent selects on a roll of 5-6. After the selection is made, roll a 1D6 for effect, using the chart below. BATTERY DAMAGE EFFECT TABLE 1D6 DAMAGE EFFECT 1-2 Battery fires at half effect for rest of game [can only be repaired at a base] 3-4 Battery is out of action for two turns 5-6 Battery is out of action for three turns [D] RADAR SYSTEM DAMAGED: To determine repair time, roll a 1D6 (repair rolls take place in step 25). GENERAL REPAIR TABLE TURN SCORE NEEDED TO REPAIR DAMAGED SYSTEM [1D6] TURN 1 1 TURN 2 1,2 TURN 3 1.2,3 TURN 4 1.2,3,4 TURN 5 1.2.3,4,5 TURN 6 AUTOMATICALLY REPAIRED i No weapons systems may fire until the radar is repaired. On step 25, players roll to repair system damage on their ships. The Repair Table indicates the die roll required to repair the system. On the first turn of damage, a one is needed to repair the system. If successful, the system goes back on line and is ready for use at the beginning of the next turn. If the system is not repaired, the owning player tries again on step 25 of the following turn. Now, a 1 or 2 is needed to repair the system. This procedure is followed until the system is successfully repaired or is automatically repaired on turn 6. [E] SPECIAL WEAPONS SYSTEMS DAMAGED: To determine repair time, roll a 1D6. Special weapons may not fire until the system is repaired. [F] BATTLE BRIDGE DESTROYED: (remainder of game) Direct fire system destroyed. Ships weapons battenes can only fire in Ship Defense Systems mode (SDS) for the remainder of the game. These weapons systems may only fire in step 15. [G] MAIN ENGINE SYSTEM DESTROYED: Ship explodes, NO SURVIVORS. [H] HANGAR DECK OR CARGO DECK (TRANSPORTS): Owning player rolls a 1D6 to determine damage. HANGAR DECK/ CARGO DECK DAMAGE TABLES 1D6 DAMAGE RESULT 1-3 Hangar Deck/Cargo Deck damaged for 3 turns 4-6 Hangar Deck/Cargo Deck destroyed Repair die rolls take place in step 25 (see repair chart). DAMAGED result: No launching or landing of battlecraft or support craft is allowed for three turns. Roll for each BC/SC or cargo factor present at the time of damage. DESTROYED result: No launching or landing of battlecraft or support craft for the rest of the game. Roll for each battlecraft or support craft in the hangar or cargo factor present at the time of damage or destruction. 1D10 HANGAR /CARGO DECK DAMAGED CARGO DECK DAMAGE 1-3 One Battlecraft/Support craft lost 1 Cargo factor lost 1D10 HANGAR /CARGO DECK DESTROYED CARGO DECK DAMAGE 1-6 One Battlecraft/Support craft lost 1 Cargo factor lost Only ships that carry more than 6 battlecraft or support craft are considered to have a hangar deck large enough to warrant an official hangar deck classification. If, during a damage resolution, a hangar deck critical hit is registered on a ship that does not have a hangar deck, consider that hit to be a hull hit. Follow the normal critical hit procedure. [I] SPECIAL WEAPONS BATTERY DESTROYED: for remainder of game. Can only be repaired at a base. (J] WEAPONS BATTERY DESTROYED: Players dice to see which one selects the battery to be eliminated. Using a 1D6, 51
the owning player selects on a roll of 1-4, the opponent selects on a roll of 5-6. Any battery type can be selected except a special weapons battery. [K] INTERNAL FIRES: Owning player has three turns to contain these fires. Use a D6. On turn 1, a successful roll of 1,2 or 3 is needed. Turn 2, a 1 or 2, and turn 3 a 1. If the appropriate score is not made in three turns, the ship explodes and is destroyed. [L] MAIN ENGINE DAMAGED: The owning player must roll a 1D4 for each critical hit of this type received. The amount rolled equals the number of ship power rating factors lost from the ships stated power rating on the WDF. The ship still continues to move at its current speed, but its future speed increases or decreases are affected. These lost ship power rating factors can be restored. The owning player can restore one factor with a die roll of 1,2 or 3 using a 1D6. This die roll takes place during the repair phase, and can be repeated each turn until all the ships power rating factors are restored. If a ship receives damage which reduces its power rating factors to a zero or negative number, these factors must also be added to the total number to be restored. EXAMPLE: If a ship with a base power rating of 6 is currently travelling at a speed of 12, and it receives a critical hit which reduces is base power rating from 6 to 3, the ship will continue to move at its current velocity of 12, but its ability to increase or decrease its speed is now reduced accordingly, from 6 to 3 until it is restored in future repair step rolls. This change in the ship’s current power rating total must be written in the ship’s current power rating display box on the WDF. No warp movement of any kind can be attempted if the ship’s power rating factor is reduced below its stated base rate. This rate is listed on the WDF. Repair rolls take place in step 25. [M] NAVIGATION BRIDGE HIT: The owning player must roll a 1D6. On a roll of 1-3, the system is damaged. On a roll of 4- 6, the navigation bridge is destroyed. DAMAGED result: The ship will continue on its present course until the navigation control can be transferred to an auxiliary bridge. To successfully restore command, a roll of 1,2 or 3 must be achieved using a 1D6. This roll is taken in the regular repair step 25. The ship is allowed to reduce speed, and can continue-to fire its weapons, but it cannot change course or engage in any warp movement until the damage is repaired. DESTROYED result: If the bridge is destroyed, the ship cannot change course or engage in warp movement for the rest of the game. [N] SPECIAL WEAPONS SYSTEM DESTROYED: The SWS is destroyed for the remainder of game. This prevents any special weapons battery fire and can only be repaired at a base. [O] SPACE DEFENSE SYSTEM (SDS) BRIDGE HIT: The owning player must roll a 1D6 to determine the extent of the damage. On a roll of 1-3, the SDS is damaged. The SDS is destroyed on a roll of 4-6. If the SDS is damaged, it may be repaired using a 1D6, following the repair chart. Until the SDS is repaired, no SDS fire is permitted (step 15). All repair rolls are conducted in the repair step 25. If the SDS is destroyed, no SDS fire is allowed for the remainder of the game, and must be repaired at a base. [P] SPECIAL WEAPONS BATTERY HIT: The owning player must roll to determine the extent of the damage using a 1D6. On a roll of 1-3, the system is damaged, and on a roll of 4-6, the battery is destroyed. If the battery is damaged, it may be repaired using the repair table. Until the battery has been fully repaired, no Special weapons fire is allowed. All repair rolls are conducted during repair step 25. [Q] BATTLE BRIDGE DAMAGED: When the Battle Bridge is damaged, there can be no anti-ship missile or torpedo fire (step 12) or direct fire (step 18) until it is repaired. The owning player must roll a 1D6, using the repair chart. All recovery rolls take place during step 25. [R] RADAR SYSTEM DESTROYED: This system is out for the remainder of the game. No weapons system may fire. The radar system can only be repaired at a base. [S] COMMAND BRIDGE HIT: The owning player must roll a 1D6 to determine the level of damage. A roll of 1-3 means that the CB is damaged, while a roll of 4-6 shows that the Command Bridge has been destroyed. DAMAGED result: The ship will follow its last orders until command can be restored. No special weapons fire may take place until this is accomplished. The owning player must roll a 1D6, using the damage repair table. All repair die rolls take place on step 25. DESTROYED result: The captain has been killed, and the vessel follows its last orders. Special weapons fire cannot take place for the remainder of the game. Command cannot be restored. [T] ANY EXISTING SPECIAL OR PURCHASED SYSTEMS: This could be any of the following- ACHS, ACACBI, MLS, MSS, or ASMS. The owning player must roll a 1D6 to determine the extent of the damage. A roll of 1-3 means that the system is damaged, while a roll of 4-6 shows that the system has been destroyed. If it has been damaged, use the 1D6 repair table. Destroyed systems can only be repaired at a base. If no special system is present, ignore this result and roll again for another critical hit resolution. [U] SPECIAL WEAPONS BATTERY DAMAGED: When this system is damaged, special weapons may not be fired until it has been repaired. All recovery rolls take place in step 25. [V] SHIP’S MAGAZINE HIT: ship explodes. NO SURVIVORS NOTE: If the system called for on the critical hit table is not present on the affected vessel, consider that critical hit to be a hull hit and follow the critical hull hit procedure. 52
SHIP DAMAGE AND CRITICAL HIT RESOLUTION STRESS TURN DAMAGE Ships conducting stress turns must roll to determine what damage (if any) may result from that maneuver. STRESS TURN DAMAGE CHANCE TABLE SHIP SPEED STRESS TURN DAMAGE INFLICTED 1-6 1-3 [30%] 7-12 1-6 [60%] 13-18 1-9 [90%] 19-24 AUTOMATIC Roll 1D10 to determine if damage results If stress turn damage is caused, the owning player must now consult the stress damage result table. A 1D10 is rolled to determine which system is affected. Consult the critical hit table for specific instructions on how the damage is applied to the ship in question. STRESS DAMAGE RESULT TABLE 1D10 SYSTEM TYPE DAMAGED 1 [C] Weapons battery damaged (owrtng prayer roils to select which system on the ship is damaged) 2 [D] Radar damaged 3 [E] Special Weapons System damaged 4 [L] Main Engine damaged i 5 [M] Navigation Bridge damaged 6 [0] Space Defense System damaged 7 [Q] Battle Bridge damaged 8 [S] Command Bridge damaged 9 [T] Purchased Special System damaged (if no purchased special system exsits on ship .roll again) 0 [U] Special Weapons Battery damaged ACCUMULATED DAMAGE EFFECT Ships that sustain battle damage will suffer from compound effects of numerous systems failures and crew losses. This effects the firing efficiency expressed as a percentage chance to hit number, which is found on the WDF. Consult the following chart when damage to a ship is inflicted, and reduce the ships weapons systems firing capacity by the percentage indicated. NOTE: This damage effect is in addition to any other damage received by the ship during the game. ACCUMULATED BATTLE DAMAGE TABLE SUSTAINED DAMAGE (HULL) FIRING EFFICIENCY REDUCTION 60% 10% 70% 20% 80% 40% ! 90% 60% EXAMPLE: When a ship has accumulated 60% damage, the owning player must reduce the percentage chance to hit for all the ship's non-special weapons system batteries when calculating firing odds. For instance, if the ship intends to fire a В Battery at medium range, the normal percentage to hit calculation is 30%. Having received 60% accumulated damage, however, the odds of hitting a target for this ship at medium range are now reduced to 20%. Accumulated damage effects cannot be repaired until the ship returns to a base. [25] RECOVERY AND REPAIR STEP It is in this step that players will attempt the repair of their battle damaged ship systems. The Critical Hit Tables outline the specific instructions to be followed for each type of systems damage. Within these instructions there may be special damage and recovery steps for specific systems, or players may be directed to use the General Repair Table found in the Critical Hit Rules Section. 53
[26] MORALE DETERMINATION The morale rules are divided into these sections: [1] Individual Ship Morale Rules [2] Command Group Morale Rules [3] Fleet Morale Rules INDIVIDUAL SHIP MORALE RULES When an individual ship receives damage equal to the listed percentage of hull structure boxes, it must determine its ship morale. To stay in battle, it must roll the following with a D10. SHIP MORALE TABLE DAMAGE % OF HULL STRUCTURE BOXES MINIMUM ROLL TO STAY IN BATTLE AREA [1D10] 60% 1-4 or 40% 70% 1-3 or 30% 80% 1-2 or 20% 90% 1 or 10% If the minimum score is not achieved, the vessel must move at its fastest available speed from the tactical map, moving away from enemy units. It is allowed to fire, but the ship must increase speed each step to its highest possible velocity until it escapes from the battle area. COMMAND GROUP MORALE DETERMINATION STEP Ships linked together in a command group have their morale determined by an assessment of the total number of hull structure boxes of the command group. EXAMPLE: SBB YAMATO is the command group leader for a group that consists of one SBB of the Borodino Class and six EDF Space Destroyers. The total number of hit boxes for this command group would be: 1 x SBB YAMATO 124 1 x SBB Borodino class 110 6 x SDD [12 x 6] 72 306 - 60% damage to this group would occur when 184 hit boxes have been filled - 70% damage to this group would occur when 214 hit boxes have been filled, etc. The same minimum scores to stay in battle as with individual ships will be used for command groups. Vessels of the command group that have been destroyed and removed from play also count against the command groups morale determination point total. An owning player of a command group may disband or reform that command group in step 5. A reformed command group will have a new point total to determine its morale calculations. Ships disbanded from a command group return to individual ship status for the purpose of ship morale determination. FLEET MORALE DETERMINATION STEP If players wish to roll for fleet morale situations, they should consult the following table. FLEET MORALE TABLE The original point total refers to the starting value in FLEET LOSSES (original point total lost) MINIMUM ROLL TO STAY IN BATTLE AREA [1D10] 50% 1-6 or 60% 60% 1-7 or 70% 70% 1-8 or 80% 80% 1-9 or 90% points of each players fleet, this should include any reinforcements that may arrive in the course of battle and any forces based on planets included in the scenario. Point costs for units are listed in the Additional Rules chapter. The final minimum score roll can be modified by the following table. FLEET MORALE MINIMUM SCORE MODIFYING TABLE +10% to the final die roll if SBB YAMATO or SBB ANDROMEDA I or II, Cometine SBB MEDARUUSA, or Gamilon Fleet Command Cruisers I or II are still active in the battle (ie: less than 60% damage) and still able to fire special weapons. This 10% bonus can only be applied once. It is not given for each of these ships. +10% if the Reet flagship is still active in the battle and able to fire its special weapon. +20% if Emperor Desslok or Zordar is present at the battle. This counts double if both Emperors are present. - 10% if SBB YAMATO or SBB ANDROMEDA I or II, Cometine SBB MEDARUUSA or Gamilon Fleet Command Cruisers I or II are destroyed or have suffered more than 60% damage or cannot fire their special weapons. This 10% reduction can only be applied once. It is not given for each of these ships. - 10% if the fleet flagship has been destroyed or has suffered more than 60% damage or cannot fire its special weapon. - 20% if Emperor Desslok or Zordar are lost (killed) in the battle. Counts double if both emperors are killed in the present battle. FLEET MORALE DETERMINATION STEP 54
The minimum fleet morale can be modified by the circumstances of the battle as indicated by the above chart. EXAMPLE: The Gamilon fleet’s minimum score needed to stay in the battle is 60%. Emperor Desslok’s ship has been destroyed in this turn, so the final score is reduced. - 10% Fleet Command Cruiser II destroyed - 10% Fleet flagship destroyed - 20% Emperor Desslok killed The total reduction is 40%. The Gamilon fleet’s minimum score has been reduced to 20%, or a roll of 1-2 on a D10. If the Gamilon fleet has successfully scored 20%, it may continue the battle. If it failed, it must retreat off of the tactical map at its fastest speed, avoiding enemy units when possible. Enemy units may pursue, but once the Gamilon units are out of weapons range, the pursuit is over and the game is ended. 55
GAMILON SMITE CRAFT [SC] This vessel is used to transport battlecraft, support craft, mines and satellites 56
ADDITIONAL RULES SEAMLESS FIGHTER MISSIONS The Seamless fighter is the only battlecraft which can penetrate the magnetronic waves of the Gamilon Space Fortress. The magnetronic waves have no effect on the Seamless fighter. This craft can be used to transport a two man commando team to attempt to destroy the Gamilon Space Fortress from within. The Seamless fighter mission moves during step 11. Once the team has reached the hex containing the Gamilon space fortress, it must use the following table to attempt to destroy the fortress, using a 1D6: [1] Commando team is killed, attempt unsuccessful [2-5] Battle fortress is destroyed at end of next turn [6] Attempt is delayed-try again next turn SECONDARY RADAR SYSTEMS Each warship has a secondary or auxiliary radar system. This radar system is located on the Navigational Bridge. The radar range of this secondary system is rather limited, having only about 1/5 of the range of the main radar system that is present on the ship. This chart represents the range in hexes: MAIN SYSTEM RANGE (IN HEXES) 20 25 30 40 50 60 70 75 80 125 SECONDARY SYSTEM RANGE (IN HEXES) 4 5 6 8 10 12 14 15 16 25 If a vessel’s main radar is destroyed or damaged, the ship may use its secondary system as a substitute. If the navigation bridge is destroyed, the secondary radar system is also destroyed. If the navigation bridge is damaged, the secondary radar system follows the normal radar repair procedure outlined in (I- Radar system Damaged, found in step 24, Critical Hit Definitions). BATTLECRAFT/ SUPPORT CRAFT ACHS OPERATIONS Players may purchase ACHS packages to equip battlecraft and support craft in order to increase their anti- stealth craft and mine detection operations. The Battlecraft or support craft flights would be assigned a recon (search) mission profile. An entire flight of 6 craft must be so equipped in order to conduct ACHS operations. If the strength of the flight falls below six craft, deduct 10% from the percentage die roll to locate a stealth target for each craft missing from the flight. The Battlecraft or support craft travels to its intended target hex during step 11, and from this hex location, it can then roll for stealth targets in step 15. Follow the procedure as outlined under Anti-Cellular Heat Shield System in step15. USE OF CREW MEMBERS FOR BOARDING COMBAT Players may decide to use members of a ship’s crew to augment their boarding parties or to help in the defense of the vessel. Crew composition details will be found in the STAR BLAZERS EDF TECHNICAL MANUAL (SB102) WARSHIP RECOGNITION GUIDE. When crew members are taken away from their normal duties to supplement combat battle groups, the ship’s overall fighting efficiency will suffer. For every 20% of the crew total detached from regular duty to combat duty, deduct 10% from the percentage chance to hit from any of the ship’s weapons systems, including the special weapons. The special weapon's 80% success rate die roll will be reduced to 70%. This remains in force until the crew members return to their normal duty stations. WARSHIP BOMBING CAPABILITY There is only one warship that is capable of bombing attacks similar to battlecraft. The Gamilon Smite Craft (SC) is equipped with Precision Guided Munition Launching Bays on its ventral port and starboard hulls. To launch these weapons, the Smite Craft must occupy the same hex as the intended target. The Smite Craft is allowed to attack with two of its launching bays per turn. Each launching bay can deliver three ‘attacks’ (see below). PORT STARBOARD The percentage chance to hit is 70% (1-7) for each attack. A D10 is rolled, and each hit does three points damage. EXAMPLE: The Smite Craft attacks with two of its launching bays. 6 D10’s are rolled, and 5 hits are scored. 15 damage hits are recorded on the target vessel’s WDF. Any critical hits must be resolved. Bombing attacks take place in step 16. The Smite Craft can be fired upon by any SDB assigned weapons during step 15. The Smite Craft may only attack a target within the same hex it occupies at the end of its movement. A successful bomb run can only be made from a higher altitude in that same hex. The targeted ship may roll a D6 to attempt to outmaneuver the attacking Smite Craft. If a one is rolled, the target ship succeeds in outmaneuvering the Smite Craft. The Smite Craft will therefore be forced to abort its bombing mission. It will not expend any of its munitions, but it can attempt to attack in the next turn. SMITE CRAFT SELF-DESTRUCTION DEVICE The Smite Craft is also equipped with a self-destruct mechanism. To attempt to destroy enemy units as well as itself, the Smite Craft must be in the same hex as its intended target. It may only attack one enemy ship in the hex. The intended target must be announced by the Gamilon player. A D10 is rolled during step 18 and the following table is consulted. [1-3] Smite Craft destroyed, 10 points damage on target ship [4-6] Smite Craft destroyed, 20 points damage on target ship [7-9] Smite Craft destroyed, 30 points damage on target ship [10] Smite Craft destroyed, 40 points damage on target ship 57
GIANT MISSILES Giant Missiles (GM) are moved in a similar fashion as Anti-Matter Missiles (AMM). They are launched from planetary bases on step 12 and appear on the tactical map at the beginning of the step. With the placement of the counter on the tactical map, the Giant Missile has fulfilled its first movement turn. This simulates the GM’s initial launching and passage to the tactical area. The owning player must select a target or entry hex for each GM fired into the tactical area. The procedure is the same as the Tactical Warp Reemergence step (see step 9). The owning player must determine the exact entry hex of each GM he has launched. Giant Missiles launched at ship targets must have a designated target preference profile assigned to them. That means the owning player must record the class of ship he wishes the GM’s to attack. If the owning player designates a turn. When a GM has located an appropriate target, the owning player must announce that the GM is attempting to lock on to a target. The owning player rolls a D10 for each lock on attempt per missile. A successful lock on is achieved with a score of 80%. If the attempt is successful, the missile will detonate in that target hex during step 17. The GM is still subject to defensive fire during steps 15 and 16, and can be destroyed like any other missile before it detonates in step 17. If the lock on attempt is not successful, the GM still undergoes defensive fire and if it survives, it may attempt to attack again in the next turn. All Giant Missile anti-ship attacks are treated as hex bursts. All ships within the hex are affected by the detonation of a GM. This includes any ships that are not included in the GM’s designated target preference profile. When a GM detonates in a hex it will do damage as indicated on the Giant Missile Data Table. This damage roll is GIANT MISSILE DATA TABLE GIANT MISSILE TYPES TACTICAL RADAR RANGE MAX TACTICAL RANGE [HEXES PER TURN] MAXIMUM ENDURANCE [GAME TURNS] HEX BURST DAMAGE POINTS PLANETARY DESTRUCTION POINTS HULL STRUCTURE HIT BOXES GM 1 30 30 10 40 + 4D10 10 30 GM 2 60 25 24 60 + 6 D10 30 50 class 5 in his notes, the GM will attack the first enemy class 5 warship (or larger) that it encounters. It will Ignore all warships that are smaller than class 5 during its search for the assigned target. The GM will move in the most direct route to reach any specified target within its radar range after its first movement turn is completed. The first movement turn consists of placing the GM counter in its appropriate ‘entry hex’ on the tactical map. Giant Missiles have no turning restrictions and move as battlecraft for game purposes. Giant Missiles are moved during step 12. The owning player can contrc’ the direction and speed of the GM as long as it has enemy targets matching its target profile preference within its radar range. If the GM cannot locate any enemy targets which match its target profile preference within in its radar range at the start of step 12, The Giant Missile may roll a D6 to acquire a new course (see step 9: Tactical Warp Reemergence for hex side directional determination procedure. The number rolled will be the new course the GM will follow in its search for an appropriate target profile. It will follow this course for one half of its tactical range. If no target is located, the GM may roll for another course change for the remainder of its movement for the turn. This search procedure will continue until the GM locates an appropriate target or it reaches its maximum endurance limit. When a GM reaches its endurance limit, it will automatically detonate in whatever hex it occupies. If the Giant Missile’s ‘entry hex’ contains enemy warships that correspond with the GM’s target preference profile, then it will attack these targets immediately during its first movement taken for each GM that detonates in the target hex. The damage points inflicted are suffered by each ship or battlecraft present in the target hex. Any critical hits inflicted must be resolved. Each GM has hull structure hit boxes. When all of these are filled, the GM is destroyed. Until the GM is destroyed, it continues to function normally despite the amount of damage it has received. When Giant Missiles are targeted against planets, the GM’s will ignore all other targets except the planet that it has been assigned to attack. Giant Missile planetary attacks are plotted on the strategic (campaign) map, and will be covered in the Campaign Rules which will be published in STAR BLAZERS FLEET BATTLE SYSTEM Game Module II: The Dark Nebula Empire. 58
WARSHIP MUNITION SUPPLY Warships carry a limited amount of formed munitions on board. All torpedo and missile batteries indicate the number of reload salvoes allocated to each battery on the ship’s WDF. EXAMPLE: The YAMATO carries 48 М2 missiles and 24 T1 torpedoes. When these are expended, the YAMATO must undergo resupply for these munitions. Pulse laser, shock cannon, energy cannon, and special weapons batteries need not be concerned with munition exhaustion since these power based systems receive their resupply from the ship’s power generators. MDS battery munitions are carried in sufficient numbers to satisfy the needs of any engagement and need not be accounted for. BATTLECRAFT AND SUPPORT CRAFT MUNITION SUPPLY Battlecraft and support craft also employ formed munitions which must be replaced from the carrying ship’s stores as they are expended. When ships require resupply they must dock at a base or rendezvous with a supply ship. The warship can resupply up to its maximum combat munitions load for each category of munitions it carries. Resupply transfers which take place outside of a base must be conducted in the same hex as the supply ship, both ships must be stationary. The transfer requires six game turns to complete. It is the players responsibility to keep accurate records of his munition expenditures. SHIP CARGO CAPACITY AND CARGO MANIFESTS Transport ships which have a cargo manifest data block on their WDF’s are considered to be true bulk load carriers. These ships are the workhorses of the fleets keeping them supplied with the necessary material to maintain a military presence in space. Warships which have hangar decks may also be employed to transport cargo if it becomes necessary. If warships are used for this purpose, the warship may not carry its normal compliment of battlecraft in its hangar decks. These craft must be transferred to other ships or left at a base for the duration of the transport mission. The ships support craft must be retained on board, since these will be needed to assist in the transfer of the cargoes carried. Ships which have multiple hangar decks will find it necessary to calculate the number of battlecraft carried in each WARSHIP BATTLECRAFT/ SUPPORT CRAFT COMPONENT MAXIMUM COMBAT MUNITIONS EARTH SHIPS [CLASS] BC/SC MINE FACTORS CARRIED AM AT1 AT2 GM М3 M4 DM SBB YAMATO - 185 165 - - - - - SBB ANDROMEDA I - 235 216 - - - - - SBB ANDROMEDA II - 288 270 - - - - - SBB BORODINO - 185 162 • - - - - SBCV LEXINGTON - 288 270 - - - - - GAMILON SHIPS BC/SC MINE FACTORS AM AT1 AT2 GM М3 M4 DM SACV VENGEANCE 12 54 - 72 72 - - - HSSBC VINDICTIVE 12 162 144 - - - - - SBCV REVENGE 12 60 - 80 72 6 3 3 SCCV UNDAUNTED 12 54 - 72 72 - - - " " 2ND OPTION 12 54 - 144 - - - - SMWS (MINE WARFARE SHIP) 4 8 - - - - - - COMETINE SHIPS BC/SC MINE FACTORS AM AT1 AT2 GM М3 M4 DM SACV VENGEFUL - 864 648 - - - - - HSSACV HAILSTORM - 288 216 - - - - - of its hangar decks in order to determine the carrying capacity of each deck. Players using warships as cargo carriers must create a cargo manifest data block for record keeping purposes on each warship’s WDF. If necessary, players may use the back of the WDF to record this information. Warships may only carry troops, vehicles, or munitions. Warships cannot combine troops, vehicles, or munition cargoes. They may only carry one type of cargo in their hangar decks. Transports may carry any variety of cargoes, but for record keeping purposes, it is recommended that transports carry only one type of cargo per ship. For combined cargo loads, use the following scale: 1 cargo factor = 400 troops or 20 vehicles. 59
WARSHIP CAPACITY TABLE CARGO FACTOR EQUIVALENCY TABLES EARTH SHIPS MAXIMUM CARGO FACTORS CARRIED MAXIMUM TROOP CARRYING CAPACITY HANGAR DECKS MAXIMUM VEHICLE CARRYING CAPACITY SBB YAMATO .5 550 1 55 SBB ANDROMEDA 1 .5 720 1 72 SBB ANDROMEDA II .5 900 1 90 SBB BORODINO .5 550 1 55 । SBCV LEXINGTON .5 720 2 72 GAMILON SHIPS MAXIMUM CARGO FACTORS CARRIED MAXIMUM TROOP CARRYING CAPACITY HANGAR DECKS MAXIMUM VEHICLE CARRYING CAPACITY SACV VENGEANCE .5 480 4 48 HSSBC VINDICTIVE .5 600 2 60 SBCV REVENGE .5 600 2 60 SCCV UNDAUNTED .5 600 2 60 COMETINE SHIPS MAXIMUM CARGO FACTORS CARRIED MAXIMUM TROOP CARRYING CAPACITY HANGAR DECKS MAXIMUM VEHICLE CARRYING CAPACITY SACV VENGEFUL 1 1800 4 180 HSSACV HAILSTORM .5 600 2 60 I SBB MEDARUSSA .5 600 1 N.A. CARGO CODE [RESUPPLY UNIT] # OF MUNITIONS IN RESUPPLY UNIT CARGO FACTOR AMM 12 1 ; M-4 64 1 M-3 85 1 M-2 106 1 T-2 85 1 T-1 106 1 CT-2 85 1 CT-1 106 1 MF (MINE FACTORS) ALL TYPES 32 1 GM1 1 2 GM2 1 3 WARSHIP MUNITIONS CARRYING TABLE BATTLECRAFT AND SUPPORT CRAFT MUNITIONS CARRYING TABLE TRANSPORT SHIP LIFT CAPACITY TABLE TRANSPORT SHIP MAXIMUM CARGO FACTORS CARRIED MAXIMUM TROOP CARRYING CAPACITY MAXIMUM VEHICLE CARRYING CAPACITY EDF CDSF 20 8000 400 GAM PAV .02 80 4 GAM HSLMT .02 80 4 GAM HMT 4 1600 80 GAM SPT 4 N.A. N.A. COM SALS 4 1600 80 CARGO CODE [RESUPPLY UNIT] # OF MUNITIONS IN RESUPPLY UNIT CARGO FACTOR i AM 280 1 AT-1 140 1 i AT-2 106 1 GM 140 1 М3 85 1 M4 64 1 DM 12 1 The amount of cargo factors being earned is recorded on the transport ship’s Cargo Manifest Table as well as the cargo type code. 60
SATELLITES, BATTLECRAFT AND SUPPORT CRAFT REPLACEMENT UNIT TABLE CARGO CODE [abbreviation] # IN RESUPPLY UNIT CARGO FACTOR Ught BC/SC [LBC/LSC] 8 1 ; Medium BC/SC [MBC/MSC] 4 1 ( Heavy BC/SC [HBC/HSC] 2 1 Satellite (all types) (SAT] 4 1 BATTLECRAFT AND SUPPORT CRAFT CLASSIFICATIONS LIGHT B.C./S.C.- All EDF craft, all Gamilon craft (except HB), all Cometine craft except SF, SR, HAF, and S. MEDIUM B.C./S.C.- Comet Scorpion (SF), Comet Scorpion Recon (SR), Comet Heavy Assault Fghter (HAF) and Comet Shuttle Strider (S) HEAVY B.C./S.C.- Gamilon Heavy Attack Bomber (HB) WARSHIP POINT VALUES CHARTS EDF WARSHIP POINT VALUES SHIP TYPE SHIP CLASS POINT VALUE SBB Yamato 607 SBB Andromeda I 749 SBB Andromeda II 752 BB Borodino 513 BCV Lexington 530 BC Hood 283 SCG-P Konigsberg 270 SDD Gearing 151 SFFG Airone 155 TDD Lightning 58 SCG Mogami 77 TRANS Oceana 194 OBS Orbital Satellite 68 GAMILON WARSHIP POINT VALUES SHIP ! TYPE SHIP CUSS POINT VALUE FCC II Spirit of Gam ion 484 FCC Imperator 339 HSSCV Vindictive 335 I SACV Vengeance 373 SBCV Revenge 522 SCCV Undaunted 400 SBB Conqueror 370 SDD Exterminator 127 HSCSG Eliminator 117 SDDM Eradicator 99 SMWS Space Mine Warfare Ship 194 SC Smite Craft 175 SBB Audacious 381 HSSDD Dominator 134 ! PAV Planetary Assault Ship 76 SPT Tanker 119 HMT Heavy Transport 118 HSLMT Ught Military Transport 61 SF Space Fortress 948 COMET WARSHIP POINT VALUES SHIP TYPE SHIP CLASS POINT VALUE SBB Medarussa 696 SBB Victory 621 SCG(AM) Exterminator 789 SACV Vengeful 690 HSSACV Hailstorm 442 SDD Storm 151 SSS Shadow 144 SALS Space assault Landing Ship 116 61
PURCHASE COSTS FOR ADDITIONAL SYSTEMS AND UPGRADES ADDITIONAL SYSTEMS PURCHASE TABLE SYSTEM PURCHASE AND INSTALLATION COST TOTAL : ACHS (warship) 10 + (10) 20 ACHS (B.C./S.C. 6 required for a flight) 2 +(2) (4] x 6 =24 ACACBI 20 + (20) 40 ! ASMS 10 + (10) 20 STEALTH MINE FACTOR 10 EACH 10 ADDITIONAL CONTROL MINE FACTOR 10 EACH 10 SMITE TRANSPORTER [MT-1] 36 4- (36) 72 SMITE TRANSPORTER [MT-2] 48 + (48) 96 OPTIONAL DAMAGE DIE ROLL [1] Players should roll for each weapons hit instead of applying the automatic damage points which are listed in the small box on the laser, shock cannon and energy cannon weapons statistic tables. The optional damage die roll (listed next to the automatic damage point box should be used. This will result in fewer damage points being scored by these weapon systems in the course of the game and will extend the life of most warships. DAMAGE POINT ADJUSTMENT [2] Adjust the damage point application to two damage points needed to cross off one Hull Structure Box for all weapons fire (including battlecraft weapons) with the exception of special weapons, giant missiles, and antimatter missiles. These weapons should still eliminate one hull structure box per damage point scored. SHIP FORMED MUNITIONS CAPACITY [3] If option two is used, players should increase the missile and torpedo munitions supply carried on board the warships by modifying the rules as follows: Each missile and torpedo battery with the exception of Antimatter missiles, has one full salvo allocated and ready to fire, plus the stated salvoes that are printed on the battery icons. EXAMPLE: An М2 (5 reload) battery would begin the scenario with a total of 3 x 5 missile salvoes. One salvo loaded and two in reserve. UPGRADE SYSTEMS PURCHASE TABLE SYSTEM (upgrade) PURCHASE AND INSTALLATION COST TOTAL MSS TYPE II 10 + (10) 20 MLS TYPE III 15 + ;15) 30 Warshp weapons system firing capacities upgrade (dass) FIRING CAPAS-LfTY PURCHASE ANO INSTALLATION COST TOTAL CLASS 1-2 2 SYSTEM 20 + (20) 40 CLASS 3 3 SYSTEM 30 + (30) 60 CLASS 4-9 4 SYSTEM 40 + (40) 80 The STAR BLAZERS FLEET BATTLE SYSTEM is geared for large scale battles, but for players who wish to fight smaller sized actions, the following modifications to the rules should be implemented. HOW TO CONTACT VOYAGER ENTERTAINMENT AND MUSASHI ENTERPRISES, INC. Players wishing to submit comments, questions, art work, ship or weapon designs, scenario suggestions, etc., should contact Musashi Enterprises, Inc. at the address listed below. Unsolicited suggestions made by E-mail, standard mail, fax or other means become the property of Musashi Enterprises and Voyager Entertainment Inc. Registered mail will not be accepted, nor will material with your own copyright on it. If you are requesting a reply, include a self addressed stamped envelope. MUSASHI ENTERPRISES, INC. P.O. Box 340765 Milwaukee, Wl, 53234-0765 VOYAGER ENTERTAINMENT INC. P.O. Box 305 Leonia, NJ 07605 Musashi Ent. Inc. may be contacted at NARN@aol.com for the immediate future. Also, our on-line catalog may be found at http://members.aol.com/neghvar2/SFB/strblzrs.htm 62
SIMPLIFIED BATTLECRAFT AND SUPPORT CRAFT COMBAT RULES To speed up play, players may elect to use the Intermediate Game battlecraft and support craft movement and Combat Rules. Essentially they are the same rules found in the Advanced Game, but with the following deletions. [1] Mission Order Preference................. page 25 [2] Special warp movement for the Gamilon Heavy Attack Bomber (HB1).......................................... page 26 [3] Battlecraft Multiplier Bonus............... page 34 [4] Attacker’s Bonus Modification.............. page 34 [5] Veteran Pilot Bonus Modification.......... page 34 SUMMARY SHEET: BATTLECRAFT AND SUPPORT CRAFT ADVANCED COMBAT RULES Attacker’s Bonus: Roll a D10 for each attack, if a score of 1-3 is rolled, a further +10% bonus is added to the percentage chance to hit die roll for that attack only. Veteran Bonus: Roll a D10 for each attack. If a score of 1-3 is rolled, a further + 10% bonus is added to the percentage chance to hit die roll for that attack only. MISSION MOVEMENT PREFERENCE First mission movement group: All anti-ship (A/S), escort (E), mine laying (ML), shuttle or support (S), recon (R) and bombing (B) missions. Second mission movement group: All attack (A) missions Third mission movement group: all Combat Air Patrol (CAP) missions. BATTLECRAFT ATTACK WEAPON SUMMARY CHART B/C WEAPON RANGE (HEXES) DAMAGE POINTS LASER 0 1 [anti-B.C., missile and ship class 1-2] AM 3 1 [anti-B.C., missile] AT1 6 2 [anti-ship] AT2 6 3 [anti-ship] GM 2 2 [anti-ship]+Bonus Critical Hits М3 12 4 [anti-ship] -1 anti B.C., missile] M4 15 6 [anti-ship] DM 12 30 [anti-ship]+ 3 Critical Hits MMFC 6 4 all targets +1 critical hit Attack multiplier: All F2 B.C. get an attack multiplier factor of 2, the only F1 B.C. to get an attack multiplier factor of 2 is the Comet Scorpion Recon (SR). Defensive Fire Multiplier: The following battlecraft receive a defensive fire multiplier factor of 1- the Earth Cosmo Tiger (AB), Earth Cosmo Electra (CTE), the Gamilon Striker (DBS), Gamilon Vindicator (HB), the Comet Scorpion (SF) and the Comet Scorpion Recon (SR). The Gamilon Ramhead (ABR) receives a defensive fire multiplier of 2. Deduction for carrying primary weapons package: -20% off the percentage chance to hit die roll. 63
TACTICAL GAME SCENARIOS [1] Battle of Pluto: August 6, 2199 Earth Forces: Introductory Game 18 x TDD Gearing Class 1044 1 x SCG Mogami Class 77 Gamilon Forces: Introductory Game 12 x SDD Exterminator Class 1524 Starting Speeds: 6 for both fleets Starting Special Power levels: zero Starting Positions: Forces should be set up on opposite ends of the tactical map, 1-2 hexes inside the map edge. Victory Conditions: The first side that destroys 50% of the opposite force is considered the victor. [2] SBB YAMATO vs the Gamilon Pluto Base Defense Force: November 30, 2199 Earth Forces: Introductory Game SBB YAMATO 607 Earth Forces: Intermediate/Advanced Game SBB YAMATO 607 battlecraft component: 55 B.C. & 25 S.C. [54 black Tiger fighters (ВТ) and 1 Cosmo Zero (CZ) plus support craft Gamilon Forces: Introductory Game SBB Conqueror Class 370 4 x SDD Exterminator Class 508 Gamilon Forces: Intermediate/Advanced Game SBB Conqueror Class 370 8 x SDD Exterminator Class 1016 Starting Speeds all ships: 3 Starting Special Power Levels: 4 YAMATO only, zero for Gamilons Starting Positions: Forces should be set up on opposite ends of the tactical map, 1-2 hexes inside map edge. Space Terrain: Intermediate Game only. Three asteroid fields should be placed on the tactical map before play begins. Roll for starting position, speed and direction. The fields could be positioned on any central area of the map, or along map edges per player agreement Victory conditions: The Gamilon fleet must destroy the YAMATO The Star Force must destroy the Gamilon flagship and exit off the tactical map, along any of the Gamilon set up hexes. [3] Desslok’s Revenge: 2201 Earth Forces: Introductory Game SBB YAMATO Class 2 x SBB Borodino Class 1 x SCG-P Konigsberg Class 4 x SDD Gearing Class 607 1026 270 604 total: 2507 Gamilon Forces: Introductory Game 1 x SBB Audacious Class 381 2 x SBB Conqueror Class 740 1 x FCCII Spirit of Gamilon 484 4 x SDD Exterminator 508 4 x HSSCG Eliminator 468 3 x HSSDD Dominator 402 total: 2983 Intermediate/Advanced Game Earth Forces: Add battlecraft: YAMATO Borodino (2) Add 2 SFFG [55 B.C.+25 S.C.] [54 B.C.+6 S.C. each] Airone class 80 120 =200 310 Gamilon Forces: Add 1 HSSCV Vengeful [48 B.C.+6 S.CJ 54 Add 2 SBCV Hailstorm [60 B.C.+12 S.C.JHB each]150 =204 Starting Speeds: 3 for each fleet Starting Special Power Points: zero Starting Positions: Forces should be placed on opposite edges of the tactical map, 1-4 hexes in from the edge. Space Terrain: none Victory Conditions: The Gamilons must destroy the three battleships in the Earth Task Force. The Earth Task Force must destroy at least four of the Gamilon battleships or carriers. Special NOTE: Ramming and boarding combat is allowed in the Advanced Game Scenario. Convoy Defense Earth Forces: Introductory Game 3 SDD Gearing Class 604 3 SFFG Airone Class 620 1 SCG-P Konigsberg 270 Gamilon Forces: Introductory Game 4 SDD Exterminator 508 4 HSCSG Eliminator 468 4 HSSDD Dominator 536 4 SPT Tanker 476 Starting Speed: Earth ships 6, Gamilon ships 3 Starting Special Power Levels: zero Starting Positions: Earth forces on one end of the tactical map, 1-2 hexes in from the map edge, Gamilon forces should be set up in formation, 5-6 hexes in from the opposite map edge. Space Terrain: none Victory conditions: The Gamilons must get at least one of the tankers off the opposite edge of the tactical map by game turn 15. The Earth Force must destroy all four of the tankers by game turn 15 Special Rule: The Gamilon escorts will fight to the death and will ignore any morale rolls. The cargo they are escorting is Royal Honey from the planet Beemera, destined for Emperor Desslok. Any Gamilon captain failing in his duties while on a personal mission for Desslok knows what consequences await him on his return to Gamilon. 64
Breaching The Mine Field: Earth Force: Introductory Game 1 x SBB YAMATO Class 1 x SBB Andromeda I Class 2 x SBB Borodino Class 1 x SBCV Lexington Class 1 x SBC Hood Class 6 x SDD Gearing Class 6 x SFFG Airone Class Gamilon Force: Introductory Game 1 x FCCII Spirit of Gamilon Class 2 x SBB Conqueror Class 2 x SBB Audacious Class 12 x SDD Dominator Class 3 x SBCV Revenge Class 607 749 1026 530 283 906 930 total: 5031 486 740 762 1608 1566 total:5162 Two barrier mine factors per hex across the width of the tactical map. One control mine counter must be added for every 20 mine factors. Intermediate Game/Advanced Game Add battlecraft and support craft components to the Earth and Gamilon fleets. Earth Forces: Add battlecraft: YAMATO Andromeda I Borodino Lexington [55 B.C.+25 S.C.] [72 B.C.+8 S.C.] [54 B.C.+6 S.C.] [90 B.C.+5 S.C.] 80 80 60** 95 total :335 -395 **For one or both ships. Do not necessarily have to be carrying a full strength battlecraft component, or any battlecraft at all. Gamilon Forces: 3x SBCV [60 B.C.+12 S.C.,1HB each]225 Comet Probing Attack against Earth’s Satellite Defense Line: 2201 Earth Forces: Introductory Game 2 x SBB Borodino Class 1026 3 s SBC Hood Class 849 1 x SCG-P Konigsberg Class 270 12 x SDD Gearing Class 1812 4 x OBS 272 total:4229 Comet Forces: Introductory Game 3 x SBB Victory Class 15 x SDD Storm Class 1863 2265 total=4128 Earth Forces: Intermediate/Advanced Game Add battlecraft component 2 x SBB Borodino Class [54 B.C.+6 S.C. each] 120 Comet Forces: add 2 x HSSACV Hailstorm 884 add B.C. component [60 B.C.+15 S.C. each] 180 Starting speeds: 3 for each fleet Starting Special Power Levels: zero for each fleet Starting positions: Comet Force on opposite edge of tactical map, 2-3 hexes in from edge. Earth satellite line along center width of map. Each satellite separated by an equal number of hexes from each other. Earth Force has a free set up behind their satellite line. Victory Conditions: The Comet Force must destroy the 4 Earth Orbital Battle Satellites and exit the opposite edge of the map with at least 1 battleship and 3 destroyers by the end of the scenario. The scenario ends after 15 turns. Earth Forces must prevent the Comet Force from destroying the OBS line and getting more than 3 ships off the tactical map. Defeat the Carrier Force: Saturn, 2201 Starting speeds: 3 for each fleet Starting special Power Power: zero for each fleet Starting positions: Gamilon mine field across the center of the tactical map, Earth forces on one edge of the tactical map, 2-3 hexes in from the edge. Gamilon forces are free to set up behind their mine field. Victory Conditions: Earth forces must cross mine field and exit the opposite map edge within 15 turns with at least 6 ships, including 1 battleship. Gamilon forces must prevent the exiting of no more than 5 enemy ships by turn 15. Special NOTE: Gamilon ships may pass through barrier mine hexes with no penalties. Earth Forces: Intermediate/Advanc'"'’ ^ame 1 SBB YAMATO Class 37 5 SBCV Lexington Class 2650 6 SDD Gearing Class 906 6 SFFG Airone Class 930 5093 + 555 B.C. = 5648 SBB YAMATO [55 B.C.+25 S.C.] 80 SBCV Lexington [90 B.C.+5 S.C. each] total= [450 B.C.+25 B.C.] 475 Comet Forces: Intermediate/Advanced Game 2 x SACV Vengeful Class 1380 4 x HSSACV Hailstorm Class 1768 15 x SDD Storm Class 2265 5413 + 1048 B.C. = 6461 65
SACV Vengeful [180 B.C.+28 S.C.] x3 = 688 HSSACV [60 B.C.+15 S.C.] x4 = 360 Starting Speeds: 3 for each fleet Starting Special Power Points: zero for Comet, 4 for each Earth ship. Starting Positions: [first turn] Place Comet Fleet in formation on one end of the tactical map, 5-6 hexes in from the edge. A maximum of 12 flights of B.C. may be on CAP. No other B.C. may be deployed until turn 4. Place Earth battlecraft: first wave can be placed on any edge of the tactical map, on the first hex only. A total of 29 flight counters (each of 6 B.C.) may be placed on the map edge. [2nd and 3rd turn] No Earth ships or additional B.C. may be placed on the tactical map. The Comet player may not launch any additional B.C. or S.C. [4th turn] The Earth Force must now be placed on the opposite edge of the tactical map. The Earth player may now launch additional battlecraft (2nd wave). The Comet player may now launch additional battlecraft. Special NOTE: The Earth player may continue to roll for the accumulation of special power points, even while his ships are not present on the tactical map. Victory Conditions: The Earth player must destroy the 6 Comet Carriers by the end of the scenario- 15 turns. The Comet player must have at least one carrier left at the end of the battle to win. The Comet player can also win if he destroys the YAMATO and three of the Earth SBCV’s by turn 15. Earth Counterattack at the Cassini Gap: Saturn, 2201 Earth Forces: Introductory Game 1 x SBB Andromeda I Class 749 1 x SBB Andromeda II Class 752 5 x SBB Borodino Class 2565 3 x SBC Hood Class 849 3 x SCG-P Konigsberg Class 810 12 x SDD Gearing Class 1812 12 x SFFG Airone Class 1860 total:9397 Comet Force: Introductory Game 1 x SBB Medaruusa Class 696 6 x SBB Victory Class 3726 2 x SCG(AM) Exterminator Class 1578 24 x SDD Storm Class 3624 Starting Speeds: 3 for each fleet Starting Special Power Points: zero Starting Positions: Earth forces on opposite edge of the tactical map, 3-4 hexes in from the edge. Comet forces begin on the opposite edge of the tactical map 3-4 hexes in from the edge. Victory Conditions: The Earth Forces must destroy 6 of the Comet battleships or missile cruisers by the end of the scenario (15 turns) to win. The Comet forces must destroy all 7 of the Earth battleships to win this scenario. Special NOTE: No battlecraft are carried on the Earth Battleships. These squadrons were transferred to the Earth Battle Carrier force to bring those squadrons up to full strength in order to deliver the planned surprise attack against the Cometine Carrier Fleet. The following information is provided to help players set up their own scenarios. The typical scenarios are meeting engagements, or battles in which one side must fulfill an objective. An offensive or defensive objective can be assigned to both sides. Other variants, such as convoy raids, intelligence gathering, assault landing or resupply operations, rescue or evacuation operations, pursuit and planetary or base bombardment operations make interesting conditions on which to center scenarios. FLEET COMPOSITIONS To select fleets for scenario planning the point value of each ship may be used as a reference to compare the relative power and strength of the opponents to be used. The number of hit boxes each ship has and the number of special weapons carried are also important references for scenario building. The value of battlecraft and special equipment is an extra expense which must be accounted for. Players may be assigned point totals from which to select the ships, battlecraft and equipment they want for their force. The designer of the scenario decides how many points each side should receive. This decision should be based on each sides objectives and an estimation of what the opposing 66
sides will encounter in the way of enemy resistance. If one side has an abundance of special weapons on their vessels the opposing side should receive extra ships or battlecraft, etc., to balance this out. As players become more familiar with the game rules they will become more adept at planning balanced scenarios. Scenarios need not always be balanced to be enjoyable. Victory conditions can be adjusted to account for unbalanced scenarios. A few points to remember in scenario building are: 1: Fleets always travel at the relative same speed. When a fleet enters a combat area, it will usually be in some type of formation and all the ships would be travelling at the same speed to maintain this formation. After the enemy is encountered, ships will receive new orders which will effect their speed. 2: Special Power may already be accumulated on some or all ships as the scenario begins. This adds an interesting factor in the game. Of course, the opponents need not be aware of this fact, unless the scenario designer wishes them to know. 3: Definite objectives or victory conditions should be established in order to accredit the winning side. Victory conditions may also be dictated by ship point totals. This can be for ships destroyed and also for percentage of damage inflicted on each enemy ship. Achieving an objective in the scenario may also earn that side a stated amount of points. Each scenario should be given a stated duration. 4: Battlecraft and support craft components may be adjusted to represent losses, and lack of replacements. Ships are not required to always carry a full complement of battlecraft in each scenario. Ships can be included without their normal battlecraft component in order to balance a scenario or to make game play easier. 5: Space terrain and special weapons should be added to spice up a scenario, but their effect on game balance must be taken into account. 6: Extra points may be given to one side to purchase special equipment or to upgrade existing systems as a means to improve or balance a game. 7: For purposes of assigning battlecraft and support craft values, all light B.C/S.C. are valued at one point each, all medium В.С/ S.C. are valued at 2 points each, and all heavy B.C/S.C. are worth 3 points each. (See Satellite, Battlecraft and Support Craft Replacement Unit Table for these classifications). EXAMPLE: A Comet HSSACV Hailstorm Class carries 24 light and 36 medium battlecraft for a total of 60 points, plus 15 medium support craft for another 30 points, for a total battlecraft/ support craft component value of 90 points. NOTE: The DESIGNER’S NOTES in the next section are to be used as guides for the use of fleets in these scenarios, in addition to scenarios created by the players themselves. Please analyze these carefully, so that you can employ the forces available to you more wisely. 67
FLEET FORMATION [STRUCTURE, ORGANIZATION, AND DEPLOYMENT] Due to the unique nature of STAR BLAZERS FLEET BATTLE SYSTEM, proper fleet and task force structure is vital to success in combat. There are many different types of vessels in this game system, each one possessing a distinct role within the fleet or task force. Destroyers, and Frigates, for instance, are not elective in single ship combat against more heavily armed units such as Battleships. They can, however, perform a vital role as escorts to the capital ships. In this mission, they protect Carriers, Battleships, and Transports from waves of battlecraft, torpedoes, missiles, and assault by other larger, fast units. When placed as a screen around a capital ship, the combined DP Anti-aircraft fire of Destroyer groups (or other light vessels) creates a shield for the heavier, more valuable units. These faster, more maneuverable vessels can be used as scout groups or in mass formation as a rapid strike force. This tactic compliments the heavy, longer range firepower of the large capital ships. For these reasons, it is best to group the smaller vessels (Destroyers, Frigates, Cruisers and Battlecruisers) in task forces with Carriers and Battleships. Ideally, six of these light craft make an excellent protective screen. While this number may not be available at all times, the following examples (based on an EDF force with six escorts) will demonstrate the principles of task force deployment. FIGURE ONE : EDF SBB WITH [6] SDD SCREEN FIGURE ONE: This demonstrates a basic force support structure, utilizing six EDF Destroyers (SDD) as a screen around an EDF Battleship (SBB). This formation defends the forward, lateral and aft sectors of the SBB from battlecraft, missiles, and torpedoes as these vessels use their DP/SDS batteries to destroy incoming hostiles. In addition, it is always wise to allocate adequate numbers of DP batteries to the SDB, to insure protection against massed battlecraft, missile and torpedo attacks. FIGURE TWO: Here we see a more powerful configuration in support of an EDF Battle Carrier (SBCV). Four Patrol Cruisers have been added, providing a full screen around the flagship. This formation can defend against Rapid destroyer assaults, in addition to standard anti-battlecraft and missile defense. Utilizing the wave motion gun and long range ‘E’ batteries, the stronger Patrol Cruisers can engage enemy vessels at standoff range from the earner, insuring protection and preventing the disruption of flight operations. See the EXAMPLE provided on the following page. FIGURE TWO : EDF SBCV WITH [6] DESTROYER, [4] PATROL CRUISER SCREEN NOTE: It is particularly important to maintain escort screens when playing the INTERMEDIATE and ADVANCED GAME RULES. Protection from battlecraft, missiles, torpedoes, mines, stealth attacks, giant missiles, and anti-matter missiles is crucial to the survival of capital ships. White Comet Carriers, for instance, are especially vulnerable. They have very few weapons, and could easily be overwhelmed if they are attacked by warships or battlecraft. By the same token, task forces can be vulnerable to stealth attacks by White Comet Sub-Space Submarines (SSS). Screening provides early detection and rapid response to such incursions into rear areas. Support vessels that are equipped with purchased ACHS systems can be extremely effective against these stealth attacks Mines, placed in position for static defense or offensive operations (by smite transport, SMWS, or battlecraft) pose another threat to large, less maneuverable ships. Smaller vessels have a faster response time, and can be used to neutralize the mines, freeing the capital ships to concentrate on the mission at hand. 68
EXAMPLES: EDF Task Force ALPHA (6 Destroyers, 4 Patrol Cruisers, and one Battle Carrier) encounter a Gamilon force of 9 Destroyers, one carrier, and one Command Ship. In this case, the EDF support vessels must be prepared for: a standard B/craft attack, a rapid destroyer strike, smite attacks, Giant Missiles and AMM missiles. EDF Task Force ALPHA Gamilon Task Force Destroyer attack group Destroyers Patrol Cruisers • Carriers Battleships A group of six Gamilon Destroyers breaks from the force to conduct a rapid attack, while 3 Destroyers remain behind as escorts to the Carrier and Command Vessel. Path of EDF Patrol Cruisers The four Patrol Cruisers leave the formation to engage the Destroyer group. Meanwhile, the EDF Destroyers close in around the Carrier to protect against possible B/craft, Smite and missile attacks. A seen here, the four Patrol Cruisers get into position to envelop the destroyer group, restricting its maneuver options and subjecting it to flank fire from special weapons and heavy batteries. The Carrier remains well protected at a safe distance. 69
This diagram demonstrates the principle of conducting fleet attacks in line of battle. Shown here are battleships firing through their Destroyer screen. These Battleships are firing a ‘broadside’, utilizing all of their heavy turret batteries. This maneuver can be devastating when applied against the enemy’s aft quarter. In this manner, you maximize your firepower against the enemy, while also preventing special weapons fire, which tends to have forward firing arcs. Also, fewer standard weapons cover this aft arc. (See INSET) INSET: This demonstrates the maneuver known as ‘Crossing the T. Here, a successful execution of that action leads to a tremendous advantage in firepower, as the attacking group is able to bring most of its weapons to bear on the enemy’s vulnerable aft quarter. At left is a suggested formation of heavy and light units for a special weapons attack. It is recommended that you stay out of weapons range until you have charged the weapons fully. OTHER SUGGESTIONS: Concentrate missile and torpedo fire on several targets in order to divide your opponent’s defensive fire. Always fire a substantial salvo. Firing piecemeal will not be effective, as it allows the enemy to use SD/DP batteries to destroy your missiles and torpedoes quite easily. Also, it is wise to use CAP'S as a flexible response to enemy attacks, particularly when using the B.C/S.C. Mission Movement Preference table. Deploy some flights for attack missile interception fire against incoming anti-ship missiles and torpedoes. Coordinated attacks using battlecraft and rapid destroyer sorties can disrupt enemy movements and cause damage to targets, allowing your main body of heavy ships sufficient time to power special weapons. More information on strategy and tactics will be contained in the upcoming SB 102, STAR BLAZERS EDF TECHNICAL MANUAL: Warship Recognition Guide. 70
CREDITS: The following people contributed to the development of the STAR BLAZERS FLEET BATTLE SYSTEM Special thanks to: Barry and Jeri Winston of Voyager Entertainment for believing in me. Richard Jennings and company for their help with the miniatures production. Mr. Nishizaki, and Mr Matsumoto for creating the YAMATO universe. Adventure Games Plus Game Store in Milwaukee, Wi. and the Iron Tower Game Store in Schaumburg, II., for allowing us to run our play test sessions on their premises. Technical Advisors: Smio Tani- Professor Emeritus (Physics) Marquette University, Milwaukee, WI. Frank Rubio- Project engineer, Hughes Aircraft Radar Systems Group Translators: David Johnson, Keith Johannsen, Peggy Tani, Yukari Aoki, Katsushi Kinoshita Miniature sculptors: Bill Gudmundson, Mike Scott, Jim Holloway Counter design: James Wappel Editing: Richard Le Clercq, James Wappel Others providing input: Toshinori Watanabe, Dr. Masato Kano, Ruth DeWitz, Inez Johannsen, Lou Piorkowski, and ‘Doc’ Artists: Mark Nagata (cover art), James Wappel (charts and tables), Bill Gudmundson (Cover design and WDF artwork), Hideaki Suenaga, Nobuaki Okamoto (interior illustrations). Warship Display Forms: designed by Arthur Braune Rulebook layout: James Wappel Rulebook written by: Keith Johannsen Play Testers: In house playtesters: Mark Raasch, Bob Mann, Greg Beining, Rick Durand, James Wappel, Richard Le Clercq Chicago Unit: Charles D. Moisant, David Johnson, Frank Rubio, Michael Gabriel Elgin Unit: Arthur Braune, John Griffin, Brian Wiliams, Dave St. George Milwaukee Unit: Rick Thomas, Tony Costa, Tim Beyersdorf, Dave Canny, Eric Exner, Mark Siefert, Joe Gepfert, Mark James, Chris Johns, Alex Johns, Mike Retzlaff, Steve Rohde, Richard Le Clercq Monterey Unit: Bill Gudmundson and Charles Hamper 71
INDEX INTRODUCTION......................................................................................i Game Equipment...........................................................................i Warship Abbreviations....................................................................i Battlecraft/Support craft Abbreviations.................................................. Hi UNDERSTANDING THE WDF’S...........................................................................vii-xi SEQUENCE OF PLAY..................................................................................xii-xiv Introductory Game.......................................................................xii Intermediate Game......................................................................xiii Advanced Game...........................................................................xiv SPECIAL POWER ACCUMULATION.........................................................................1 Power Accumulation Log....................................................................1 Special Power Point Maximum Accumulation Levels...........................................1 ALLOCATING SHIP POWER RATING FACTORS...............................................................2 Ship Base Power Rating................................................................... 2 Stationary Ship Rules.................................................................... 2 Movement Effects on Targeting Acquisition.................................................2 ALLOCATING SHIP WEAPON SYSTEMS ON THE WDF..........................................................3 Warship Systems Firing Capabilities by Class..............................................3 Missile Battery Equivalency...............................................................3 Mixed Weapon Systems......................................................................3 Ships Primary Weapon Systems..............................................................4 Ships Defensive Weapon Systems............................................................4 ASSIGNING BATTLECRAFT AND SUPPORT CRAFT MISSIONS FOR THE UPCOMING TURN.............................5 Definition of Battlecraft and Support Craft Missions....................................5-6 FORMATION AND DISBANDING OF COMMAND GROUPS........................................................ 7 ACACBI System.............................................................................7 Reorganization of Squadrons and Flotillas................................................ 7. INITIATIVE DIE ROLL................................................................................8 Battle Sectors Initiative Die Rolls.......................................................8 Command Groups............................................................................9 SPACE TERRAIN AND SPACE DEBRIS................................................................... 10 Asteroids................................................................................10 Asteroid Placement and Movement..........................................................10 Effect of Asteroids on Movement..........................................................10 Asteroid Collision Damage................................................................10 Effect of Asteroids on Combat............................................................10 Effect of Asteroids on Radar.............................................................10 Dust Clouds..............................................................................10 Effects of Dust Clouds on Warships, Battlecraft and Support Craft........................10 Effects of Dust Clouds on Combat........................................................ 11 Effects of Dust Clouds on Radar..........................................................11 Space Debris.............................................................................11 BATTLESTATION AND SPACE FORTRESS MOVEMENT.........................................................12 WARSHIP MOVEMENT..................................................................................14 Ship Facing Rules........................................................................14 Ship Forward Movement and Turning [Class 1-3 ships]......................................14 Ship Forward Movement and Turning [Class 4-9 ships]..................................... 14 Mandatory Forward Movement...............................................................14 Turning..................................................................................14 Stress Turns.............................................................................15 Sideslip Motion..........................................................................15 Pivot in Place...........................................................................15 Ship Movement Speeds When Conducting B.C/S.C. Launch and Recovery Missions...............15 Hex Occupation Limits....................................................................17 Warship Hex Overflow Effect..............................................................17 Automatic Stress Damage..................................................................17 Automatic Collision Damage...............................................................17 Battlecraft Hex Overflow Effect..........................................................18 Mine Sweeping Operations.................................................................18 Mine Laying Operations...................................................................18 Specialty Ships [Mine Warfare]...........................................................18 Tactical Warp Movement...................................................................19 72
Tactical Warp Reemergence..................................................................... 19 Tactical Warp Reemergence Damage.............................................................. 20 Strategic Warp Movement....................................................................... 20 Stealth Movement.............................................................................. 20 Stealth Mine Combat........................................................................... 20 Barrier Mine Combat........................................................................... 21 Movement Through Magnetronic Waves............................................................ 21 Firing Into Magnetronic Waves................................................................. 21 BARRIER MINE AND SATELLITE MOVEMENT...................................................................... 22 Encapsulated Magnetronic Cluster Mines........................................................ 22 Mine Factor Damage Record..................................................................... 22 Orbital Satellite Movement.................................................................... 22 BATTLECRAFT AND SUPPORT CRAFT MOVEMENT................................................................... 24 Battlecraft and Support Craft Movement and Endurance.......................................... 24 Maximum Movement Allowance.................................................................... 24 Endurance......................................................................................24 Maximum Launching Movement Allowance.......................................................... 24 Maximum Landing Movement Allowance.............................................................24 Battlecraft and Support Craft Turning..........................................................24 Battlecraft and Support Craft Acceleration and Deceleration Costs..............................24 Battlecraft and Support Craft Movement Procedure...............................................25 Mission Order Preference.......................................................................25 Smite Movement Procedure...................................................................... 25 Warship Smite Movement Procedure.............................................................. 26 Mine and Satellite Smite Movement Procedure....................................................26 Special Smite Transportation Mine Attack...................................................... 26 Special warp Movement for the Gamilon Heavy Attack Bomber......................................26 Warship Launch and Recovery Rate.............................................................. 27 Warship Maximum Refuel/Rearm Rate............................................................. 27 Summary of Battlecraft and Support Craft Carried By Warships...................................27 EARTH DEFENSE FORCE................................................................. 27 GAMILON EMPIRE...................................................................... 28 WHITE COMET EMPIRE.................................................................. 29 SHIP BASED MISSILE AND TORPEDO LAUNCH DECLARATION........................................................ 30 Anti-Matter Missiles (AMM) Movement........................................................... 30 Anti-Matter Missiles (AMM) Attack Procedure................................................... 30 BATTLECRAFT AND SUPPORT CRAFT WEAPONS DECLARATION.................................. 31 EDF Battlecraft Weapons Systems............................................................... 31 Gamilon Battlecraft Weapons Systems........................................................... 32 White Comet Battlecraft Weapons Systems........................................................32 Battlecraft and Support Craft Weapons Systems Definition Tables............................... 33 Primary Battlecraft Weapons Systems............................................................33 Special Battlecraft Weapons Systems............................................................33 Secondary Battlecraft Weapons Systems......................................................... 33 Battlecraft Weapons Systems [Mines]........................................................... 33 BATTLECRAFT VS BATTLECRAFT COMBAT........................................................................ 34 Battlecraft Multiplier Bonus...................................................................34 Attackers Bonus Modification.................................................................. 34 Veteran Pilot Bonus Modification...............................................................34 Battlecraft Combat Against Escorts............................................................ 35 Attack Missile Combat......................................................................... 36 Primary Weapon Package Load Limitation on Combat Operations...............................36 Battlecraft Laser Fire Procedure.............................................................. 36 Attack Missile Procedure...................................................................... 36 BASE AND SDS FIRE AGAINST B.C.. INCOMING MISSILES, TORPEDOES, AND MINES.................................. 37 Support Fire From Friendly Ships Conditions and Restrictions...................................37 DP Batteries...................................................................................37 Other Batteries................................................................................37 Missile Batteries............................................................................. 37 Encapsulated Magnetic Cluster Mines........................................................... 38 SD Batteries...................................................................................38 MDS Batteries................................................................................. 38 Battlecraft Attack Missile Interception Fire Against Anti-Ship Missiles and Torpedoes..........38 73
Anti-Stealth Movement Detection........................................................... 38 Anti-Cellular Heat Shield System (ACHS)................................................... 38 Anti-Stealth Craft Mine Launchers (ASMS).................................................. 39 Encapsulated Magnetronic Cluster Mine System Used Against Battlecraft..................... 39 Smite Attack Target Reaction Ability...................................................... 39 Command Group SDS Fire Against B.C., Incoming Missiles, Torpedoes and Mines............... 39 BATTLECRAFT ATTACK COMBAT RESOLUTION............................................................... 40 Battlecraft Launched Weapon System Procedure.............................................. 40 Battlecraft Secondary Weapons Strafing Attack Procedure................................... 41 Smite Craft Special Attack Procedure...................................................... 41 Special Guided Munition Attack Bonus...................................................... 41 Stealth Vessel Attack Combat.............................................................. 41 SHIP BASED MISSILE AND TORPEDO HIT RESOLUTION...................................................... 42 DIRECT COMBAT FIRE STEP............................................................................ 43 Reduced Batteries......................................................................... 43 Flotilla Bonus............................................................................ 43 Direct Combat Fire Procedure.............................................................. 43 Target Selections......................................................................... 43 Energy Cannon Recharge Cycles............................................................. 43 Command Group Firing Advantages........................................................... 43 Anti-Mine Fire............................................................................ 44 Anti-Stealth Vessel Detection and Fire.................................................... 44 SPECIAL WEAPONS FIRE............................................................................... 45 Special Weapons Fire Conditions........................................................... 45 Special Weapons Damage Spread Effect...................................................... 45 Special Weapons #2 YAMATO Magnetic Wave Projector......................................... 45 Tandem Special Weapons.................................................................... 46 BARRIER MINE ATTACK RESOLUTION..................................................................... 46 TACTICAL WARP REEMERGENCE.......................................................................... 46 RAMMING MOVEMENT................................................................................... 47 Ramming Procedure......................................................................... 47 Ramming Damage Procedure.................................................................. 47 BOARDING COMBAT.................................................................................... 48 Support Craft Troop Capacity.............................................................. 48 Boarding Procedure........................................................................ 48 Boarding Combat Procedure................................................................. 48 Troop Contingents Carried Aboard Ships.................................................... 49 CRITICAL HIT....................................................................................... 50 Critical Hit Definitions.................................................................. 50-52 Ship Damage and Critical Hit Resolution................................................... 53 Stress Turn Damage........................................................................ 53 Accumulated Damage Effect................................................................. 53 RECOVERY AND REPAIR................................................................................ 53 MORALE DETERMINATION............................................................................... 54 Individual Ship Morale.................................................................... 54 Command Group Morale...................................................................... 54 Fleet Morale.............................................................................. 54 ADDITIONAL RULES................................................................................... 57 Seamless Fighter Missions................................................................. 57 Secondary Radar Systems................................................................... 57 Battlecraft and Support Craft ACHS Operations............................................. 57 Use of Crew Members for Boarding Combat................................................... 57 Warship Bombing Capability................................................................ 57 Smite Craft Self-Destruct Device.......................................................... 57 Giant Missiles............................................................................ 58 Warship Munition Supply................................................................... 59 Ship Cargo Capacity and Cargo Manifests................................................... 59-61 Warship Point Costs....................................................................... 61 Additional Systems Purchase Tables........................................................ 62 System Upgrade Purchase Tables............................................................ 62 Simplified Battlecraft and Support Craft Rules............................................ 63 Summary Sheet Battlecraft and Support Craft Advanced combat Rules......................... 63 Scenarios................................................................................. 64-67 74
STAR BLAZERS FLEET ВАШЕ SYSTEM B/CRAFT FG: •________ FG: *_________ FG: •_________ TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: ««o:______ Frl-rTrlH-rlrl I rl rl rl rl rl rl I rl rl rl rl rl rl TYPE 18 WAVE MOTION GUN || SHI I RANGE POWER REQ SUCCESS RATE DAMAGE SPREAD EFFECT 18 12 00» 4D10*30 NObE HEAVY SHOCK CANNON |0 SAME ItX 70* SHORT 60* MEDIUM 30* LONG 20* 0 l-S 6*10 11-15 1 DIZ IQz] 1 DIO |Qo) IDS |[b) ID6 |[б] LIGHT SHOCK CANNON H SAME 1 EX 70* SHORT SO* MEDIUM 30* LONG 20* 0 1-3 4 - 6 7-9 106 !□ ID6 |0 E s 1D4 |0 HEAVY SHOCK CANNON/DP MOOT IlZJ SAFE HEX 20* SHORT Ю* MEDIUM 5* LONG 0 1-5 6 - 10 11-15 1 DIE ROLL PER BATTERY | 1D4 LIGHT SHOCK CANNON/DP NODE SAME HEX 40* SHORT 30* MEDIUM 20* LONG Ю* 0 1-3 4-6 7-9 1 DIE ROLL PER EVERY 2 BATTERIES | 1 D4 SPACE DEFENSE BATTERY || SD | SAME HEX 50* SHORT 40* MEDIUM 30* LONG 20* 0 1 2-3 4 1 DIE ROLL PER BATTERY | 2 D4 UNIT NAME: UNIT NUMBER: SUP.OATTl | | | | | | | | | | | | | | | мм rm Earth Defense Force TYPE: EZZI MISSION TYPE: MISSION TYPE: MISSION TYPE: 1 1 SPEED: .d d d d d d 1 rl rl rl rl rl rl 1 d d d ddd B/CRAFT TYPE: [ZZI FG: • MISSION TYPE: Г 1 FG: • MISSION TYPE: 1 1 FG: • MISSION TYPE: । SPEED: 1 d rl rl rl rl rl Irlrlrlrlrlrl Irlrlrlrlrlrl LIGHT MISSILE LAUNCHER DP MODE SAME HEX 70* SHORT 60* MEDIUM 30* LONG 20* DMG AS SAME HEX I 50* | SHORT 40* MEDIUM I 30* | LONG 20* 0 I-6 7 - 12 13-18 3 DMGAM/AT | 1 DMG ABC | 1 ANTI-SHIP TORPEDO TYPE 1 LAUNCHER DP MODE |Ш SAME HEX SHORT MEDIUM LONG DMG SAME HEX I SHORT MEDIUM I LONG 70* 60* 30* 20* AS so* 1 40* 30* I 20* 0 1-5 6-10 11-15 3 DMGAM/AT | I DMG ABC | 1 POWER ACCUMULATION LOG - M)6 STATIONARY / Ю4 MOVING TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 SPACE DEFENSE SYSTEMS SHIP SYSTEMS WARSHIP DATA WARSHIP CLASS 5 WARSHIP CLASS WEAPON SYSTEM FIRING CAPABILITIES [3] POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST |s0 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURN NG COST SIDESLIP COST 1-6 1 HEX IO PRE 1.0 PRF 7 - 12 2 HEXES 1.0 PRF 1.0 PRF MINE SWEEPING SYSTEM - TYPE 1 RANGE ATTACKS DAMAGE 6 1 ID6 MOVEMENT LOG TURN TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 ТЦЙМ 9 turn 10 EDF Space Battleship Yamato © Voyager Entertainment, Inc. © Musashi Enterprises, Inc.
STAR BLAZERS FLEET BATTLE SYSTEM SPEED: B/CRAFT B/CRAFT TYPE: FO: FO: « FO: « B/CRAFT TYPE: MISSION 1YPI : MISSION TYPE: 1 1 MISSION TYPE: s^ed: Idddddd Idddddd Irlrlrlrlrl? FO: • FO: MISSION TYPE: 1 1 MISSION TYPE: Nrlrlrlrlrl FO: •________ MISSION TYPE: Idddddd FO: • FO: • FO: • SBB ANDROMEDA 1 CLASS 749 POINTS TYPE: MISSION TYPE: MISSION TYPE: 1 II 11 1 MISSION TYPE: 1 □ TYPE 20 WAVE MOTION OUN s^ed: Idddddd Idddddd Irlrlrlrlrlrl || SUS | RANGE POWER REQ SUCCESS RATE DAMAGE SPREAD EFFECT 20 I8PR 00% 6DI0 + 6OPR 3 HEXES HEAVY SHOCK CANNON SAME HEX 70% SHORT 60% MEDIUM 30% LONG 20% 0 1-5 6-10 11-15 1 D12 |[2] 1 Dio |[ю] ids |[e] ID6 |[б] HEAVY ENEPGY CANNON |H SAME FEX 70% SHORT 50% MEDIUM 30% LONG 20% 0 1-4 5 - 8 9 - 12 ID12 |Qz] 1 DIO |Qo] 8 ID6 |(б] HEAVY SHOCK CANNON/DP MODE Is SAFEICX 20% SHORT 10% MEDIUM S% LONG 0 1-5 6-10 11-15 1 DIE ROLL PER BATTERY | 1D4 HEAVY ENEPOY CANNON/DP MOPE ItZJ SAME HEX 20% SHORT Ю% MEDIUM S% LONG 0 1 - 4 5-8 9-12 1 DIE ROLL PER BATTERY lIM SPACE DEFENSE BATTERY [Ж1 SAME HEX 50% SHORT 40% MEDIUM 30% LONG 20% 0 I 2 - 3 4 1 DIE ROLL PEP BATTERY | 2 D4 UNIT NAME: UNIT NUMBER: SUCOOPT СВЛГТ 1 1 1 1 1 1 1 1 Earth Defense Force I d d d d Д Idddddd B/CRAFT TYPE: FO: •_______ MISSION TYPE: ГО: *________ MISSION TYPE: FO: • MISSION TYPE: Idddddd SPEED: 0 SPACE DEFENSE SYSTEMS SHIP SYSTEMS DP MOPE LIGHT MISSILE LAUNCHED SAME HEX 70% SHORT 50% MEDIUM 30% LONG 20% DMG AS SAME HEX I 50% | SHORT 40% MEDIUM I 30% | LONG 20% 0 1-6 7-12 13-18 3 DMGAM/AT | I DMG ADC | 1 ANTI-SHIP TORPEDO TYPE 1 LAUNCHER DP MODE SAFE HEX 70% SHORT 50% MEDIUM 30% LONG 20% DMG AS SAME HEX I 50% 1 SHORT 40% MEDIUM I 30% 1 LONG 20% 0 1-5 6 - 10 11-15 3 DMGAM/AT | 1 DMG ADC | 1 WARSHIP DATA WARSHIP CLASS 7 WARSHIP CLASS WEAPON SYSTEM FIRING CAPABILITIES [3] POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST 150 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURNING COST SIDESUP COST 1-6 1 HEX 1.0 PRF IX) PRF 7 -12 2 HEXES 1.0 PRF IX) PRF MINE SWEEPING SYSTEM - TYPE 2 |f«s] RANGE ATTACKS DAMAGE 6 2 1 DIO ANTI-CELLULAP HEAT 8HELD SAME HEX 50% SHORT 40% FED UM 30% LONG 20% EXTREME Ю% 0 1 2 - 3 4-5 6 POWER ACCUMULATION LOO - Ю6 STATIONARY / Ю4 MOVING TURN TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 MOVEMENT LOG TURN TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 EDF Andromeda Battleship C Voyager Entertainment, Inc. C Mifluwhi Enterprises, Inc.
STM BLAZERS FLEET BATTLE SYSTEM B/CRAFT 1 TYPE: | FG: • MISSION TYPE: FO: • MISSION TYPE: EZZI1 1 1 1 1 SPEED: Irl rlrlrlrlrl Idddddd FG: • MISSION TYPE: UNIT NAME: UNIT NUMBER: «ии**» COAfl 1 1 1 1 1 1 1 1 1 1 1 1 Earth Defense Force Irl J rlrlrlrl MISSION TYPE: B/CRAFT TYPE: FG: • FG: • MISSION TYPE: MISSION TYPE: I d d d d rid Id d d d rG I d d d d rG SPEED: B/CRAFT FG: FO: • FG: • SUB ANDROMEDA II CLASS 7S2 POINTS TYPE: 1 1 MISSION TYPE: 1 MISSION TYPE: 1 1 MISSION TYPE: г I TYPE 20 WAVE MOTION GUN SPEED: Irl rlrlrlrlrl 1 : Ы d rl d rl 1 d d d d d d || SIHS | RANGE POWER REQ SUCCESS RATE DAMAGE SPREAD EFFECT 20 I8PR 80% 6D10 + 60PR 3 HEXES IMPROVED IfAVY SHOCK CANNON |и SAME LEX 70% SHORT 50% MEDIUM 30% LONG 20% 0 1-6 7 - 12 13 - 18 3D6 |0 1DI2 |[l2] 1 010 |0 И 8 B/CRAFT FG: • FG: * FG: • TYPE: । MISSION TYPE: MISSION TYPE: 1 1 II MISSION TYPE: Г 1 speed: Idddddd 1 rl rl rl rl 1 Id ddrldd IMP HEAVY SHOCK CANNON/DP MODE |и SALE HEX 20% SHORT 10% MEDIUM 5% LONG 0 1-6 7 - 12 13 - 18 1 EXE POLL PER BATTERY | ID4 B/CRAFT FG: • FG: • FG: * TYPE: | 1 II MISSION TYPE: 1 1 —II MISSION TYPE: 1 1 II MISSION TYPE: 1 1 SPEED: | rl rlrlrlrlrl 1 Idddddd 1 Irl rlrlrlrlrl SPACE DEFENSE BATTERY |[sd] SAMEIEX so% SHORT 40% MEDIUM 30% LONG 20% 0 1 2-3 4 1 DIE ROLL PER BATTERY | 2 D4 MEDIUM MISSILE LAUNCHER DP MODE || М3 | SAL E HEX 70% SHORT 50% MEDIUM 30% LONG 20% DMG AS SAME HEX 1 SHORT 40% | 30% MEDIUM I LONG 20% | 10% 0 1 - 7 8 - 14 IS - 21 4 DMG AM/AT | 1 DMG ABC | 1 ANTI-SHIP TORPEDO TYPE 1 LAUNCHER DP MODE SALE HEX 70% SHORT 50% MEDIUM 30% LONG 20% DMG AS SAME HEX I SHORT 50% | 40% MEDIUM I LONG 30% | 20% 0 1 - 5 6 - 10 11-15 3 DMG AM/AT | 1 DMG ABC | 1 TURN MOVEMENT LOG TUMI TURN SI«P SYSTEMS WARSHIP DATA WARSHIP CLASS 6 WARSHIP CLASS WEAPON SYSTEM FIRING CAPABILITIES POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST | 50 TURN MODE CURRENT SPEED REQUIRED MOVE LENT TURNING COST SIDESLIP COST 1 - 6 1 HEX 1.0 PRF 1.0 PRF 7 - 12 2 HEXES 1.0 PRF 1.0 PRF MINE SWEEPING SYSTEM - TYPE 2 I EH) RANGE ATTACKS DAMAGE 6 2 1 DIO EDF Andromeda II Battleship C Voyager Entertainment, Inc. © Musashi Enterprises» Inc.
STAR BLAZERS FLEET BATTLE SYSTEM B/CRAFT FO: И FO: * & FO: * TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: 1=] I irzzzii I speed:__ I d d d d rG Ld rl d d rG I d d d d rG B/CRAFT FO: * FO: • —. —. FO: * TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: speed:_ |.d.ddddd Gddd'dd rdddddd B/CRAFT FO: ♦»_______ FO: «_________ FO: *________ TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: EDF Standard Battleship UNIT NAME: UNIT NUMBER: SUPPORT CRAFT I I I I I I Earth Defense Force SPACE DEFENSE SYSTEMS SUP SYSTEMS WARSHIP DATA WARSHIP CLASS 5 WARSHIP CLASS WEAPON SYSTEM FIRING CAPABILITIES POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST | 50 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURNING COST SIDESLIP COST 1 - 6 1 HEX 1.0 PRF 1J0 PRF 7 - 12 2 HEXES 1.0 PRF 1.0 PRF MINE SWEEPING SYSTEM - TYPE 1 RANGE ATTACKS DAMAGE 6 1 1D6 C VoyafiCT Entertainment, Inc. © Musashi Enterprises, Inc.
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STAB BLAZERS FLEET BATTLE SYSTEM UNIT NAME: 7] SUPPORT CRAFT | | | UNIT NUMBER: UNIT NAME: "z] SUPPORT CRAFT fl' UNIT NUMBER: WARSHIP DATA MEDIUM SHOCK CANNON SAME HEX 70% SHORT 50% MEDIUM 30% LONG 20% 0 1-4 5-8 9-12 IDIO |[o IOS |[ej 1D6 |[б] IDS |[5] MEDIUM SHOCK CANNON/DP MODE SAME HEX 30% SHORT 20% MEDIUM 10% LONG 5% 0 1-3 4 - 6 7-9 1 DIE ROLL PER EVERY 2 BATTERIES | 1 D4 MOVEMENT LOO EDF Battlecruiser SPACE DEFENSE SYSTEMS 3»«P SYSTEMS HULL STRUCTURE SPACE DEFENSE SYSTEMS SUP SYSTEMS © Voyager Ertcrtainmcrtt, Inc. © Musashi Enterprises, Inc.
STAR BLAZERS FLEET RATTLE SVSTEM TYPE TO WAVE MOTION GUN [| SW3| RANGE POWER REQ SUCCESS RATE DAMAGE SPREAD EFFECT 12 8 80% 2010*24 1 HEX VAPStHP DATA WARSMP CLASS 3 WARSHIP CLASS WEAPON SYSTEM FIRING CAPABILITIES [2] POWER RATING Г ACTOR 4 TACTICAL WARP COST 15 STRATEGIC WARP COST 130 TURN MODE CUPRENT SPEED REQUIRED MOVEMENT TURN NG COST SIDESLIP COST 1-6 I HEX 1.0 PRF 1.0 PRF 7-12 2 HEXES 1.0 PRf 1.0 PRF 1I EMIT SHOCK CANNON В SAME TtX 70% SHORT 60% MEDIUM 30% LONG 20% 0 1-3 4-6 7 - 9 IDO |[3 1D6 ЦТ] ID6 |0 I D4 |0 HOHT SITOCK CANNON/DP MOPE SAME HEX 40% SHORT 30% MED UM 20% LUNG Ю% 0 1-3 4 - 6 7-9 1 CHE ROLL PER EVER Г 2 BATTERIES | 1 04 MOVEMENT LOO TURN TURN 2 TURN 3 TURN TURN TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 EDF Patrol Cruiser SPACE DEFENSE SYSTEMS 8t«P SYSTEMS © Voyager Entrrtainmert, Inc. © Mimashi I^rtarprises, Inc.
STAR BLAZERS FLEET ВАШЕ SVSTEM SPACE DEFENSE BATTERY POVER ACCUMULATION LOG - 106 STATIONARY / Ю4 MOVING TURN TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 6 TURN 9 TURN 10 □ 0 □ MOVtMfNT LOG TURN TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ □ □ EDF Frigate C Voyaficr Entrrtaimncnt, Inc. О MiBuunhi I^nEmpriaes, Inc.
STAR BLAZERS FLEET BATTLE SVSTEM POWER ACCUMULATION LOO - 1D< 6 8TAT ONAR> f / ®4 MOVING TURN TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN 0 TURN 9 TURN 10 □ □ EDF Destroyer © Voyager Entertainment, Inc. C Muaashi lintwprises, Inc.
STAR BLAZERS FLEET BATTLE SYSTEM MEDIUM PUL BE LASER u SAME HEX 70* SHORT SO* MEDIUM 30* LONG 20* 0 1-3 4 - 6 7-9 1 DIO |[э] IDS |[7] 1D6 |[Ё] 1 04 ||j] MEDIUM PULSE LA8EP/DP HOPE ||b7dp] ЗАМЕ HEX 40* SHORT 30* MEDIUM 20* LONG Ю* 0 1-3 4 - 6 7-9 1 DIE ROLL PER EVERY 2 BATTERIES | 1 D4 SPACE DEFENSE BATTERY |вёз SAME HEX GO* SHORT 40* MEDIUM 30* LONG 20* 0 1 2-3 4 1 EXE ROLL PER BATTERY | 2 D4 UGHT MISSILE LAUNCHER DP MODE SANE HEX 70* SHORT 60* MEDIUM 30* LONG 20* DMG AS SAME HEX I SHORT SO* | 40* MEDIUM I LONG 30* | 20* 0 1-6 7-12 13-10 3 DMG AM/AT | 1 DMG ABC | 1 EDF Cruiser (Oklta type] C Voynj^r Erterteinmai, Inc, О MuBHsh] I?riBrprises, Inc.
STAR BLAZERS FLEET BATTLE SVSTEM MEDIUM PULSE LASER В SAME HEX 70* SHORT 50* MEDIUM 30* LONG 20* □ 1-3 4-6 7-9 I DIO |[?1 IDS |0 ID6 |[s] ID4 |0 MEDIUM PULSE LA8ER/DP MODE |[в7Бр| SAME HEX 40* SHORT 30* MEDIUM 20* LONG Ю* 0 1 - 3 4 - 6 7 - 9 1 DIE ROLL PER EVERY 2 BATTERIES | 1 D4 SPACE DEFENSE BATTERY SAME HEX 50* SHORT 40* MEDIUM 30* LONG 20* 0 I 2 - 3 4 1 DIE ROLL PER BATTERY | 2D4 ANTI-SHIP TORPEDO TYPE 1 LAUNCHER DP MODE SAME HEX 70* SHORT 50* MEDIUM 30* LONG 20* DMG AS SAME HEX I SHORT 50* | 40* MEDIUM I LONG 30* 1 20* 0 1-5 6-10 11-15 3 DMGAM/AT | 1 DMG ABC | 1 POVER ACCUMULAT ON LOG - ID 6 STAT ON ARY / ®4 MOVING TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ 0 0 MOVEMENT LOO TURN TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN В TURN 9 TURN 10 □ 0 0 EDF Torpedo Destroyer © Voyager Entertainment, Inc. © MusHshi Enterprises, Inc.
STAR BLAZERS FLEET BATTLE SVSTEM MOVEMENT LOO TURN TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ 0 0 SHIP SYSTEMS HULL STRUCTURE - ’ CARGO MANIFEST - 20 CARGO FACTORS EACH □ 0 0 EDF Modular Transport SHIP SYSTEMS HULL STRUCTURE WARSHIP DATA WARSHP CLASS POWER RATING FACTOR TACTICAL WARP COST TURN MODE HULL STRUCTURE SHIP SYSTEMS UNIT NAME: SUPPORT CRAFT UNIT NAME: SUPPORT CRAFT UNIT NAME: SUPPORT CRAFT CURRENT SPEED 1-6 7-12 I COMMAND | | BRIDGE [ I NAVIGATION! | BRIDGE I I RADAR I | RANGE: 40 | I CARGO I |capacity| HANGAR DECK LAUNCH: 24 REARM: 24 UNIT NUMBER: UNIT NUMBER: UNIT NUMBER: WARSHP CLASS WEAPON SYSTEM IVI FIRING CAPABILITIES STRATEGIC WARP COST 15C REG* JI PED ----- -------- MOVEMENT 9 2S I HEX 2 HEXES TURNING COST 1.0 PRF 1.0 PRF SIDESUP COST IX) PRF IX) PRF © Voyager Entertainment, Inc. © Mmuishi Unterprises, Inc.
STAR BLAZERS FLEET RATTLE SYSTEM MF DI UM KNOCK CANNON SAME >«.X 70% SHORT Б0% MEDIUM SO* LONG 20% 0 1-4 5-8 9-12 1D10 |[io] IDO |0 1D6 |0 1D6 |[s] MEDIUM SHOCK CANNON/DP MODE SAME HEX SHORT MEDIUM LONG 30% 20% Ю% 5% 0 1-3 4 - 6 7 - 9 1 DIE POLL PER EVERY 2 BATTERIES | 1 D4 EDF Battle Satellite © Voyager Entertainment, Inc. © Musaahi lintarpriaci, Inc.
STAR BLAZERS FLEET ВАШЕ SVSTEM TYPE 40 8МПЕ НАТТЕР TRANSPORTER UNIT NAME: UNIT NUMBER: "П SUPPORT CRAFT | | | | J UNIT NAME: UNIT NUMBER: 3 SUPPORT CRAFT ГТ ' 1 ||swi4| RANGE POWER REQ r BC/SC 1AXIMUM NUT MINE FCTRS •18ER OF UNIT SATELUTES S WARSHIPS 24 8 48 4 6 1X CLASS 1 TYPE 15 DESSLOK CANNON ||SW12| RANGE POWER REQ SUCCESS RATE DAMAGE SPREAD EFFECT 15 12 BO* 4010*40 NONE HEAVY PULSE LASER WARSHIP DATA WARSHIP CLASS 5 WARSHIP CLASS WEAPON SYSTEM FIRING CAPABILITIES POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST 150 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURNING COST SIDESLIP COST 1 - 6 1 HEX 1.0 PRF 1Л PRF 7 - 12 2 TEXES 1.0 PRF 1.0 PRF |0 SAME ItX 70* SHORT 50* MEDIUM 30* • LONG 20* 0 1-4 5 - 6 9-12 1 DIO |0 ids |[b] 106 |[б] ID6 |[s] MEDIUM PULSE LASER !□ SAME T€X 70* SHORT SO* INDIUM 30* LONG 20* 0 1-3 4 - 6 7-9 юю |p7| 1D8 |[7] 0 □ 3 PUL8E LASER/DP MOPE E SAMEKX 30* SHORT 20* MEDIUM Ю* LONG 5* 0 1-4 5-8 9 - 12 1 DIE DOLL PED BATTERY | 1D4 MEDIUM PUL8E LASER/DP MODE SAHEHEX 40* SHORT I 30* I MEDIUM 20* LONG Ю* 0 1-3 I | 4-6 7-9 1 DIE ROLL PER EVERY 2 BATTERIES | SPACE DEFENSE BATTEPY ICEI SAME HEX Б0* SHORT 40* MEDIUM 30* LONG 20* 0 I 2-3 4 1 DIE ROLL PER BATTERY | 2 D4 MOVEMENT LOO TI □ Gamilon Desslok Command Ship II C Voyager Entertainment, Inc. © Musashi linterprises, Inc.
STM BLAZERS FLEET BATTLE SYSTEM TYPE M DE88LOK CANNON UNIT NAME: UNIT NAME: UNIT NUMBER: SUPPORT CRAFT |~~J ’ i i SUPPORT CRAFT) Mil UNIT NUMBED: ||SN11| RANGE POWER REQ SUCCESS RATE DAMAGE SPREAD EFFECT IS 12 80* 3D10*30 NONE SPACE DEFENSE BATTERY WARSHIP DATA WARSHIP CLASS 4 WARSHIP CLASS WEAPON SYSTEM Я RING CAPABILITIES [3] POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST 150 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURN NG COST SIDESLIP COST I - 6 1 HEX 1.0 PRF 1.0 PRF 7 - 12 2 HEXES 1.0 PRF 1.0 PRF SA HE HEX 60* SHORT 40* MEDIUM 30* LONG 20* 0 1 2-3 4 1 DIE ROLL PER BATTERY | 2 D4 LIGHT MISSILE LAUNCHER DP MODE Ieed SAME HEX 70* SHORT 60* MEDIUM 30* LONG 20* DMG AS SAMEHEXl SHORT SO* | 40* MEDIUM I LONG 30* | 20* 0 1-6 7-12 13 - 10 3 DMG AM/AT | 1 DMG ABC | 1 POWER ACCUMULATION LOG - 1D6 STATIONARY / Ю4 MOVING Ш 0 TURN TURN TURN TURN TURN TURN TURN TURN 0 TURN TURN 10 MOVEMENT LOG TURN TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN 0 TURN 9 TURN 10 □ 0 MINE LAUNCHING SYSTEM - TYPE 2 RANGE ROf SOM FACTORS 1 1 2 MINE SWEEPING SYSTEM - TYPE 1 RANGE ATTACKS DAMAGE 6 1 ID6 Gamilon Desslok Command Ship I SPACE DEFENSE SYSTEMS SPACE DEFENSE BRIDGE SHIP SYSTEMS SPACE DEFENSE SYSTEMS SPACE DEFENSE BRIDGE SHIP SYSTEMS | COMMAND I | BRIDGE | I BATTLE I | BRIDGE | (navigation! I BRIDGE I I RADAR I | RANGE: 60 | SPECIAL WEAPON SYSTEM C Voyager Entertainment, Inc. О Musashi Enterprises, Inc.
STAR BLAZERS FLEET BATTLE SVSTEM UNIT NAME: UNIT NUMBER: SUPPORT CRAFT ? i i Gamilon [Zm n— i гея '’pj empire HEAVY ENERGY CANNON в SAME HEX 70* SHORT Б0* MEDIUM 30* LONG 20* 0 1-4 5-8 9-12 IDI2 |[l2] 1 DIO ||io] 1D8 |[а] 1D6 |[б] HEAVY PUL8E LASER [0 SAME HEX 70* SHORT Б0* MEDIUM 30* LONG 20* □ 1-4 5-8 9 - 12 ID10 |Qo] 109 |[~B~| 1D6 |0 1D6 |0 LIGHT PULSE LASER 0 SAME HEX 70* SHORT Б0* MEDIUM 30* LONG 20* 0 1-2 3-4 5-6 IDS |[б] 1D6 |[0 1D4 |0 1D4 |0 HEAVY ENERGY CANNON/DP MOPE 1ш SAME HEX 20* SHORT Ю* MEDIUM 5* LONG 0 1 - 4 ' 5-8 9-12 1 DIE ROLL PER BATTERY | ID4 HEAVY PULSE LASER/PP MODE SAME HEX 30* SHORT 20* MEDIUM 1O* LONG Б* 0 1 - 4 5 - 8 9-12 1 DIE ROLL PER BATTERY | ID4 LIGHT PULSE LASER/PP MODE SAME HEX БО* SHORT 40* MEDIUM 30* LONG 20* 0 1-2 3-4 5-6 1 DIE ROLL PER EVERY 2 BATTERIES | 1 D4 SPACE DEFENSE BATTERY |Е°] SAME HEX БО* SHORT 40* MEDIUM 30* LONG 20* 0 1 2-3 4 1 DIE ROLL PER BATTERY | 2 D4 MIS31LE/BATTERY EQUIVALENCY TABLE MISSILE TYPE BATTERY COST М2 LIGHT MISSILE 6 LIGHT MISSILE BATTERIES COUNT AS ONE WEAPON SYSTEM LIGHT MISSILE LAUNCHER DP MODE SAME HEX 70* SHORT SO* MEDIUM 30* LONG 20* DMG AS SAHtHEXl SHORT SO* 1 40* MEDIUM I LONG 30* | 20* 0 1 - 6 7 - 12 13-18 3 DMGAM/AT | 1 DMG ABC | 1 SPACE DEFENSE SYSTEMS SISP SYSTEMS WARSHIP DATA WARSHIP CLASS 5 WARSHIP CLASS WEAPON SYSTEM FIRING CAPABILITIES [З] POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST 150 TURN MODE CURRENT SPEED REGLI RED MOVEMENT TURN NG COST SIDESLIP COST 1-6 1 HEX 1.0 PRF 1J3 PRF 7-12 2 HEXES 1.0 PRF 1.0 PRF MINE LAUNCHING SYSTEM - TYPE 2 MINE SWEEPING SYSTEM - TYPE 1 RANGE ATTACKS 6 1 DAMAGE 1D6 POWER ACCUMULATION LOG - Ю6 STATIONARY / Ю4 MOVING TURN TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 MOVEMENT LOG TURN TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN e TURN 9 TURN 10 Gamilon S-Туре Battleship О Voyager Entertainment, Inc. © Munashi Enterprises, Inc.
STAR BLAZERS FLEET ВАШЕ SYSTEM B/CRAFT TYPE: FG: • FG: • MISSION TYPE: MISSION TYPE: [Hd_H I rl rl rl rl ATA UNIT NAME: UNIT NUMBER: SUPPORT CRAFT I I I I I I I I I I I I Gamilon Empire SPEED: SPEED: HEAVY PUL8E LASER LIGHT PULSE LASER LIGHT MISSILE LAUNCHER TURN TURN TURN TURN TURN 1 CHE ROLL PER EVERY 2 BATTERIES B/CRAFT TYPE: FO: • FO: • MISSION TYPE: MISSION TYPE: 8HP SYSTEMS RADAR BATTLE BRIDGE COMMAND BRIDGE THE SHADED ICONS REPRESENT SYSTEMS THAT MAY NOT BE USED WHILE THE WARSHIP IS LAUNCH NO OR RECOVERING BATTLECRAFT. THIS ALSO MEANS THAT IF THESE 8Y8TEM8 ARE BEING USED, THE VARSrtP MAY NOT LAUNCH OR RECOVER BATTLECRAFT. NAVIGATION BRIDGE HANGAR DECK LAUNCH: 24 REARM: 24 HANGAR LAUNCH: 12 REARM 12 [0 SAME HEX 70» SHORT 60» MEDIUM 30» LONG 20» 0 1 - 4 5-6 9-12 1 DIO |[ю] tdo |[e] ID6 |[б] ID6 |[s] MEDIUM PULSE LA8ER и SAME HEX 70» SHORT 60» MEDIUM 30» LONG 20» 0 1-3 4 - 6 7 - 9 1 DIO |[э] IDO |0 ID6 |[s] ID4 [0 [0 SAME FEX 70» SHORT 60» MEDIUM 30» LONG 20» 0 1-2 3-4 5-6 106 |[б] 1D6 |[Ё] □ s ID4 |[T| HEAVY PUt SF 1 ASFR/DP MODE |и SAME HEX 30» SHORT 20* MEDIUM Ю* LONG 6» 0 1 - 4 5-8 9 - 12 1 DIE ROLL PER BATTERY | ID4 MEDIUM PULSE LASER/DP MODE SAFE HEX 40» SHORT 30» MEDIUM 20» LONG Ю* 0 1-3 4-6 7-9 LIGHT PULSE LA8EP/DP MODE |[a/dp] SAME HEX 60» SHORT 40» MEDIUM 30» LONG 20» 0 1-2 3-4 5 - 6 1 DIE ROLL PER EVERY 2 BATTERIES | 1 D4 SPACE DEFENSE BATTERY |Q°I SAME HEX 60» SHORT 40» MEDIUM 30» LONG 20» 0 1 2-3 4 1 DIE ROLL PER BATTERY | 2 D4 B/CRAFT FO: • FO: • TYPE: MISSION TYPE: FI8SION TYPE: izn 1 II 1 SPEED: Irl rlrlrlrlrl Irl rlrlrlrlrl B/CRAFT FG: И FO: « TYPE: । EZZZJ1 MISSION TYPE: 1 1 II MISSION TYPE: SPEED: | ШЖШ IrTTrlrlrlrl B/CRAFT FO: * FO: • TYPE: । MISSION TYPE: MISSION TYPE: CZZI SPEED: IrlrlrlrlrlrllrlR'Jrlrlrl ENCAPSULATED MAGNETIC CLUSTER MINE ||emcm| SAME HEX 60» SHORT 40» MEDIUM 30» LONG 20» 0 1 2 - 3 4 1 DIE ROLL PER BATTERY | 1 D4 MIS3ILE/BATTERY EQUIVALENCY TABLE FISSILE TYPE BATTERY COST М2 LIGHT MISSILE 6 LIGHT FISSILE BATTERIES COUNT AS ONE WEAPON SYSTEM DP MODE [B SAME HEX 70» SHORT 50» MEDIUM 30» LONG 20* DMG AS SAME HEX I 60» I SHORT 40» MEDIUM I 30» 1 LONG 20* 0 1-6 7-12 13-18 3 DMG AM/AT I 1 DMG ABC | 1 ANTI-SHIP TORPEDO TYPE 1 LAUNCHER DP MODE SAMEKX 70» SHORT 50» MEDIUM 30» LONG 20» DMG AS SAME HEX I 50» | SHORT 40» MEDIUM I 30* 1 LONG 20» 0 1-5 6-10 11-15 3 DMG AM/AT | 1 DMG ABC | 1 MOVEMENT LOO POWER ACCUMULATION LOO - 06 STATIONARY / 04 HOVING TURN TURN TURN TURN TURN TURN Gamilon Battle Carrier SPACE DEFENSE SYSTEMS SPACE DEFENSE BRIDGE VARStwP DATA WARSHIP CLASS 5 WARSHP CLASS WEAPON SYSTEM FIRING CAPABILITIES 0 POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST |sO TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURNING COST SIDESLIP COST 1-6 1 HEX 1.0 PRF 1.0 PRF 7-12 2 HEXES 1.0 PRF 1J3 PRF MINE LAUNCHING SYSTEM RANGE ROf SOM FACTORS 1 1 2 MINE 8VEEP!NO SYSTEM - TYPE 1 RANGE | | ATTACKS DAMAGE _d LZ_ 1D6 © Voyager Entatainmcrt, Inc. О Muuahi Enterprises, Inc.
STAR BLAZERS FLEET BATTLE SYSTEM B/CRAFT FO: • FO: * TYPE: MISSION TYPE: MISSION TYPE: _____ I d d Я d fG LeLH Я Я rG B/CRAFT TYPE: FO: * 1 MISSION TYPE: L_ 1 FO: « MISSION TYPE: 1 SPEED: Irlrlrlrlrlrl Я d d d d d B/CRAFT FO: • FO: • TYPE: MISSION TYPE: MISSION TYPE: I II I Gamilon Tri-Decк Carrier UNIT NAME: UNIT NUMBER: Gamilon Empire SUP SYSTEMS WARSHIP DATA WARSHP CLASS 4 WARSHIP CLASS WEAPON SYSTEM FIRING CAPABILITIES 0 POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST 150 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURN NG COST SIDESLIP COST 1-6 1 HEX 1.0 PRF 1J3 PRF 7-12 2 HEXES 1.0 PRF 1.0 PRF MINE LAUNCHINO SYSTEM - TYPE 2 MINE SWEEPING SYSTEM - TYPE 1 RANGE ATTACKS DAMAGE 6 1 1D6 C Voyager Entertainment, Inc. О Mustwhi Enterprises, Inc.
STAR BLAZERS FLEET BRULE SYSTEM UNIT NAME: UNIT NUMBER: Gamilon B/CRAFT TYPE: SPEED: B/CRAFT TYPE: SPEED: B/CRAFT TYPE: SPEED: FG: •________ MISSION TYPE: Irlrlrlrlrlrl FG: •______ MIS»ON TYPE: FG: •________ MISSION TYPE: I rl rl rl rl rl d LLddddd I d rl rl rl rl d FO: •________ MISSION TYPE: SUPPORT CRAFT FG: •________ MISSION TYPE: FO: •________ MISSION TYPE: Idddddd ПГП7ПТ7Г71 SPACE DEFENSE BATTFRY SALE HEX БО* SHORT 40* MEDIUM 30* LONG 20* 0 1 2-3 4 1 DIE ROLL PER BATTERY | 2 D4 B/CRAFT TYPE: FG: •________ MISSION TYPE: SPEED: FG: •________ MISSION TYPE: I ddd drG Idddddd LIGHT MI88ILE LAUNCHER DP MODE SAME HEX 70* SHORT 60* MEDIUM 30* LONG 20* DMG AS SAME HEX I SHORT 60* | 40* MEDIUM I LONG 30* | 20* 0 1-6 7-12 13 - 18 3 DMGAM/AT | 1 DMG ABC | 1 POWER ACCUMULATION LOG - D6 STATIONARY / Ю4 MOVING lUt.N 1 TURN 2 TURN 3 TUMJN TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 MOVEMENT LOG TURN TURN TURN TURN WARSHIP DATA WARSHP CLASS 4 WARSHP CLASS WEAPON SYSTEM FIRING CAPABILITIES [3] POWER RATING FACTOR 4 TACTICAL WARP COST 2S STRATEGIC WARP COST |sO TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURN NG COST SIDESUP COST 1-6 1 HEX 1 JO PRF 1.0 PRF 7-12 2 HEXES 143 PRF 1.0 PRF MINE LAUNCHING SYSTEM - TYPE 2 |ЕЛ RANGE ROF SOM FACTORS 1 1 2 Gamilon High Speed Carrier Empire MINE SWEEPING SYSTEM - TYPE 1 |Eg] RANGE ATTACKS DAMAGE 6 1 ID6 WARSHIP HULL STRUCTURE SPACE DEFENSE SYSTEMS SPACE DEFENSE BRIDGE SUP SYSTEMS © Voyager Entertainment, Inc. © MuMLihi Enterprises, Inc.
STAR BLAZERS FLEET BATTLE SYSTEM HEAVY ENERGY CANNON [E SAME HEX 70S! SHORT SO» MEDIUM 30» LONG 20» □ 1-4 5 - e 9- t2 1 D12 ||7z] 1 DIO |[io| ids |[e] ID6 |[б] UNIT NAME: T| SURVIVAL PODS | f J ! i Г 1 UNIT NUMBED: UMT NAME: T| SURVIVAL РООЗ1 | | ] | | | UNIT NUMBER: INT NAME: T| SURVIVAL POOS| “] J 1 । j f UNIT NUMBER: UNIT NAME: 7] SURVIVAL POOS [ ] i I ( i i UNIT NUMBER: l MEDIUM PULSE LASER a SAME HEX 70» SHORT SO» MEDIUM 30» LONG 20» 0 1-3 4 - 6 7-9 Ю10 |[g] 1D6 |0 ID6 |[S] iM |a WARSHP DATA WARSHP CLASS 1 WARSHP CLASS WEAPON SYSTEM FIRING CAPABILITIES □ POWER RATING FACTOR 6 TACTICAL WARP COST 10 STRATEGIC WARP COST 120 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURNING COST SIDESLIP COST 1-6 1 HEX .5 PRF 1,0 PRF 7-12 2 HEXES ,5 PRF 1.0 PRF HEAVY ENERGY CANNON/DP MODE lEZJ SAME HEX 20» SHORT Ю» MEDIUM Б» LONG □ 1 - 4 5’0 9 - 12 1 DIE ROLL PER BATTERY | 1 D4 MEDIUM PULSE LASf :n/DP MOi >E ICT SAFE HEX 40» SHORT 30» MEDIUM 20» LONG Ю» 0 1 - 3 4 - 6 7 - 9 1 DIE POLL PER EVERY 2 BATTERIES | 1 D4 SPACE DEFENSE BATTERY SAME HEX SO» SHORT | <0» ] I MEDIUM I 30» LONG 20» 0 TJ l£l_ 4 t DIE ROLL PER BATTERY | 2 D4 MISSILE DEFENSE SYSTEM |Fds| SAFE HEX SO» SHORT 40» MEDIUM 30» LONG 20» □ 1 - 3 4 - 6 7 “9 1 ЫЕ ROLL PER 4 SALVO BURST | 1 D4 MINE LAUNCH NO SYSTEM - TYPE 1 SPACE DEFENSE SYSTEMS SHIP SYSTEMS POWER ACCUMULATION LOO - IDA STAT ONARY f Ю4 MOVING TURN TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TLGN 0 TURN 9 TURN 10 □ HI □ □ RANGE RCf SOM FACTORS 1 1 1 MINE SWEEPING 8Y8T EM - TYPE 1 ||mss] RANGE | DAMAGE _d । ATTACKS 106 HOVEN ENT LOG TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ □ 0 в Gamilon Destroyer
STAR BLAZERS FLEET ВАШЕ SYSTEM FLOTILLA BONUS FLOTILLA BONUS MEDIUM ENERGY CANNON E SAME h€X 70» SHORT Б0» MEDIUM 30» LONG 20» 0 1-3 4 - 6 7-9 1 DIO |[io] IDO |[o] ID6 |[б] ID6 |[s] UNIT NAME: T] SURVIVAL POOS | | ; 1 ; < UNIT NUMBER: UNIT NAME: "?] SURVIVAL POOS | | ! i 1 ' UT-S I NUMBER: UNIT NAME: 3] SURVIVAL POOS [“[ I'll' UNIT NUMBER: UNIT NAME: 7] SURVIVAL POOS ГТ ' H i i UNH NUMBER: zl LIGHT FNFRGY CANNON a SAME HEX 70» SHORT БО» MEDIUM 30» LONG 20» 0 1-2 3-4 5-6 ID6 |Q ID6 |[б] 106 |[5] 1D4 |[7] MI88ILE DEFENSE SYSTEM SAME HEX 50» SHORT 40» MEDIUM 30» LONG 20» 0 1-3 4-6 7-9 1 DIE ROLL PER 4 SALVO BURST 1 D4 1 DIE ROLL PER 8 SALVO BURST 2D4 MEDIUM PULSE LASER a SAME ELX 70» SHOOT БО» MEDIUM 30» LONG 20» 0 1-3 4 - 6 7 - 9 i Dio |[э] ID0 |[7] ID6 |[S] 1D4 |0 MEDIUM ENEPGY CANNON/DP MODE leu SAME HEX 30» SHOOT 20» MEDIUM Ю» LONG Б» 0 1-3 4-6 7-9 1 DIE ROLL PER BATTERY | 1 D4 WARSHIP DATA WARSHP CLASS 1 WARSHP CLASS WEAPON SYSTEM FIRING CAPABILITIES 0 POWER RATING FACTOR 8 TACTICAL WARP COST 10 STRATEGIC WARP COST | 20 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURNING COST SIDESUP COST 1-6 1 HEX .5 PRF 1.0 PRF 7-12 2 HEXES .5 PRF 1.0 PRF HULL SPACE DEFENSE SYSTEMS SHIP SYSTEMS 8PACE DEFENSE 8Y8TEM8 LIGHT ENERGY CANNON/DP MOOT И SAME HEX 30» SHORT 20» MEDIUM Ю» LONG 6» 0 1 - 2 3-4 5-6 1 DIE ROLL PER BATTERY | 1D4 *®®®*o*e*>1 MEDIUM PULSE LA8EP/DP MODE |д SAME HEX 40» SHORT 30» MEDIUM 20» LONG Ю» 0 1 - 3 4-6 7 - 9 1 DIE ROLL PER EVERY 2 BATTERIES | 1 D4 MINE LAUNCHING 8Y8TEM - TYPE 1 SPACE DEFENSE BATTEPY IBs] SAME HEX Б0» SHORT 40» MEDIUM 30» LONG 20» 0 1 2-3 4 1 DIE ROLL PER BATTERY | 2 D4 MINE 8VEEPING SYSTEM - TYPE 1 |Fss] RANGE ATTACKS DAMAGE 6 1 1D6 Gamilon High Speed Cruiser C Voyager Entertainment, Inc. C Muwshi Enterprises, Inc.
STM BLAZE AS FLEET ВАШЕ SYSTEM 1 POWER ACCUMULATION LOG - ID 6 STAT ONART / Ю4 MOVING TURN TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ □ □ MOVEP IENT LOG TURN TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ □ s и WARSHIP DATA WARSHIP CLASS 1 WARSHIP CLASS WEAPON SYSTEM FIRING CAPABILITIES Ш POWER RATING FACTOR 6 TACTICAL WARP COST 10 STRATEGIC WARP COST | 20 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURNING COST SIDESUP COST 1-6 1 HEX .5 PRF ID PRF 7-12 2 HEXES .5 PRF ID PRF MINE LAUNCHING SYSTEM - TYPE 1 MINE SWEEPING SYSTEM - TYPE 1 |F^1 RANGE ATTACKS DAMAGE 6 1 ID6 Gamilon Missile Destroyer
STAR BLAZERS FLEET BATTLE SYSTEM UNIT NAME: T| SUPPORT CHAT I ( | | UNIT NUMBED: UNT NAME: 7] SUPPORT CRAFT| 1 1 UNIT NUMBED: □ 0 FNCAP8LN Alt!) MAGNETIC CLUSTER MINE SAME HEX Б0* SHORT 40* MEDIUM 30* LONG 20* 0 1 2 - 3 4 1 DIE ROLL PER BATTERY | 1 D4 SAT-1 HEX Б0* SHOR I 40* MEDIUM 30* LONG 20* 0 1 2 - 3 4 1 C*E POLL PER BATTERY | 2 D4 WARSHIP DATA WARSHP CLASS I WARSHP CLASS WEAPON SYSTEM FIRING CAPABILITIES □ POWER RATING FACTOR 6 TACTICAL WARP COST in STRATEGIC WARP COST 120 TURN MODE Zo ?s Q RFQUIRtD MOVEMENT TURN NG COST SIDESLIP COST 1 - 6 1 HEX .5 PRF 1.0 PRF 7-12 2 T€XES .5 PRF IX) PRF TURN TURN TURN POVtR ACCUMUI ATION (00-106 STATIONARY / T)4 MOVING TURN MOV! Mt NT I <X> □ □ MIK (AUNCtflNO SYSTEM - TYPE 1 MINE 8VTTP1NO SYSTEM - TYPE 2 [[MSB] RANGE ATTACKS DAMAGE 6 2 1 DIO ОТ nt SHADED ICONS REPRESENT THE EMCM SYSTEMS THAT MAY BE USED IN DP MOOE. Gamilon Mine Warfare Ship О THE SHADED ICONS Pt POT St NT THf EMCM 8Y8TEM8 THAT MAY BE U8ED IN DP MODE. О Voyager EitcrtammcrY, Inc. О MiKAshi IEnterprises, Inc.
STAR BLAZERS FLEET ВАШЕ SYSTEM TYPf ДО 8MITE MATTER TRANSPORTER ||SW13| RANGE POWER REQ MAXIM. BC/SC JM NUbTJER 0 MME FCTRS F UNTS SATELUTES 18 6 36 3 4 UNI NAME: T] SURVIVAL POOs| 1 I UNT NUMBER: INT NATS: T| SURVIVAL POOSГТ"1 UNT NUMBER: UNT NAbt: T| SURVIVAL PODS | | | UNT NUMBER: INI NAME: 7] SURVIVAL POI)s| I I UNIT NUMBER: PCTCI8ION QUID! I) MUNITIONS |[Й^] ЗАМЕ HEX 70* SHOR I MEDIUM LONG DMG AS 0 ... ... 3 WARSI IP DATA WARSI IP CLASS 1 WARSKP CLASS WEAPON SYSTEM FIRING CAPABILITIES □ POWER RATING FACTOR 6 TACTICAL WARP COST 10 STRATEGIC WARP COST | 20 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURNING COST SIDESLIP COST 1-6 1 l€X .5 PRF 1-0 PRF 7-12 2I€XE3 £ PRF 1.0 PDF MOVEMENT LOO TUW< TUCN 2 TURN 3 TUCN 4 TUCN 5 IUCN 6 TUCN 7 TUCN 8 TUCN 9 TUCN Ю □ □ □ и Gamilon Smite Ship MINT LAUNCHING SYSTEM - TYPE 1 |E3 RANGE OOF SOM FACTORS i 1 1 MINE SWEEPING SYSTEM - TYPE 1 |[lZZJ RAT KA ATTACKS DAMAGE | 6 1 1D6 О Voyager Eilrttninmcrt, Inc. О Mrnashi 1£пЕвсрпэся, Inc.
STAR BLAZERS FLEET ВАШЕ SYSTEM UNI NAME: UNIT NUMBED: SUPPORT CRAFT i । | . Gamilon Empire HEAVY PULSE I ASF P/DP MODE SAT*. HEX 30* SHORT 20* MEDIUM Ю* LONG 6* 0 1-4 5 - 8 9-12 1 DIE POLL PEP BATTERY | 1 D4 LIGHT PUI SF 1 ASFP/DP MODE SAM. FtX 60* SHORT 40* MEDIUM 30* LONG 20* 0 1-2 3-4 5-6 1 DIE POLL PEP EVERY 2 BATTERIES | 1 D4 110(11 hlSSItl I AUNCHIR______________________DP MODE lED SAFE HEX 70* SHORT 60* MEDIUM 30* LONG 20* DMG AS SAFE HEX 1 SHORT 60* 1 40* MEDIUM I LONG 30* | 20* 0 1 - 6 7-12 13-18 3 DMGAM/AT | 1 DMG ABC | 1 POWER ACCVMULAT ON LOO - 06 8ТЛТ1 ONARY ! Ю4 MOVING TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 MOVEMENT LOO TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 V ARSES P HULL STRUCTURE SPACE DEFENSE SYSTEMS SPACE DEFENCE BRIDGE SUP SYSTEMS VARSFIP DATA MINE 8VEEP1NO SYSTEM - TYPE 1 RANGE ATTACKS DAMAGE 6 1 1D6 Gamilon Fleet Battleship О Voyager Entertniiimcrt, Inc. © Miasshi Enterprises» Inc.
STAR BLAZERS FLEET BATTLE SVSTEM B/CRAFT FO: • FO: • TYPt: MIMON TYPE: ИПКЖ TYPE: 1=11 IEZ^] OTtD:_ 1 rl И -1 rl гГ71 trlrl rl rl гГЯ I I I Gamilon Empire »CCV UNDAUNTM) Cl A8S 400 POINTS KPACf DtltNSI HAITI UY B/CRAF T FO: • FO: • TYPE: MISSION TYPE: MISSION TYPE: 1=11 ltZ= s₽f,I>;__ LL1 rl rl гГП I rl rl rl rl H~rl B/CRAFT FO: •__ FG: • TYPE: MISSION TYPE: MISSION TYPE: =1 =Z] I----------1 ____ [il.I~lllll.il 11 1,1.1 ,lrl .1,1 B/CRAFT TYPE: MISSION TYPE: MISSION TYPE; I -I rl rl -I -I -I П~ГТТТ~1 BAM И Х 60» LONG 2-3 1 DIE POU. PEP DATTERY | 2 D4 > SHuui 60» DP MOOf _____ DMG I SAM HEX I AS 50* | 40» 13-18 DMG AM/AT~J MIX UM I l О 30» I X DMG ADC I B/C&AFT TYPE: SPEED: I rl г 1 r llr Г71 Ll1.iIiIi1.iCl] MINE LAUNCH1 NG SYSTEM TYPE 2 [ЁПТ RANGE ROE SOM FACTORS MINE 8VEEPINO SYSTEM - TYPE 1 DAMAGE ID6 IX)VIU АССОМ1Д ATION IOO - 06 STATIONAPY / 04 MOVING TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TUQ4 0 TURN 9 TURN 10 MO Vf MF NT LOG TULK 1 TURN 7 TURN 5 TURN 4 TU«J4 5 TURN 6 TURN 7 TURN 8 TUCN 9 TUCN 10 WAPtliP CT ASS 4 VAWIP CLASS VEAPOH SYSTEM ПИМО CAPАДUTILS [3] ROVER RATING FACTOR 3 TACTICAL VAPP OO6T 25 STRATEGIC VAPP COST |sO TURNMOOC CURRENT SPEED RCCMatD MOVEMENT TU3F4NG ' r • 3DESUP COST 1 - 6 1 F€X CO PCF UJPCF 7-12 2KXZS IjOPCF IOPOF VAPSHIP HULL STRUCTURE MOP SYSTEMS Gamilon Command Carrier О Voyvocr Entcrtrnnmcrt, Lnc. О Miaashi Ifrsrpnaee, lnc.
STAR BLAZERS FLEET BATTLE SYSTEM HEAVY PUL8E LASER 10 SAME HEX 70* SHORT 50* Ft DI UM 30* LONG 20* 0 1-4 5-8 9 - 12 1 DIO |[ю] 1D0 |Гб] 1D6 |[б] ID6 |[s] HEAVY PUL 8E LA8ER/DP MODE UNIT NAME: T| SUPPORT CRAFT | | | UNIT NUMBER: UNIT NAME: T| SUPPORT CRAFT | | | LNH NUMBER: UNT NAME: 5] SUPPORT CRAFT | | | UNT NUMBER: UNIT NAME: T| SUPPORT CRAFT | | | UNIT NUMBER: WARSI* P DATA |ш SAME HEX 30* SHORT 20* MEDIUM 10* LONG 6* 0 1-4 5 - 8 9 - 12 1 DIE ROLL PER BATTERY | ID4 SPACE DEFENSE BATTERY |[IZ1 SAFE ЕЕ X SO* SHORT 40* MEDIUM 30* LONG 20* 0 1 2-3 4 1 DIE ROLL PER BATTERY | 2 04 LIGHT MISSILE LAUNCHER WARSHP CLASS 1 WARSHP CLASS WEAPON SYSTEM FIRING CAPABILITIES □ POWER RATING FACTOR 8 TACTICAL WARP COST 10 STRATEGIC WARP COST |20 TURN MODE SIDESLIP COST REQUIRED MOVEMENT CURRENT CPl't D TURNING COST 1-6 I HEX .5 PO- LO PRF 2 HEXES 5 PRF IU PRF DP MODE SAMEKX 70* SHORT SO* MEDIUM 30* LONG 20* DMG AS SAMEHEX1 so* I SHORT 40* MEDIUM I 30* 1 LONG 20* 0 1-6 7-12 13-18 3 DMG AM/AT | 1 DMG ABC | 1 ANTI-SHIP TORPEDO TYPE 1 LAUNCHER DP MODE SAME HEX 70* SHORT SO* MEDIUM 30* LONG 20* DMG AS SAMEKXl so* 1 SHORT 40* MEDILM I 30* 1 LONG 20* 0 1-5 6-10 11-15 3 DMG AM/AT | 1 DMG ABC | 1 POWER ACCUMULATION LOG - 1D6 STATIONARY / T>4 MOVING TURN TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ 0 0 И 1Ё1 MINE LAUNCHING 8Y8TEM - TYPE 1 MOVEMENT LOG TURN 1 TURN 2 TURN 3 TURN A TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ 0 0 и RANGE ROF SOM FACTORS 1 1 1 MINE SWEEPING 8Y8TEM - TYPE 1 ||mss] RANGE ATTACKS DAMAGE 6 1 ID6 Gamilon High Speed Destroyer
STAR BLAZERS FLEET BATTLE SYSTEM UNIT NAME: T| SUPPORT CRAFT Г”! UNIT NUMBER: UNIT NAME: 21 SUPPORT CRAFT П UNIT NUMBER: UNIT NAME: 31 SUPPORT CRAFT П UNIT NUMBER: UNIT NAME: 4| _ SUPPORT CRAFT П UNIT NUMBER: MOVEMENT LOO TURN 1 TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 В 0 □ □ WARSHP DATA CARGO MANIFEST - 4 CARGO FACTOPS EACH □ 0 0 и Eamllon Tanker/Transport SPACE DEFENSE SYSTEMS SHIP SYSTEMS О Voyager Entertainment, Inc. О Mieaahi Enterprises, Inc.
STAR BLAZERS FLEET BATTLE SYSTEM HMT HEAVY TRANSPORT CLASS 118 POINTS POWER ACCUMUI AT ON LOO - 106 STATIONARY / Ю4 MOVING TURN TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN to □ 0 □ □ UNIT NAME: T| SUPPORT CRAFT | | ] UNIT NUMBER: UNIT NAME: "F] SUPPORT CRAFT | | | UMT NUMBER: UNIT NAME: T| SUPPORT CRAFT | | | UNIT NUMBER: UNI T NAME: T] SUPPORT CRAFT | | | UNIT NUMBER: MOVEMENT LOO TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN TO □ 0 □ □ WARSHP DATA WARSHP CLASS 4 WARSHP CLASS WEAPON SYSTEM FIRING CAPABILITIES KI POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST 150 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURNING COST SIDESLIP COST 1-6 1 HEX 1.0 PRf 1.0 PRF 7 - 12 2 HEXES IjO PRF 1.0 PRF CARGO MANIFEST - 4 CARGO FAC TOCS EACH □ 0 □ 0 Eamllon Heavy Transport О Voyager Entertainment, Inc. О MnuLshi Enterprises, Inc.
STAR BLAZERS FLEET BATTLE SYSTEM H3LMT LIGHT TRANSPORT CLASS 61 POINTS POVTR ACCUMU AT I ON LOO - 106 STATIONARY / Ю4 MOVING TURN TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ □ □ □ UNT NAME: SUPPORT CRAFTП UNT NUMBER: UNT NAME: UNT NUMBER: 21 SUPPORT CRAFT Г~| UNT NAME: UNT NUMBER: 3] SUPPORT CRAFT |“| UNT NAME: UNT NUMBER: Я SUPPORT CRAFT [“I MOVEr ENT LOO TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ □ □ WAR8I1P DATA WARSI IP CLASS 1 WARSHIP CLASS WEAPON SYSTEM FIRING CAP ABILITIES ixi POWER RATING FACTOR 8 TACTICAL WARP COST 10 STRATEGIC WARP COST 120 TURN MOCE CURRENT SPEED REQUIRED MOVEMENT TURNING COST SIDESLIP COST 1-6 1 F€X .5 PRF IX) PRF 7-12 2 HEXES 5 PRF IX) PRF CARGO MANIFEST - 0.0? CARGO FACT003 EACH □ □ a в Gamilon Light Transport © Voyager Entertainmert, Inc. О Miauiahi ItntBrprifiei, Inc.
STAR BLAZERS FLEET BATTLE SVSTEHH НОШ ИЛ RF 1 ART II H SAME FtX 70* SHORT 60* MOIUM 30* LONG 20* 0 I - 2 3 - 4 5 - 6 1D6 |[б] IDG |[б] ID4 |0 ID4 |0 1ИМИ Р1Л Rf 1 ART R/DP MOOT |[мЯ SAIB Mt X BOW MEDIUM 30* i • < * • 20» 0 1*2 3 - 4 5 - 6 1 WE POLL PER EVERY 2 ВАТТЕЯЕЗ | | tot UM I KAMI: 1UDV1VA1 POOr| ] UM I NUMBED: UNI HAFT: 3] StJOVIVAL P003| J INI NUMBED: UNI NAFC: 3] SURVIVAL POOs|~[ UMT NUMBED: UNI NAME: T| RUU VI VAI l»ODR| j 1 I I UM I NUMBED: WARSHP DATA WARSHP CL ДОЗ 1 WARSHP CLASS WI APON SYSTEM FIRING CAPABILITIES □ POWER ПДТ1Г4О FAC1OT1 6 TACTICAL WARP COST 10 STRATEGIC WARP COST | 20 TURN MOCC CUDPLNT ПИТО DCQUULD MOVE FT NT TURNING COST SIDESLIP COST 1 - 6 1 >€X .5 PRE IX) PRF 7-T2 2 HEXES 5IW IX) PRF POVTO ACCUMLR ATION TOG - Ю6 RTATIONADY / 04 MOVING RAN тип I UH 3 IUWJ 4 TUH 5 TUN 6 TUN 7 TOON 8 TUN 9 TUN 10 □ □ □ □ Eamllon Planet Patrol Ship © Miajuht lirturpriset, Inc.
STAR BLAZERS FLEET RATTLE SYSTEM UF«T МАГМ: |['^ 1 MAGNI TPOMC VAVt (MNIPATOQ SYSTEM WARSHP a ASS РЛЕКИ имеет ss RATE DAMAGE 0 TOO* I0DI0 1-2 90* 9DI0 3 - 4 oo* 8DI0 5 - 6 70* 7DI0 7 • 0 60* 6DI0 9-10 50* 5DI0 11-12 40* 4 DIO 13 • 14 JO* 3010 15 • 16 20* 2010 17-18 Ю* 10Ю PIIVID ACCUMIA ATION l(X) SHIP SYSTEMS | BATTLE | BRIDGE [NAVIGATION! BRIDGE | I RADAR I | RANGE: 60 | MAGf€TPCMC •VAVE GEM3AT0D SYSTEM Gamilon Empire WAftaiP CLASS K—„ VtAPON SYSTEM IpC TIRING CAPAHUT1ES STRATEGIC WARP COST 50 POWER РЛТ1Г4О FACTOP TACTICAL WARP COST TURN MOOT w PEGU WO MOW Ml NT TURN NG COST SIDESUP COST 1-6 1 E«X 1Д PDF 1Л PDF 7 - 12 2 техгз Ml PDF 1Д PDF «М MOVING TCU< i 1ии« TUGN 3 Tutr< 4 TUGN 5 TUGN 6 TUCN 7 плм 8 TURN 9 n£T 1LW< 1 TlXr< TvAH 3 iuu< 4 LfiN TUGN 6 TURN 7 тиоч 8 TU»4 TO и Г1 kJ kJ П 0 r,* F? kJ c; k‘/ r4 Gamilon Space Fortress
STAR BLAZERS FLEET ВАШЕ SYSTEM TYPE 20 MAGNA FLAME GUN [|SW2l| RANGE POWER REQ SUCCESS RATE DAMAGE SPREAD EFFECT 30 12 80* 4D10 + 50 NONE IMPROVED IfAVY PULSE LASER |0 SAME IEX 70» SHORT Б0* MEDIUM 30* LONG 20* 0 1-5 6-10 11-15 ID12 |[l2] 1 DIO |[E] 1D8 |[б] ID6 |[б] IMP HEAVY PULSE LA SER/DP MODE SAM HEX 30* SHORT 20* MEDIUM Ю* LONG 5* 0 1 - 5 6-10 11-15 1 DIE ROLL PER BATTERY | ID4 SPACE DEFENSE BATTERY l[j°] SAM HEX SO* SHORT 40* MEDIUM 30* LONG 20* 0 1 2-3 4 1 DIE ROLL PER BATTERY | 2 04 MEDIUM FISSILE LAUNCHER MINE SVEEPING SYSTEM - TYPE RANGE ATTACKS DAMAGE 6 2 1 DIO DP MOPE Ileu SAM HEX 70» SHORT SO* MEDIUM 30* LONG 20* DMG AS SAMEEXl SHORT 40* 1 30* MEDIUM I LONG 20* 1 Ю* 0 1-7 8-14 15-21 4 DMG AM/AT | 1 DMG АЭС | 1 LIGHT MISSILE LAUNCHER DP MODE о SAM HEX 70» SHORT SO* MEDIUM 30* LONG 20* DMG AS SAME HEX] SHORT SO* 1 40* MEDIUM | LONG 30* | 20* 0 1-6 7-12 13-18 3 DMG AM/AT | 1 DMG АЭС | 1 POWER ACCUMULATION LOG - ®8 STATIONARY / Ю6 MOVING Comet Magna Flame Ship Medaruusa UNIT NAME: UNIT NUMBER: SUPPORT CRAFT < Illi. White Comet Empire SPACE DEFENSE SYSTEMS SISP SYSTEMS WARSHIP DATA C Voyager Entertainment, Inc. О Musashi Enterprises, Inc.
STM BLAZERS FLEET BATTLE SYSTEM UMT NATCi UNIT NUM01R: SUPPORT CRAFT White Comet Empire TYPF W> MAGNA ЯКХЖ CANNON ||SW20| RANGE POWER REQ SUCCESS RATE DAMAGE SPREAD EFFECT 22 I2EA/18PR 0О» 4 DIO ♦ ЗОЕА NONE I MMX)VI D 18 AVY t Nl IX)Y CANNON E SAME ICX 70% SHORT ЬОЖ 1%DIUM 30» LONG 20% 0 1-5 6 - 10 11-15 3 06 |H IDI2 |[T] 1 DIO |[io] 8 И IMP If AVY ENERGY CANNON/DP MOW Ш SAME HEX 20% SHORT Ю* MEDIUM b% LONG 0 1 - 5 6 - 10 11 • T5 1 DIE POLL PER BATTERY | ID4 18 AVY PUT 81 t A3> P E SAIf ICX 70% ЭЮСТ 60» HCDIUM 30% LONG 20» 0 1 - 4 5 • 8 9-12 тою IQo] ID6 |[s] ID6 |0 и ICAVY PUT SE 1 AST R/W> MOW Ш SAME ICX 30% SHORT 20% MEDIUM ю% LONG f.% 0 1 - 4 5 • 8 9-12 1 DIE DOLL PER BATTERY | 1D4 MEDIUM PUL St I A3fP E ЗАГС тех 70% SHOOT 60» LCKUM 30% LONG 20» 0 T- 3 4 - 6 7-9 1010 |[9] IM 1(3 ID6 |[Ё] □ a LIGHT PULSE LASER |и ЗАМЕ ICX 70% SHOOT 50% ГЕ0ШМ 30» LONG 20» 0 1-2 3-4 5 - 6 ID6 |0 ID6 |[s] 104 |0 104 |[3] LIGHT PULSE LASER/DP MYXX |F^1 SAME ICX 50% SHORT 40» EC Di UM 30% LONG 20» 0 1-2 3-4 5-6 1 DIE ROLL PER EVERY 2 BATTERIES | 1 04 8PACE DEFENSE BATTERY [□HZ] SAME ICX 60» SHORT 40% MEDIUM 30% LONG 20% 0 i 2-3 4 1 DIE ROLL PER BATTERY | 2 D4 ПОНТ ГШЯ811Е 1 A UNCI IE R DP MODE SAME ICX 70% SHORT 60% MEDIUM 30% LONG 20» DMG AS SAME HEX I SHORT 50» | 40» MEDIUM I 30» 1 LONG 20» 0 1 - 6 7-12 T3 - ТВ 3 DMG AM/AT I 1 DMG ADC I 1 POWER ACCUMULATION LOO - 06 STATIONARY / 04 MOVING TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN В TURN 9 TURN 10 MOVEMENT IQO TURN 1 TUW4 TURN 3 TURN 4 TURN 5 ТЦЯЧ 6 TURN 7 TURN 8 TURN 9 TURN 10 Comet Battleship SHIP SYSTEMS VAPSISP DATA WARSHP CLASS 5 WARSHP CLASS WEAPON SYSTEM FIRING CAPABILITIES 0 POWER RATING FACTOR 3 TACTICAL WARP COST 25 STRATEGIC WARP COST |sO TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURN NO COST SIDESLIP COST 1-6 1 HEX 1.0 PRF 133 PRF 7 - 12 2 HEXES 1.0 PRF 1Л PDF MINE SWEEPING SYSTEM - TYPE 1 RANGE ATTACKS DAMAGE 6 1 1D6 © Voyager Ertcrtuinrocrt, Inc. © Musashi 1*г<вгрпяея, Inc.
STAR BLAZEKS FLEET BATTLE SYSTEM HEAVY PUL8E LASER HEAVY PULSE LA8FP/DP MODE El SAME HEX 70% SHORT 60% *5 LONG 20% lea SAME HEX 30% SHORT 20% MEDIUM 10% LONG Б% 0 1-4 5-8 9 - 12 0 1 - 4 5 - 0 9-12 1 DIO |[T5] IDS |[5] ID6 |[б] ID6 |[s] 1 DIE ROLL PER BATTERY | 1 D4 MEDIUM PULSE LASER и SAME HEX 70% SHORT 60% MEDIUM 30% LONG 20% 0 1-3 4-6 7 - 9 1 DIO |[9] IDO |[3 1D6 |[s] 1D4 |[T| SPACE DEFENSE BATTERY |C2£3 SAME HEX 60% SHORT 40% MEDIUM 30% LONG 20% 0 1 2-3 4 1 DIE ROLL PER BATTERY | 2 D4 MISSILE DEFENSE SYSTEM ||mds| SAFE HEX 50% SHORT 40% MEDIUM 30% LONG 20% 0 1-3 4 - 6 7-9 1 DIE ROLL PER 4 SALVO BURST | 1 D4 UNIT NAME: SUPPORT CRAFT MEDIUM 20% SAME HEX 40% t-3 SHORT 30» UNIT NUMBER: MEDIUM PEA SE LA8ER/DP MODE LONG Ю% 0 1 DIE ROLL PER EVERY 2 BATTERIES | MI3SILE/BATTERY EQUIVALENCY TABLE MISSILE TYPE BATTERY COST ANTI-MATTER MISSILE EACH ANTI-MATTER MISSILE COUNTS AS ONE WEAPON SYSTEM M4 HEAVY FISSILE 4 HEAVY MISSILE BATTERIES COUNT AS OFF WEAPON SYSTEM М3 MEDIUM MISSILE 4 Ft Di UM MISSILE BATTERIES COUNT AS ONE WEAPON SYSTEM М2 LIGHT FISSILE 6 UGHT FISSILE BATTERIES COUNT AS OFF WEAPON SYSTEM ANTI-MATTER MISSILE ||pm| RANGE SPEED SUCCESS RATE DAMAGE PAD AR RANGE HULL STRUCTURE 60 20 90% 3D10*30 50 20 IEAVY MISSILE LAUNCHER DP MODE |[mT| SAME HEX 70% SHORT 60% MEDIUM 30% LONG 20% DMG AS SAME HEX I 40% | SHORT 30% MEDIUM I 20% | LONG Ю% 0 1-8 9-16 17-24 6 DMG AM/AT | 2 DMG ABC J* MEDIUM MI88ILE LAUNCHER DP MODE Il MT 1 SAME HEX SHORT MEDIUM LONG DMG SAME HEX I SHORT MEDIUM 1 LONG |l£HJ 70% 60% 30% 20% AS 40% | 30% 20% | 10% 0 1-7 0-14 15-21 4 DMGAM/AT | 1 DMG ABC | 1 UGHT MISSILE LAUNCHER DP MODE [ED SAME HEX 70% SHORT 60% MEDIUM 30% LONG 20% DMG AS SAME HEX 1 60% I SHORT 40% MEDIUM I 30% 1 LONG 20% 0 1 - 6 7-12 13-18 3 DMG AM/AT | 1 DMG ABC | 1 ANTI-SHIP TORPEDO TYPE 1 LAUNCHER 1 DP MODE EJ SAME HEX 70% SHORT 50% MEDIUM 30% LONG 20% DMG AS SAME HEX I 50% | SHORT 40% MEDIUM I 30% | LONG 20% 0 1-5 6 - 10 11-15 3 DMG AM/AT | 1 DMG ABC | 1 MOVEMENT LOO TURN 5 POWER ACCUMULATION LOO - C6 STATIONARY / Ю4 MOVING TUMI TURN TURN TURN TURN TULN TUMI TURN TURN TUMI 2 Comet Missile Cruiser White Comet Empire SHIP SYSTEMS WARSHIP DATA MINE SWEEPING SYSTEM - TYPE 1 RANGE ATTACKS DAMAGE 6 1 ID6 © Voyager Entertainment, Inc. © Musashi Enterprises, Inc.

STAB BLAZERS FLEET ВАШЕ SYSTEM Comet High Speed Carrier IHT NUMOER: White Comet Empire SPACE DEFENSE SYSTEMS SHIP SYSTEMS WARSHP DATA WARSHP CLASS 5 WARSHIP Ct ASS WEAPON SYSTEM FIRING CAPABILITIES [3] POWER PATINO FACTOR 4 TACTICAL WARP COST 25 STRATEGIC WARP COST |50 TURN MODE CURRENT SPEED REQUIRED MOVEMENT TURN NG COST SIDESLIP COST 1-6 1 HEX 1.0 PRF UD PRF 7-12 2 HEXES 1.0 PRF 1.0 PRF MINI SWEEPING SYSTEM - TYPE 1 |[Й38] RANGE ATTACKS DAMAGE 6 1 1D6 © Voyager Entertainment, Inc. © Musashi I^nterprises, Inc.
STAR BLAZERS FLEET BATTLE SYSTEM LIGHT PUL8E LA8FR El SAME HEX 70* SHORT 60* MEDIUM 30* LONG 20* 0 1-2 3-4 5-6 ID6 |0 ID6 |[5] IM |[T) ID4 |[з] LIGHT PULSE IA8FR/DP MODE Ugg SAME HEX SHOOT MEDIUM LONG 60* 40* 30* 20* 0 1-2 3-4 5-6 1 DIE ROLL PER EVERY 2 BATTERIES | I£4 SPACE DFFENSt BATTERY ED SAMTEX 60* SHOOT 40* MEDIUM 30* LONG 20* 0 1 2 - 3 4 1 DIE ROLL PER BATTERY | 2D4 MI3SHE DEFENSE SYSTEM SAFE KEX SHOOT MEDIUM LONG 50* 40* 30* 20» 0 1-3 4-6 7-9 1 DIE ROLL PEP 4 SALVO BURST | 1 D4 LIGHT FISSILE LAUNCHER |Г777]1ЗЛГОСХ1 s*001 medium |L2±J 70* 60* до* DMG AS DP MOPE________ SAM HEX I SHOOT SO* | 40* DMG AM/AT | I Ft LI UM I I <X* i 30* I zo* DMG ABC | I 1 ROVER ACCUI MULAT1 ON LOG - Ю 6 STAT ONAR'I 7 04 MOVIE IG TURN 1 TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 0 TURN 9 TURN TO □ □ 0 MOVEMENT LOG TURN TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN TO □ 0 0 Comet Destroyer © Voyager Entatainmcrt, Inc. © Mousin' lintorprisei, Inc.
STM BUZEKS FLEET BATTLE SYSTEM ЕЬжёзЯ btafogA ifsfteS COSMO TOPPEDO TYPE 2 LAUNC№P_______DP_MODE ||CT2| SAME HEX 705* SHORT SO» MEDIUM 30» LONG 20» DMG AS SAME HE XI SHORT 40» | 30» MEDIUM I LONG 20» | Ю» 0 t- 6 7 - 12 13-1Й 4 DMG AM/ AT | I DMG ABO | I COSMO TOPPEDO TYPE 1 LAUNCHER______DP MOPE ItCTp SAME HEX 70» SHORT SO» MEDIUM 30» LONG 20» DMG AS SAME HEX I SHORT 50» | *0» MEDIUM 1 LONG 30» | 20» 0 1-5 6-10 11-15 3 DMG AM/AT | t DMG ABC | I SPACE DEFENSE BAI TERY |Цр] SAME HEX 50» SHORT 40» MEDIUM 30» LONG 20» 0 1 2’3 4 1 DIE ROLL PER BATTERY | 2 D4 POVER AC СШ MULATION LOG - Ю6 81 AT OMARY t “Ю4 MOV1L IG TURN 1 TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN a TURN 9 TURN 10 □ □ □ MOVEMENT LOO TURN 1 TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN a TURN 9 TURN 10 Ш 0 0 Comet Subspace Submarine © Уоутцуг Entertainment, Inc. О Musashi Enterprises, Inc.
STAR BLAZERS FLEET BATTLE SVSTEM SPACE DEFENSE BATTERY SAME HEX Б0* SHORT 40* MEDIUM 30* LONG 20* 0 I 2-3 4 1 DIE ROLL PER BATTERY | 2 D4 POWER ACCUMULATION LOG - 1D6 STATIONARY / Ю4 MOVING TURN TURN 2 TURN 3 TURN 4 TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN IO □ s MOVEMENT LOO TURN TURN 2 TURN 3 TURN TURN 5 TURN 6 TURN 7 TURN 8 TURN 9 TURN 10 □ □ 0 CARGO MANIFEST - 4 CARGO FACTORS EACH □ 0 0 Comet L5T
STAR BUZEKS FLEET BATTLE SYSTEM BATTLECRAFT TYPE: SPEED: | ] FG: * FG: tt MISSION TYPE: FISSION TYPE: I d d d d r£3 l.d.d.d.d did FG: * MISSION TYPE: ЫАИ7ПГЯ OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: BATTLECRAFT FG: * FG: * TYPE: MISSION TYPE: MISSION TYPE: FG: *________ MISSION TYPE: SPEE[>; 1 ] I d d d d~rG Id d d d d~d I d d d d Д OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: Earth Defense Force BATTLECRAFT FG: *_________ TYPE: SPECIAL MISSION TYPE: SPEED: I 1 ______________I d d d d гГП OPERATIONAL SQUDRN BASE OR VARSHIP: UNIT NAME: INT NUMBER: BATTLECRAFT FG: * FG: * TYPE: MISSION TYPE: MISSION TYPE: FG: It MISSION TYPE: speed: | | Idddddd rl d d d d d LLLkLU OPERATIONAL SQUADRON BASE OP VARSHIP: UNIT NAME: UNIT NUMBER: FG: * FG: * MISSION TYPE: MISSION TYPE: BATTLECRAFT FG: *________ TYPE: MISSION TYPE: Idddddd SPEED: FG; *_______ MISSION TYPE: I d d d d d3 FG: *________ MISSION TYPE: IddddAd OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: BATTLECRAFT FG: * TYPE: SPECIAL MISSION TYPE: SPEED: | ~| __________I d d d d iTA OPERATIONAL SQUDRN BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: BATTLECRAFT TYPE: Н2ЛЗИЗ Idddddd FG: w_________ MISSION TYPE: I I I rl rl rl .1 rl rl SPEED: |~ | OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: BATTLECRAFT TYPE: SPEED:| | FG: it FG: и MISSION TYPE: MISSION TYPE: d d d d I rl rl d rl rl rl FG: *_______ MISSION TYPE: riHHjg OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: BATTLECRAFT FG: *_________, TYPE: SPECIAL MISSION TYPE: i 11 SPEED: I 1 ____________I d d d d rTrl OPERATIONAL SQUDRN BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: BATTLECRAFT FG: *________ FG: *_________ TYPE: MISSION TYPE: MISSION TYPE: FG: * MISSION TYPE: mE0-.[ZZl Irlrlrlrlrlrl I rl rl rl rl rl rl I rl rl rl rl rl rl OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: BATTLECRAFT TYPE: FG: * FG: It FG: * MISSION TYPE: MISSION TYPE: MISSION TYPE: I d d d d rTrl I d d d d iTrl | d d d d rTrl SPEED: | | OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: FG: И________ SPECIAL MISSION TYPE: ___________I i4rl.ri.r4 d-d OPERATIONAL SQUDRN BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: BATTLECRAFT TYPE: FG: » MISSION TYPE: FG: * MISSION TYPE: 1 rl d rl I rTrl Iddddd d SPEED: | ] OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: FG: * MISSION TYPE: -------------1 d d d d dZH BATTLECRAFT FG: * TYPE: । I11 MISSION TYPE: 1 1 SPEED: | j Idddddd d d fl rl rl 71 I d d d d rfd OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: FG: * FG: M "MSSION TYPE: MISSION TYPE: BATTLECRAFT FG: *_________ TYPE: SPECIAL MISSION TYPE: SPEED: | | _________I d d dd d_d OPERATIONAL SQUDRN BASE OR VARSHIP: UNIT NAME: INT NUMBER: BATTLECRAFT FG: * FG: * FG: • BATTLECRAFT FG: * FG: * FG: * TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: SPEED: I ~| [ d H d d гГЯ I d d d d rTrl I d d d d rTrl OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: EOF Battlecraft Control Log © Voyjjgcr Ertrrtaiiuncrt» Tnc © Musashi Enterprises, Inc.
3U[ SecudjorjLQi iqvmn^ q ou] зэЯйАод о Боз IOJ4UO3 qjiU3ap3DH иоцшвд ЧОШ4Г84 1840 :iHVN 1840 41»<£dVA OO 3SV8 NOdGVOOS IVNOIlVQJdO PPPPPPI FFFPTF1 :3dAl 13VDO3311V8 4J3SMON 1840 :3MVN 1840 kuhsova oo 3sva noogvoos ivnoiivdado ppppm = 3dAl NO18883 • ЮЗ FPVPP'PII---1*™ :3dAl NO 18883 UdAl ЮЗ 13V0O3111V8 :озампн IN) :3MVN IN) 4JM8OVA DO 3SV8 NOOOVOOS IVNOIlVOSdO ЕГЕЕЕН EEEEEH □ =3dAl NO 188 84 =3dAl NO 18884 :3dAl • ЮЗ 8 ЮЗ 13VD03H1VH :3dAl NO 18884 :3dAI NO 188 84 ЮЗ 4J38MON 1840 :3MVN 1840 4HH8UVA OO 3SVS NOdGVOOS IVNOIlVdMO p p p p p p I I I :3dAl NOI8884 PPPPPPI co*3*» :3dAl NO188 84 :3dAl • ЮЗ 1JVDO3H1V0 PPPPPPIFFPPPT3 I------IEZZJ :3dAl NOI88M :3dAl NO18883 =3dAl 13V0O3111VA HllHSdVA DO 38VS NOdaVDOS 3VNOI1V0300 :01HMnN UNO :3UVN lINfl kllliStfVA OO 3SV0 Nooavnos 3VNOIlVd3dO ppp p PPI :3d Al NO18884 • 4)J :3d Al uwoniiw EEEEEE] I I :3dAl NO18884 • ЮЗ Ч13Ш4ПЫ UNO :3WVN UNO KlIKSaVA OO 3SV0 NOdGVOOS IVNOIlVdJdO PPPPPPI I ~3 :3dAl NO 18883 • ЮЗ :3d Al ijvoosinva PPPPPPI IdAl NOISS84 :03GWON IN) :383VN 11МЛ 418CMVA OO 3SV8 NOdGVOOS IVNOUVdJdO PPPPPPI PPPPPPI □=«”-» :3d Al NO18884 :3dAl NO 18884 :3dAl • ЮЗ ЮЗ UV003111V8 4J30HON 1840 :3HVN UNO =d»<8tfVA OO 3SV8 NOdGVOOS TVNOUVD3dO PPPPT'FI PPPPPPI I :3dAl NO183 83 =3dAl NO188 84 :3d Al • *-OJ ЮЗ UVDO3111V8 :03SHHN 1830 :3HVN 1830 3)»<SdVA OO 3SV8 NOdGVOOS TVNOUVaJdO PPPP'PPI PPPPPPI □=<«<» = 4dAl NO18884 :3dAl NO18884 :3dAl • эдз • юз ijvoo3iiiva 4LHH0N 1840 •*3HVN 1840 klBKdVA DO 3SVfl NOdGVOOS 3VNOtlVd3dO PPPPPPI PPPPPPI • klAl NO18884 =3dAl NO18883 • 4)3 • ЮЗ I I 4)3348 :3dAl 13V003111VO :d3G*3ON 1840 :3WVN 1830 =<l»<SdVA OO 38V0 NOdGVOOS 1VNOUVQ3dO PPP p PPI PPPPPPI I 14J33d8 1 II 1 1—1 :3dAl NOI8884 :3dAl NO 188 83 • =03 • ЮЗ =3dAl 1JV0O3H1V8 PPPPPPI I I :3dAl NO18883 • ЮЗ ЗДЭОМОН UNO :3HVN 1INO 411N8ZTVA OO 3SV8 NODGVOOS 3VNOIlVD3dO PPPPPPI CZl*™’ =3dAl NO 18883 :3dAl • юз mvoosnive EEEEEEI I---------1 :3dAl NO18883 PPPPPPI :3dAl NO18883 • =03 :« 3M4ON UNO !3HVN 1840 kllNSOVA OO 3SV8 NOdOVOOS 3VNOI1V030O PPPPPP] |--1 ЮЗЭ08 =3dAl NO 18883 :3dAl 4)3 UVOOSlllVfl PPPP'PPI PPPPPPI IZZI^ 413QMON 1840 :3WVN 1840 Ki»KavA oo 3sva Noaavnos ivNonvo3do PPPPPPIPPPPPPI , | X333d8 :3d Al UVDO3311V0 UdAl NO 188 83 : 3dAl NO 18883 • 4)3 • 4)3 ЭДЗЯНОН 1840 =3I3VN 1840 HiniUOVA OO 38V0 NOdavnOS 3VNOIlV03dO PPPPPPI |----------------|'-G33d8 =3dAl NO18883 :3dAl • ЮЗ UV003111V8 kllHSdVA OO 3SV8 NOdavnOS IVNOIlVOJdO :3dAl NO 18»83 :3dAl NO18883 OdAl • 4)3 • 4)3 13VD03311V8 aj|dui3 иопшед U31SAS 31UW13313 suiztne HUS
STM BUZEKS FLEET BATTLE SYSTEM Gamilon Empire SPACE ORBITAL MINE FACTORS: SPEED: SPACE ORBITAL MINE FACTORS: SPEED: SPACE ORBITAL MINE FACTORS: SPEED: IIT BOXES: SPACE ORBITAL MINE FACTORS: SPEED: HIT BOXES: Gamilon Mine Warfare Control Log О Voyager EntcrtninnicnL Inc. О Miiashi EntMprises, Inc.
STAR BLAZEKS FLEET BATTLE SYSTEM BATTLECRAFT TYPE: FG: * MISSION TYPE: ЫНгЫгЫ FG: * FO: « MISSION TYPE: MISSION TYPE: I II--------------------------1 I d d d rl d rl I rl rl I I I I fl rl SPEED: | | OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: BATTLECRAFT FG: • FG: • FO: • TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: I I l=~~IE--------------------II---------1 «peEo=czi Fn'dririri iridriririd саннзна OPERATIONAL SQUADRON BASE OR VARSHIP; UNIT NAME: UNIT NUMBER: BATTLECRAFT TYPE: 1 1 FO! • 1 MISSION TYPE: 1 1 II FG: « MISSION TYPE: 1 1 FG: • MISSION TYPE: 1 1 SPEED: IZZI Irlrlrlrlrlrl ЫШШШ OPERATIONAL SQUADRON BASE OR VARSHIP: 1 d-d-d-d dd UNIT NAME: UNIT NUMBER: BATTLECRAFT TYPE: 1 1 FO: • I MISSION TYPE: 1 Г~ 1 FO: • MISSION TYPE: 1 1 FG: • MISSION TYPE: 1 1 speed: | J Ldd d d d d 1 d d d d . OPERATIONAL SQUADRON BASE OR VARSHIP: dJ Idddddd UNIT NAME: UNIT NUMBER: BATTLECRAFT TYPE: 1 1 FO: * 1 MISSION TYPE: । FG: * MISSION TYPE: 1 1 FO: * MISSION TYPE: 1 1 «PEED: 1 1 Idddddd 1 Irlrlrlrlrlrl Idddddd OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: White Cornet Empire BATTLECRAFT FG: • TYPE; MISSION TYPE: | Irlrlrlrlrlrl ГГГ71ТГ71ГТ71 ПТ7П7Г7П OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: Comet Battlecraft Control Log OPERATIONAL SQUADRON BASE OR VARSHIP: FG: • FG: • MISSION TYPE: MISSION TYPE: BATTLECRAFT FG: *________ TYPE: MISSION TYPE: BATTLECRAFT FG: * FO: * FO: * FG: • TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: SPEED: □ I rd rl rl rl rl rl Irlrlrlrlrlrl Г7ГгП7|Ж1 I rl rl rl rl rl rl UNIT NAME: UNIT NUMBER: FG: • BATTLECRAFT FO: • FO: • TYPE: 1 1 MISSION TYPE: 1 1 MISSION TYPE: SPEED: | lrlrlrlrl'rl.1 Idddddd OPERATIONAL SQUADRON BASE OR VARSHIP: FG: MISSION TYPE: L 1 MISSION TYPE: 1 1 Ш rl .rl rl rl IrHrlrlrlrl UNIT NAME: UNIT NUMBER: BATTLECRAFT FO: • FO: * ____ FO: • TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: I II II II II I speed: [ZZ] ИЕШЗЗ Irlrlrlrlrlrl Irlrlrlrlrlrl I rl rl rl rl rl rl OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: BATTLECRAFT FO: • FG: * FG: « FG: • TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: MISSION TYPE: SPEED: □ Irlrlrlrlrlrl Irlrlrlrlrlrl [HHH3H3 Irlrlrlrlrlrl OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: BATTLECRAFT FG: *________ FG: • TYPE: 1 MISSION TYPE: JI 1 MISSION TYPE: 1 1 SPEED: 1 1 Irlrlrlrlrlrl 1 rl rl d d d d FO: • FG: • MISSION TYPE: MISSION TYPE: 1.1,1,1.1.1rl Г7ГЧ7П7Г71 OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: FG: * FO: MISSION TYPE: MISSION TYPE: I rl rl rl rl rl rl ШЗгГгГг] FO: • MISSION TYPE: IrlHJrlrlrl SPEED: I. _J IHHHHH.d OPERATIONAL SQUADRON BASE OR VARSHIP: UNIT NAME: UNIT NUMBER: О Voyager Entertainment, Inc. C Musashi Enterprises, Inc.


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STARBLAZERS FLEET BATTLE SYSTEM MINIATURES PRICE LIST SHIP NAME NUMBER IN PKG /SUG RET PRICE 1001* EDFS SPACE BATTLESHIP YAMATO [1] $9.95 1002* EDFS SBB ANDROMEDA I [1] $9.95 1003* EDFS STANDARD BATTLESHIP [1] $8.95 1004* EDFS BATTLECRUISER [2] $5.95 1005 EDFS FRIGATE [6] $4.95 1006* EDFS SBB ANDROMEDA П [1] $11.95 1007* EDFS BATTLECARRIER [1] $8.95 1008 EDFS TORPEDO DESTROYER [6] $4.95 1009 EDFS CRUISER (OKITA TYPE) [6] $4.95 1010* EDFS PATROL CRUISER [3] $5.95 1011* EDFS DESTROYER [6] $5.95 1012* EDFS MODULAR TRANSPORT [1] [TO BE ANNOUNCED] 1013 EDFS BATTLECRAFT [SET #1] [TO BE ANNOUNCED] 1014 EDFS BATTLECRAFT [SET #2] [TO BE ANNOUNCED] 1015 EDFS BATTLECRAFT [SET #3] [TO BE ANNOUNCED] 2001 GAMILON TRI-DECK CARRIER [1] $9.95 2002 GAMILON BATTLE CARRIER [1] $9.95 2003* GAMILON S-TYPE BATTLESHIP [1] $9.95 2004* GAMILON DESSLOK COMMAND SHIP I [1] $7.95 2005 GAMILON DESTROYER [6] $4.95 2006 GAMILON SMITE SHIP [2] $3.95 2007* GAMILON DESSLOK COMMAND SHIP II [1] $9.95 2008 GAMILON FLEET BATTLESHIP [1] $9.95 2009 GAMILON HIGH SPEED CARRIER [1] $9.95 2010 GAMILON MISSILE DESTROYER [6] $4.95 2011 GAMILON TANKER/TRANSPORT [1] $7.95 2012 GAMILON IMPROVED DESTROYER [3] $5.95 2013 GAMILON HIGH SPEED CRUISER [6] $4.95 2014 GAMILON LIGHT TRANSPORT [TO BE ANNOUNCED] 2015 GAMILON PLANET PATROL SHIP [TO BE ANNOUNCED] 2016 GAMILON HEAVY TRANSPORT [TO BE ANNOUNCED] 2017 GAMILON BATTLECRAFT [SET #1] [TO BE ANNOUNCED] 2018 GAMILON BATTLECRAFT [SET #2] [TO BE ANNOUNCED] 2019 GAMILON BATTLECRAFT [SET #3] [TO BE ANNOUNCED] 2020* GAMILON MINE WARFARE SHIP [TO BE ANNOUNCED] 3001* MAGNA FLAME SHIP MEDARUUSA [1] $11.95 3002 COMET BATTLESHIP [1] $9.95 3003* COMET TWIN DECK CARRIER [1] $9.95 3004* COMET DESTROYER [3] $5.95 3005* COMET MISSILE CRUISER [1] $9.95 3006* COMET HIGH SPEED CARRIER [1] $9.95 3007* COMET SPACE SUBMARINE [3] $5.95 3008* COMET LST [1] $7.95 3009 COMET BATTLECRAFT [SET #1] [TO BE ANNOUNCED] 3010 COMET BATTLECRAFT [SET #2] [TO BE ANNOUNCED] * WILL USE PHOTOETCHED PARTS 101 STARBLAZERS FLEET BATTLE SYSTEM GAME MODULE I :THE GAMILON AND WHITE COMET EMPIRE WARS [150 PAGES] (SUGGESTED RETAIL) $25.95 102 STARBLAZERS FLEET BATTLE SYSTEM TECHNICAL MANUAL:WARSHIP RECOGNITION GUIDE (EARTH,GAMILON,WHITE COMET SPACECRAFT— 200 PAGES): (SUGGESTED RETAIL) $29.95
EARTH DEFENSE FORCE " 1009 1001 1003 1005 1004 1006 1011 1007 1008 1002 1010 GAMILON EMPIRE 2010 2005 2013 2006 2004 2002 2003 2009 2012 2001 2008 GAM-1 2011 COMET EMPIRE 3002 3006 3009 3004 3008 3001 3005 3007 3003 2007