STARMAGEDDON
By Matt R.
Wolfhvl@aol.com
SHIPS
TYPE MOVE HITS WEAPONS NOTES
Transport 1 10 2 Use for scenario victory conditions
Battle Station 0 100 20 Can carry 10 Fighter Squads/Scouts
Dreadnaught 1 80 16
Battleship 2 60 12
Carrier 2 40 4 Can carry 6 Fighter Squads/Scouts
Cruiser 3 40 8
Destroyer 4 20 4
Frigate 3 15 3
Gunboat 5 10 2
Scout 6 5 1
Fighter Squad 6 5 2 Not Jump capable
SHIP DESCRIPTIONS
Move = Number of spaces moved or hex facings turned
Hits = Damage before ship is destroyed
Weapons = Number of Weapon Systems that can be mounted.
(Note: a Size 2 Weapon counts as 2 weapons, a Size 3 weapon as 3 weapons, etc.)
Fighters cannot have Weapons of greater than size 1.
A Battle Station can repair 1 hit per turn to itself or to a friendly
docked (in same space) ship.
Docked ships cannot attack.
One move point can be used to move the ship forward one
hex or for one 60 degree turn.
TURN SEQUENCE
1. Initiative- Roll high to see which player goes first this turn.
2. Move ships.
3. Fire Weapons: Roll to hit & for Damage.
4. Next Player repeats steps 2 & 3.
TO HIT ROLLS
Attacks hit on a roll of 7+ on 1D10.
The ranges listed are long range.
Attacks at half this distance (rounded up) are +1 to hit.
Attacks into adjacent hexes (point blank) are +2 to hit.
A ship can attack with all of its ranged weapons, once per turn.
Ranges of weapons used by fighters are half of those listed.
CRITICAL DAMAGE TABLE
D12 System Damaged Notes
1 Eng. Destroyed Ship cannot move or change facing but can still attack
2 Pilot Shaken Next turn ship moves full movement allowance w/out turning
3 Eng. Damaged Move Rate -1
4-5 Weapon 1 Random system destroyed
6 Reactor Core At the beginning of the turn
roll 1D6: On a roll of 1-3 nothing happens. Roll again
next turn. On a roll of 4-6 the unit explodes. Use the
bomb rules to see the effect of the explosion.
7 Computers Ship is -1 to hit on all attacks
8-9 System Shock Ship can do nothing on its next move
10 Electrical Fire Take 1D4 Damage at the beginning of every turn
11-12 No Effect
Roll on the critical hit table whenever a hit does 10 or more points of damage.
WEAPON SYSTEMS
Beam Weapons SIZE DAMAGE RANGE AMMO
Lasgun 1 1D4 6 U
Lascannon 2 1D8 9 U
Particle Accelerator 3 1D12 12 U
Missile Launchers SIZE DAMAGE RANGE AMMO
Small 1 1D10 12 6
Medium 1 2D10 18 3
Large 1 3D10 24 2
X-Large 1 4D10 30 1
Ballistic Weapons SIZE DAMAGE RANGE AMMO
Chain Gun 1 1D6 4 12
Rail Gun 2 2D6 6 12
Rail Cannon 3 3D6 8 12
Plasma Weapons SIZE DAMAGE RANGE AMMO
Plasgun 1 1D10 2 U
Plasma Projector 2 2D10 3 U
Plasma Cannon 3 3D10 4 U
Fusion Cannon 4 4D10 6 U
Torpedoes SIZE DAMAGE RANGE AMMO
Small 1 1D8 8 8
Medium 2 2D8 12 8
Large 3 3D8 16 8
OTHER SYSTEMS SIZE DAMAGE RANGE AMMO NOTES
Armor 1 NA NA NA +10 Hits
Bomb 1 6D10 All Adj 1 -
Targeting 1 NA NA NA +1 to hit with one ranged attack
Missile Defense 1 NA NA U -
MISSILE DEFENSE SYSTEM NOTES
Roll 1D6 for each incoming Missile Attack.
On a Roll of 4+ the Missile is destroyed.
For every 6 spaces a missile has traveled add +1 to hit roll
(distance lowers chances of a successful missile hit)
For every missile after the 1st one, subtract 1 from hit roll
(salvoes overwhelm the system)
A single Missile defense system can intercept up to
3 incoming missile attacks in 1 turn.
WEAPON NOTES:
Plasma weapons can only be fired once every other turn.
The Bomb is a self destruct mechanism. All ships in an adjacent space take 6D10 Damage.
All weapons attack into a 180 degree arc.
The arc is determined by the ship’s weapon configuration.
Arcs include: (F)orward, (L)eft, (R)ight, and (B)ack. The arcs overlap.
SCENARIOS
Each Fleet will have X number of Hits.
All Ships will have a full complement of Weapons.