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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
13
[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
16
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
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П
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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:
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FG: *
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OPERATIONAL SQUADRON BASE OR VARSHIP:
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TYPE: MISSION TYPE: MISSION TYPE:
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MISSION TYPE:
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OPERATIONAL SQUADRON BASE OR VARSHIP:
UNIT NAME: UNIT NUMBER:
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Defense
Force
BATTLECRAFT FG: *_________
TYPE: SPECIAL MISSION TYPE:
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OPERATIONAL SQUDRN BASE OR VARSHIP:
UNIT NAME: INT NUMBER:
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FG: *________
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UNIT NAME: UNIT NUMBER:
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TYPE: SPECIAL MISSION TYPE:
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OPERATIONAL SQUDRN BASE OR VARSHIP:
UNIT NAME: UNIT NUMBER:
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TYPE:
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OPERATIONAL SQUADRON BASE OR VARSHIP:
UNIT NAME: UNIT NUMBER:
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TYPE:
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MISSION TYPE: MISSION TYPE:
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OPERATIONAL SQUDRN BASE OR VARSHIP:
UNIT NAME: UNIT NUMBER:
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TYPE: MISSION TYPE: MISSION TYPE:
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MISSION TYPE: MISSION TYPE: MISSION TYPE:
I d d d d rTrl I d d d d iTrl | d d d d rTrl
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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: *
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1 rl d rl I rTrl
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OPERATIONAL SQUADRON BASE OR VARSHIP:
UNIT NAME: UNIT NUMBER:
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TYPE: । I11 MISSION TYPE:
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UNIT NAME: UNIT NUMBER:
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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:
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OPERATIONAL SQUADRON BASE OR VARSHIP:
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EOF Battlecraft Control Log
© Voyjjgcr Ertrrtaiiuncrt» Tnc
© Musashi Enterprises, Inc.
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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: •
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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