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Ordnance

Ordnance TF Bombs & Torps Primary vs RB1 Bombs vs L/M Flying Impeded LOS Partially Blocked LOS Intersected Firing Arc vs Diving vs M/L/MSV Obscured vs Small Obscured vs Submerged from Obscured from Submerged from Indirect 4,5,6 3,4,5,6 5,6 5,6 5,6 1/2 AD 1/2 AD 5,6 5,6 6 6 6 6 6

Auxiliary - AA & CC
vs M/L/MSV Flying vs Small Flying TF Fighters AA vs TFs TF Recon AA vs TFs TF Bombers AA vs TFs 4,5,6 5,6 3,4,5,6 5,6 6

Ranges
Bombs FC Rear TF Bombs TF Torpedo TF AA Model AA CC vs Diving Model CC vs Mines Shields vs Gunnery Ordnance vs AA vs Rockets, Torps and Sturginium Rounds 4,5,6 4,5,6 5,6 4 0 8 4 8 4 4

Boarding
Boarding Range AA vs Non-Robot AA vs Robot 4 5,6 4,5,6

Robot takes HP damage as normal, NOT AP loss. Non-Robots take 1 AP loss for each AA hit. Limited by the maximum number of AP targetted if AA is split. CC vs Diving Non-Robot CC vs Diving Robot 4,5,6 5,6

Remember that Escorts may conduct Combined Fire with their Parent Model. AA vs Rockets AA vs TFs AA vs CoA Drones CC vs M/L/MSV Diving CC vs Small Diving CC vs Mines / Torps 5,6 5,6 5,6 4,5,6 5,6 5,6

Diving Robot takes HP damage as normal, NOT AP loss. Diving Non-Robots take 1 AP loss for each CC hit. Limited by the maximum number of AP targeted if the CC is split. Boarding Assault Dice Each hit reduces the targets AP by 1 Incoming AP: Split and assign defending AA or CC as appropriate across assaulting models. Each assaulting model can suffer no more loss than its current AP. Resolution: Remaining Assaulting AP pools together and is resolved as one attack vs Target Models AP. 4,5,6

Shields have NO effect on Bombs, Collisions or Rams. Each Shield Generator typically rolls 2 shield dice to determine the number of hits reduced.

ALL Gunnery/Ordnance vs Diving, Flying or Obscured in RB1 is forbidden except Rockets, Torps and Tesla Coils.

Only Flying Models, Tiny Flyers, Rocket Ordnance and Boarding AP can be targeted by AA.

Critical Hits - Repaired on a 1-3 roll on 1D6. 2, 7 & 12 cannot be repaired


Roll 2 3 4 5 6 7 8 9 10 11 12 Result Magazine Explosion Shredded Defences Raging Fire Systems Offline Weapons Damage Hard Pounding Engine Failure Navigation Lock Fusion Leak Chaos & Disarray Sturginium Flare HP Lost All 2 2 2 2 2 2 2 2 2 2 Effect Model Destroyed. All models within 4 of the centre of the Destroyed model, regardless of Height Level, are subject to an Attack with AD equal to double the initial Hull Point value of the Destroyed model. Obstructing Terrain blocks this Attack. Models with initial Hull Points of 2 do NOT explode. This model cannot use Auxiliary Weapons suck as AA and CC. Model loses 2 AP and gains a Raging Fire Marker. This model cannot be Obscured. You must attempt to repair each marker. Any Repair Roll of a 6 ADDS an extra Raging Fire Marker and causes 1 AP loss, no HP are lost. Model cannot use Generators and cannot Launch TFs. Attack Dice (AD) of ALL Primary and Secondary weapons are reduced by HALF. Auxiliary weapons are NOT affected. Model loses 1D3+1 AP Models Movement (MV) is reduced by HALF. Model can only move DIRECTLY ahead. Cannot Submerge, if Submerged it immediately becomes Non-Submerged. Models Critical Rating (CR) is reduced to the same value at its Defensive Rating (DR). Model cannot use Rocket, Torpedo or Bomb Ordnance, or drop Mines. 1D6 for a direction (1-2 Fore, 3 Port, 4 Starboard, 5-6 Aft) and 2D6 for distance. Model is moved maintaining orientation to new position. Resolve any contacts as collisions, even if model is destroyed from the hit. Models moving off the Game Board or into Impassable Terrain or destroyed.

Break Test
One or more models is lost from a squadron, or Fleet Commodore Normal Test Squadron has Lost HALF or more of initial size Any models Out of Command Fleet Commodore is Lost Squadron Command Element is within 8 of the Fleet Commodore 3D6 4,5,6 1 Success 1 Success 1 Success 1 Success +1 Dice

Boarding Action Results


Attacker is a Non-Robot Target Model has 0 AP Attacker has more than 0 AP remaining or Target Model has 0 AP Attacking Model has 0 AP Target Model has 0 AP In ALL Cases Target has more than 0 AP remaining Failed Action, Boarding Assault Ends Models involved in a Collision or Ram in the current activation halve their available AP If the Target Model is Capital Class and scores less hits than the Attackers total, it can be sabotaged. Roll once on the Critical Hit Table. Robot targets are Destroyed Non-Robot targets are Derelict Target is Derelict Robot targets are Destroyed Non-Robots are Prize OR Derelict

One Break Test per activation. Lost Escorts and attached models require no Break Test. Broken Models CANNOT Link, Combine, Split or Indirect Fire or Initiate Boarding

Attacker is a Robot

Bravery Test
To try to rally, made during the End Phase, in the same way as above

Fleet Commodore Actions


Each turn, a Fleet Commodore may perform ONE of the following; Re-roll one Treacherous Terrain test for a model in their fleet within 8 of the Fleet Commodores Vessel Re-roll one Critical Hit Table roll against an enemy model fired upon by a model in their fleet within 8 of the Fleet Commodores Vessel Re-roll one Critical Hit Table roll against their own Vessel Re-roll one Damage Repair roll for a model in their fleet within 8 of the Fleet Commodores Vessel

Impeded and Partially Blocked

Attack Dice (AD) Reductions from Hull Damage (HP)


Primary and Secondary Gunnery, Ack Ack & Concussion Charges Rockets, Bombs, Torpedoes and Mines Redoubtable MARS weapons suffer -1 AD for every 2 HP damage All other affected weapons suffer -1 AD for every 1 HP damage YES NO

Partially Blocked. The centre is blocked. Either fore OR aft IS visible. The Attacks AD is reduced by half.

Impeded The centre is visible Either fore OR aft IS NOT visible. The Attack hits on a 5,6.

SANTYs QUICK REFERENCE SHEET v4.0

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