ACTASummary2e 1
ACTASummary2e 1
ACTASummary2e 1
Stellar Debris
Asteroids: CQ roll >= density or suffer AD x inches moved, SAP, triple damage, no interceptors (fighters roll 6+d6). Grants Stealth
3+ or +2 bonus.
Dust clouds: -1CQ, grants Stealth 2+ or +1 bonus.
Ship traits
Adaptive Armour Halve Damage and Crew, round down. (min. of 1),
Advanced Anti-Fighter X As anti-fighter but +1 to roll
Advanced Jump Engine See rules
Afterburner All Power to Engines! doubles Speed
Agile Need only move ¼ of speed before turning, 1” between turns
Anti-Fighter X Has X dice to roll against fighters hulls to destroy them, 2” range
Carrier X Can launch or recover X squadrons per turn
Command +X +X to initiative. Not cumulative, lost when crippled or skeleton crewed.
Dodge X 1d6 per hit, if result >= X, attack missed. Lost if Adrift or not moved.
Escort May lend Anti-Fighter dice to ships within 8” and LOS
Fleet Carrier +1 bonus to dogfight. Repair destroyed flights within 30”. See rules.
Flight Computer Crew Quality never less than 4, no penalties for being reduced to Skeleton Crew
GEG X Reduces damage and crew taken by X, criticals not affected
Interceptors X See rules
Jump Engine See rules
Lumbering May not continue move after turning, one turn only; may not be lost
Self Repairing X +1 to Damage Control, listed Damage repaired in End Phase
Scout 36” range. Instead of special action my roll CQ 8+ to reduce stealth by 1 or to allow friendly ships to
re-roll one weapon AD against target that turn (not beams).
Shields X/X Stops X hits (hits multiplied by double etc), regenerates second number.
Stealth X After an Attack has been declared only hits on X, if distance > 20” add 1 to X, if < 8” minus 1, if target
has already been hit –1 again.
Weapon traits
Accurate Ignores Dodge value
AP +1 to AD
Beam Ignores Interceptors; hits on 4+, if hit, re-roll until no hits is scored; may only split fire if targets are within 4”
Double Damage Damage and Crew x2, including Critical Damage, always cause one Damage, even if it is a Bulkhead hit
Energy Mine Nominate point within range, all objects within 3” receive damage, which ignores Stealth, Interceptors and
Dodge traits. Cannot cause crits.
Gravitic Shifter May turn enemy ship 45 degrees, opposed CQ check.
Mass Driver Target must be Adrift or not moved. Ignores Shields, Interceptors and GEG.
Mini Beam Hits on 4+, ignores interceptors
One-shot May only be used once. Not used if Stealth roll failed.
Orbital Bomb May only be fired at planetary targets (troops and emplacements).
Precise +1 on Attack Table
Quad Damage Damage and Crew x4, including critical damage. Causes 2 damage on Bulkhead hit.
Slow Loading May only fire every other turn, not fired if Stealth roll failed.
Super AP +2 to AD
Triple Damage Damage and Crew x3, including Critical Damage, always cause one Damage, even if it is a Bulkhead hit
Twin Linked Missed AD, may be re-rolled
Weak -1 to AD