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High Guard System Reference Document

Expanded Space Combat

Range (top)

To hit a target with a missile, Roll for Accuracy using Gunner (Turret) or Gunner (Capital Weapons), as appropriate, modified by the Weapon ranges table, below.

Next, consult the Missile To Hit table below to find the target number that the Gunner must make, on 2D, using either Gunner (Turret) or Gunner (Capital Weapons), for the missile to strike its target.

Gunnery Accuracy CheckMissile to Hit RollGunnery Accuracy CheckMissile to Hit Roll
Failed with Effect –6 or Less11+Succeeded with Effect 08+
Failed with Effect –2 to –510+Succeeded with Effect 1–57+
Failed with Effect –19+Succeeded with Effect 6+6+

Some weapons have fixed limits on the range as indicated in the expanded spacecraft construction chapter. Spinal mounts have an additional –1 DM if shooting at close or adjacent range.

Weapon ranges

Weapon or Optimum Range Range
Adjacent (small craft shooting)AdjacentCloseShortMediumLongVery LongDistantVery Distant
Missile*–2N/AN/A–1+0+0+0–2Out of Range
Torpedo–2–3–2–1+0+0+0–2Out of Range
Short+0–1+0+0–4Out of RangeOut of RangeOut of RangeOut of Range
Medium–1–2–1+0+0–2–4Out of RangeOut of Range
Long–1–3–1+0+0+0–2–4Out of Range
Very Long–1–3–1+0+0+0+0–2Out of Range

*Missile accuracy is not dependent on range save at very high distances. Missiles cannot be used against targets at Adjacent and Close ranges.

Capital Ships & Initiative (top)

The basic Traveller space combat rules call for a ship’s captain to roll 2d6 for Initiative, with the faster vessel gaining a +1 DM. Actions and damage take place in order of Initiative.

For capital ships, Initiative works differently.

Rolling for Initiative: Capital ships roll only 1d6 for Initiative, but add their Crew Skill to their total Initiative. The fleet commander may also make a Tactics (Naval) Check and add the effect to the fleet. Optionally, a chained roll (see Traveller core rulebook page 51) can be made by the fleet commander, and each ship captain may make their own Tactics (Naval) check.

Resolving Attacks: Instead of resolving all attacks from a ship at once, capital ships trade barrages or other combat actions such as boarding or moving. All ships in a battle make one attack in descending order of Initiative, then the order of actions loops back around to the vessel with the highest Initiative again. Keep looping until all ships have taken all the combat actions they wish to take.

Barrages (top)

At its simplest, the barrage attack involves taking all attacks of the same type on the same target as a single attack. The size of the barrage is measured by the number of dice involved. For example, a beam laser deals 1d6 damage, so a barrage from fifty beam lasers would be a fifty dice barrage.

The damage from each individual weapon must still be noted, though, as armour is obviously much more effective against smaller weapons than larger ones. The notation for a barrage is therefore:

(Number of Dice) – (Weapon Type) – Range – (Individual Weapon Damage in dice).

For example, the fifty beam laser barrage mentioned above would be noted as 50–Beam Laser– Medium–1 and a barrage from ten missile 50 ton bays of multiple warhead missiles at long range would be noted as 10–Missile–Long–12.

At minimum, a barrage must include ten weapons of the same time or all the weapons on the ship of that type if fewer are mounted.

Configuration: A capital ship cannot always bring all its weapons to bear at all times. Each configuration of capital ship lists a percentage value; this is the percentage of turrets or bays that can be aimed at a single target. The size of a barrage aimed at that target is therefore capped by this percentage.

Barrage Attacks

A barrage does not ‘hit’ or ‘miss’ as a whole. Even an inaccurate barrage will usually score one or two minor hits. Instead, the more accurate the barrage is, the more damage it deals. An attack with a barrage roll is made by rolling two dice and with dice modifiers for range, fire control software, dodging, Gunner skill and ship defences. The modifiers for range, fire control software, dodging and skill are as normal spacecraft combat. The modifiers from the ship defences are worked out below. Note that the missile launch accuracy check and the help line up a shot check are not used in capital ship combat.

Barrages & Defences

Barrage attacks interact with defences slightly differently to normal attacks. Instead of reducing the damage directly, defences such as armour or sand provide a DM to the attack roll. Add up the protection offered by the defences, and then subtract it from the individual weapon damage score to determine the final DM.

Armour: Armour contributes directly to defence against all types of attack. Add the armour rating to the defence total. (Note that this means that armour works better against barrages than against individual attacks).

Sand: Sand protects against incoming laser attacks and missile attacks fired from medium range or longer. Roll 1d6 for the amount of protection offered by a sand cloud, modified as below. If the modified dice roll is zero or less, the sand protection modifier is zero.

RatioProtection
Number of sandcasters is 110% or more than the number of lasers or missiles+2
Number of sandcasters is within 10% of the number of lasers or missiles+0
Number of sandcasters is 90% or less than the number of lasers or missiles–2
Incoming attacks are high energy lasers from bomb pumped torpedoes–2
Crew Gunner 3++1

Screens: Screens apply only against attacks of the appropriate type (nuclear dampers vs nuclear missiles or fusion beams, meson screens against meson guns). Note that nuclear dampers are not effective against bomb–pumped torpedoes as these detonate beyond the effect of the damper. Screens offer two points of protection per screen.

Configuration: Certain ship configuration offer protection against meson weapons as they are particularly compact, increasing the likelihood of decay occurring outside the ship.

  • Dispersed Structure and buffered planetoid DM+4
  • Needle/wedge, cone and standard (cylinder) DM+2
  • Close structure, sphere and planetoid DM+0

Point Defence Lasers: Point defence lasers protect only against incoming missile attacks. Roll 1d6 for the amount of protection offered by lasers, modified as below. If the modified dice roll is zero or less, the point defence laser protection modifier is zero.

RatioProtection
Number of lasers is 110% or more than the number of missiles+2
Number of lasers is within 10% of the number of missiles+0
Number of lasers is 90% or less than the number of missiles–1
Barrage consists of bomb pumped torpedoes–2
Crew Gunner 3++1

Splitting Barrages

Not all of a ship’s weapons of a particular type need be aimed at a single target. A ship with 100 laser turrets and thirty fusion bays, for instance, can fire fifty laser turrets and thirty fusion guns at one target, 25 lasers at another target, and 25 at a third. All barrages of the same type on the same target must be combined into one.

Barrage Damage

The damage from the barrage is determined from the following table, using the net dice score. Barrage damage is rounded down.

On small craft or spacecraft, multiply the final barrage total by 3 to determine the actual amount of damage inflicted by the attack. If the barrage total is greater than the ship’s remaining Hull + Structure, assume that the ship is annihilated by the attack instead of working out each individual hit.

On capital ships, barrage damage works slightly differently. See Capital Ship Damage, below.

Barrage Damage

Barrage Attack Roll% Barrage Damage5–Dice Barrage10–Dice Barrage12–Dice Barrage20–Dice Barrage50–Dice Barrage
2 or less0%00000
310%01225
425%233620
550%3561030
675%4891640
7100%510122050
8125%613152660
9150%715183070
10175%818213680
11200%10202440100
12225%12232746120
13250%13253050130
14275%14283356140
15300%15303660150
16400%20404880200
17 or more500%255060100250

Spinal Weapon Attacks

To hit with a spinal mount is a Formidable task (–6 DM), with the following modifiers: fire control software (up to +5 DM), crew skill (typically +3 to +5 DM), range modifier, dodge modifier, if a Pilot skill check is successful (–2 DM) and a size modifier. All spinal mounts have an optimum range of Long. The size modifier is as follows:

  • Ships under 10,000 tons DM –1
  • Ships under 1,000 tons DM –2
  • Ships under 100 tons DM –3

Before they can damage their target, Meson Guns must penetrate the target’s meson screen and ensure that it decays within the ship . Compare the penetration rating of the meson gun with the configuration of the ship and the number of screen points being generated (2 or screen or 3 if the screens to full action is being used) and roll the number indicated or more on 2d6 to penetrate the ship’s defences.

  Meson Gun Penetration Rating
 Screen PointsIIIIIIIVV
Close, Sphere or Planetoid0Automatic PenetrationAutomatic PenetrationAutomatic PenetrationAutomatic PenetrationAutomatic Penetration
 Up to 464Automatic PenetrationAutomatic PenetrationAutomatic Penetration
 6753Automatic PenetrationAutomatic Penetration
 8 or 9864Automatic PenetrationAutomatic Penetration
 10964Automatic PenetrationAutomatic Penetration
 1210864Automatic Penetration
 15119753
 181210865
Cone, Needle/ Wedge or Standard (Cylinder)04Automatic PenetrationAutomatic PenetrationAutomatic PenetrationAutomatic Penetration
 Up to 464Automatic PenetrationAutomatic PenetrationAutomatic Penetration
 6753Automatic PenetrationAutomatic Penetration
 8 or 9964Automatic PenetrationAutomatic Penetration
 10975Automatic PenetrationAutomatic Penetration
 129864Automatic Penetration
 1511975Automatic Penetration
 181210865
Dispersed or Buffered Planetoid08654Automatic Penetration
 Up to 48754Automatic Penetration
 69754Automatic Penetration
 8 to 1010864Automatic Penetration
 1211964Automatic Penetration
 15119753
 181211865

Spinal Weapon Damage

Particle Beam spinal mount damage is reduced by the amount of armour. Reduce Damage by 30 per point of armour. Damage can not be reduced below zero. However, there is still residual damage arising from the spinal weapon hit. Take 10% of the damage value of the particle beam hit absorbed by the armour and treat this as a standard barrage hit (although on a single section), even if the spinal weapon otherwise did no damage. This residual damage cannot inflict system hits. Note that a meson spinal mount does not inflict residual damage.

Both types of spinal mount inflict radiation damage. Divide the damage inflicted on the ship by the spinal mount (including residual damage from particle beam hits) by 6 (rounding down) to find the radiation damage inflicted. Divide further by 2 if the hull has radiation shielding.

Spinal mount damage is then resolved as below.

Capital Ship Damage (top)

The normal damage rules can be used when a starship or small craft is attacking a capital ship, with one exception – it is impossible to inflict a third hit on a Drive, Power Plant, Sensor or Bridge system on a capital ship.

For barrage attacks on a capital ship, follow these rules:

Location

First, determine the location of the attacks by rolling for the section struck.

Adjacent Locations: A turret, barbette or bay attack splits its damage 50/50 between the section hit and any one adjacent section chosen by the attacker. Spinal mount damage is inflicted on a single section. For example, on the CF–code hull, Engineering is adjacent to the Main section, and the Forward section is adjacent to the Main section, and the Main section is adjacent to both.

Apply Damage

Subtract the damage inflicted by the attack from the Hull score of the damaged section. If a section is reduced to zero Hull in a barrage, remaining damage is subtracted from the Structure score of the same section. If the hull score of the hit section is already zero, all damage is subtracted from the subtracted from the Structure score of the same section. Meson weapons are the exception as damage is inflicted on Structure instead. If a section is reduced to zero Structure, it is destroyed and the ship is crippled or destroyed.

Damage Location

 Hull Code
RollCA to CECF to CKCL to CQCR to CVCW to CZ
1Engineering EngineeringEngineeringEngineeringEngineering
2Engineering EngineeringAmidshipsAftAft
3Engineering MainAmidshipsAmidshipsLower Amidships
4Forward MainMainMainUpper Amidships
5Forward ForwardMainMainMain
6Forward ForwardForwardForwardForward

Roll for System Damage

A barrage hit may inflict some system damage if the net Barrage Attack Roll was an 8+. Roll on the Section Hit Table for the section or sections struck by the attack to determine which system is damaged. If the damaged section still has Hull remaining, roll on the External column; otherwise, roll on the Internal column. Meson weapons only roll on the internal column. Spinal weapons roll a number of times on the section hit table, with one roll for every 50 points of damage inflicted (excluding residual particle beam weapon damage).

Turrets:

  • First Hit: A turret hit gives a –1d6DM to all turret barrages of that type. Reroll the DM for each barrage until repaired.
  • Second Hit: Increase the DM to –1d6+1.
  • Third Hit: Turrets can no longer fire.

Bay:

  • First Hit: A Bay hit gives a –1d6DM to all bay barrages of that type. Reroll the DM for each barrage until repaired.
  • Second Hit: Increase the DM to –1d6+1.
  • Third Hit: Bays can no longer fire.

Hull: A hull hit indicates an explosion on the surface, and inflicts extra Hull damage equal to half the damage inflicted by the barrage.

Armour: An armour hit reduces the armour of that section by 1.

Structure: A structure hit indicates an external explosion or structural failure, and inflicts extra Structure damage equal to half the damage inflicted by the barrage.

Spinal Weapon:

  • First Hit: A spinal weapon hit gives a –2 DM to spinal weapon attacks.
  • Second Hit: The spinal weapon is disabled and can no longer fire.

Screen: Damage to a screen reduces its protection by 2 until repaired.

Jump Drive:

  • First Hit: The first hit on a Jump drive gives –1d6DM to all Jump attempts until repaired.
  • Second Hit: The jump drive is disabled.

Manoeuvre Drive: Each hit on a Manoeuvre drive reduces the ship’s Thrust by 1 until repaired.

Power Plant:

  • First Hit: Damage to a Power Plant reduces a capital ship’s ability to employ its energy weapons or engines. Reduce the ship’s Power Number by 1, which may also reduce its ability to employ weapons and its Thrust or Jump.
  • Second Hit: Decrease the ship’s Power Number by 2.
  • Third Hit: Power plant is disabled, disabling the entire ship.

Fuel: 1d6x5% of fuel reserves are lost. Halve this value if metal hydride storage is used in this section. If different fuel types are present roll to determine which is hit.

Sensors:

  • First Hit: –1d6DM to all Sensors checks made using the sensors in that section. Roll this DM once; it remains until repaired.
  • Second Hit: Sensors in that section are disabled.

Computer:

  • First Hit: All rolls made by the capital ship suffer a –1DM.
  • Second Hit: All rolls made by the capital ship suffer a –1d6DM, rerolled each time.
  • Third Hit: Computer is disabled; the ship cannot jump or fire weapons at targets beyond Close range.

Bridge:

  • First Hit: A bridge hit prevents the ship from manoeuvring or jumping next round.
  • Second Hit: The bridge is destroyed. Command automatically transfers to another section, but the ship’s Initiative is halved.

Crew: A crew hit reduces the Crew Strength by one step.

Critical Hit

Roll 1d6 on the Critical Hit table:

  • 1. Power Failure: The section goes offline for one round. Weapons and components in the section cannot be used next round.
  • 2. Structural Failure: A whole section of the ship shears away. Reduce the remaining Hull of the section by 50%. If no hull remains, reduce the remaining Structure by 50%.
  • 3. Hull Breach: Repairs cannot be conducted on this section for one round, as the repair crews need to fix the hull breach. Also inflicts a Crew Hit. A self–sealing hull means that the breach is automatically fixed, so repairs can take place immediately.
  • 4. Internal Explosion: The explosion inflicts 6d6 Structure damage and another Section Hit.
  • 5. Cascade Failure: Roll again twice on the Section Hit table.
  • 6. Fire: Fire suppression systems fail, and an inferno rages through the section. The crew must roll Discipline 8+ to put the fire out next round, or it will inflict another Section Hit. If not put out, the target number rises by +1 each round (Discipline 9+ in round two, 10+ in round 3). At 12+, the fire spreads to another section, starting at 8+ there. If metal hydride fuel is stored in this section the Discipline target number is reduced by 2.

Radiation Attacks

Ships with nuclear dampers or radiation shielding will suffer no radiation damage from nuclear weapons or fusion guns. Ships with armour ratings of 8 or more ignore radiation hits from all but meson weapons.

For barrage weapons each nuclear missile, fusion gun, particle beam and meson weapon will inflict the radiation hits on the basis of the percentage score on the barrage table multiplied by the crew hit per weapon (1 except for meson flicker weapons) and be placed in a damage band. Reduce the damage band by the armour rating of the ship for all bar meson weapons and by the meson screen rating for meson weapons. Reducing the damage band to 0 results in no damage. Then compare the damage to determine the throw needed to inflict a hit.

Radiation Damage

Radiation DamageDamage BandCrew HitsComputer HitsSensor Hits
1–1016+00
11–1525+00
16–2034+6+0
21–3043+5+0
31–4052+4+6+
41–506Auto3+5+
51–607Auto2+4+
61–808Auto Auto3+
81–1009Auto Auto2+
101+10AutoAutoAuto

Repairing Damage

A capital ship may attempt to repair one system per section during the Ship Action phase, as normal. Multiple attempts may be made to repair a damaged system if it extends through multiple sections.

Crew Hits

Each crew hit reduces the ship’s crew by one step – from Full to Weakened, Weakened to Half, Half to Skeleton and so on. Reduced crews affect a ship’s ability to fight.

Crew StrengthSkill DM 
DeadCannot act
Survivors–4May only fire once every five rounds
Skeleton–2May only fire once every three rounds
Half–1May only fire once every two rounds
Weakened+0 
Full+0 
Battle+0 
Overstrength+0 
Massively Overstrength+0 

The Frozen Watch: Many warships carry extra crew in low berths. These men of the frozen watch can be revived to provide reinforcements in the midst of battle. Reviving the frozen watch may be done at any time but takes 6 turns to thaw, brief and get to the right place. Until the 6 turns have passed, the ship will suffer from any applicable skills DMs.

Fighter Flights (top)

A large number of spacecraft can be combined into a flight, which allows them to act in concert and act as a single unit, concentrating their attacks into a barrage. The skill level of the flight is the average skill of the craft in the flight; the thrust of the flight is equal to the lowest Thrust of the craft in the flight – with the proviso that the flight must remain together at all times. (Of course, the flight can then become a single target for barrages, so life could be short...)

Attacks By Flights

Flights can combine their weapons in barrages as normal.

Attacks On Flights

Attacks can be made on individual craft in the flight as normal.

Barrage attacks on flights suffer a –4 DM, representing the difficulty of hitting a distributed set of targets. Barrage damage is assumed to inflict a number of hits equal to the barrage total. Flights lose a number of craft whose combined Hull and Structure total is equal to the barrage total; any excess barrage damage is applied as normal hits. The flight will lose a maximum number a craft based on the lower of the number of mounts firing or the average gunnery crew for that weapon system. Ship designers are encouraged to provide sufficient gunners for turret weapons to maximise their anti–fighter defences.

Orders (top)

This section presents a set of optional rules for space combat, where the commander of a space vessel can issue one or more orders to his crew each round. Each order temporarily reduces the ship’s Initiative by a certain amount, which also reduces the number of reactions the ship can take. A commander may issue any number of orders, as long as the orders do not bring the ship’s Initiative below 0. Each order can only be issued once per round unless otherwise noted.

InitiativeReactions
0–41
5–82
9–123
13+4

Orders are written down secretly by each ship commander, and revealed simultaneously at the start of each round.

The format of orders is:

  • Order Name
  • Initiative Cost: This cost applies only for the round in which the order is executed.
  • Type: Orders fall into several types depending on when they are executed. Combat Orders are executed in the Combat Action phase, while Ship Orders are executed in the Ship Action phase. Special Orders are executed when noted in the text.
  • Requirements: Some orders can only be executed by a crew with a certain level of Crew Skill or other requirement.

Emergency Orders

Some orders are followed by an exclamation mark (!), denoting they are emergency orders. Emergency orders can be issued as a reaction to an attack instead of during the order phase. Only one emergency order can be issued per ship per round.

Repeatable Orders

Some orders are followed by an asterisk (*), denoting they are repeatable orders. A repeatable order can be given multiple times in one round, as long as the ship has the Initiative to allocate to it.

  • Line up Spinal Mount!
  • Initiative Cost: 2
  • Type: Combat
  • Requirements: ship fitted with spinal mount
  • Lining up the spinal mount with a evading target that can be tens of thousands of kms away is no easy thing and requires delicate ship handling. Without this special order the spinal mount can not be fired.

  • All Hands...Fire At Will!
  • Initiative Cost: 8
  • Type: Combat
  • Requirements: None
  • All the ship’s energy barrage attacks are made as a single action this round.

  • Angle for Maximum Effect
  • Initiative Cost: 2
  • Type: Combat
  • Requirements: Crew Skill 2+
  • The ship is positioned to maximise its attack potential. Increase the percentage of weapons that can be combined into a barrage by 10%.

  • Blast Them As They Launch!
  • Initiative Cost: 2
  • Type: Combat
  • Requirements: Crew Skill 1+
  • Weapons are trained on enemy launch tubes and hangars. Select an enemy vessel – any small craft launched from that vessel this turn may not dodge attacks.

  • Board Them!
  • Initiative Cost: 4
  • Type: Special
  • Requirements: None

  • Command Discipline
  • Initiative Cost: 8
  • Type: Ship
  • Requirements: None
  • By rallying his men, the commander prepares his ship for action. Any skill checks other than Gunner checks made this round have a +1 DM.

  • Damn the Torpedoes!
  • Initiative Cost: 4
  • Type: Special
  • Requirements: Crew Skill 2+
  • The ship flies into the teeth of enemy fire. All attacks on it gain a +1 DM; all its attacks also gain a +1 DM.

  • Defensive Posture
  • Initiative Cost: 4
  • Type: Combat
  • Requirements: None
  • The ship angles itself to minimise exposure to enemy weapons fire. The percentage of weapons that can be included in a barrage is reduced by 20%, but all attacks on the ship suffer a –2 DM.

  • Escort Defence
  • Initiative Cost: 4
  • Type: Combat
  • Requirements: None
  • Choose a friendly ship within Close range. Attacks on that ship may be intercepted by the active ship’s sandcasters, screens and other defensive weapons.

  • Evasive Action*
  • Initiative Cost: 4
  • Type: Special
  • Requirements: None
  • The ship gains one extra point of thrust this round which can only be spent on dodging incoming fire, and does not count as a reaction.

  • Fast Strafing Run
  • Initiative Cost: 4
  • Type: Special
  • Requirements: Only undertaken by small craft
  • If the small craft flight is within Close range of a hostile target, it can manoeuvre in to undertake a low level strafing run under the elevation of the weapons on the target vessel. Shooting at the flight is at –2 DM. The fire of the flight receives a +2 DM.

  • Fighter Screen
  • Initiative Cost: 4
  • Type: Special
  • Requirements: Only undertaken by small craft
  • As for the escort defence, but only performed by a small craft flight. In addition, having a flight using this special order prevents the fast strafing run special order being used by attacking small craft.

  • Focused Fire
  • Initiative Cost: 6
  • Type: Combat
  • Requirements: None
  • The crew focus the ship’s guns on a single target. The ship may only fire at one target this round, but all attacks on that target gain a +1DM.

  • Get Those Engines Back On–Line*
  • Initiative Cost: 6
  • Type: Ship
  • Requirements: Crew Skill 3+
  • The crew may make two extra repair rolls this round, but only in the engineering section.

  • I Only Need One More Shot*
  • Initiative Cost: 2
  • Type: Special
  • Requirements: Crew Skill 3+
  • Any one damaged weapon system is temporarily restored to full functionality for this round. At the end of the round, the system becomes disabled.

  • Maximum Speed
  • Initiative Cost: 4
  • Type: Combat
  • Requirements: None
  • All available power is allocated to the engines. The ship may only fire half its turrets and bays this round, rounding down, but may increase its Thrust by 1.

  • Opportunity Fire!
  • Initiative Cost: 6
  • Type: Combat
  • Requirements: None
  • The ship makes no attacks until all other ships have finished firing. It may then make all allowed attacks. If two or more ships declare Opportunity Fire, the ship with the highest Initiative goes first.

  • Prepare to Abandon Ship!
  • Initiative Cost: 4
  • Type: Special
  • Requirements: None
  • If the ship is destroyed this round, then all surviving crew make it to the lifeboats or escape pods, if any.

  • Prepare for Jump!
  • Initiative Cost: 4
  • Type: Special
  • Requirements: None
  • If the ship attempts to jump this round, then all Engineering (jump) or Astrogation checks have a +2 DM.

  • Prepare to Repel Boarders!
  • Initiative Cost: 4
  • Type: Special
  • Requirements: None
  • If the ship is boarded this round, the crew have a +1 DM to rolls on the Boarding Action table.

  • Prepare for Impact!
  • Initiative Cost: 4
  • Type: Special
  • Requirements: None
  • If the ship is damaged this round and suffers one or more Crew Hits, roll 1d6 for each Crew Hit. On a 4+, ignore the Crew Hit.

  • Roll The Ship!
  • Initiative Cost: 4
  • Type: Combat
  • Requirements: Crew Skill 1+
  • The ship rolls, making it harder to target specific sections of its hull. This gives a –2 DM to attacks using the Target That Section order.

  • Run Silent, Run Dark
  • Initiative Cost: 4
  • Type: Special
  • Requirements: None
  • The ship shuts down all non–essential systems and attempts to minimise electromagnetic emissions. The ship may not move or fire this round, or use any active sensor systems. All attempts to detect the ship using sensors suffer a –2 DM.

  • Screens to Full!
  • Initiative Cost: 4
  • Type: Special
  • Requirements: None
  • Full power is allocated to the ship’s screens. Screens now provide three points of protection per screen instead of two.

  • Target That Section*
  • Initiative Cost: 4
  • Type: Special
  • Requirements: Crew Skill 1+
  • One of the ship’s attacks this round targets a specific section of the enemy vessel.