INDEX
QA0.0 GENERAL RULES
QB0.0 HOW TO PLAY
QC0.0 MOVEMENT
QD0.0 COMBAT
QE0.0 DIRECT-FIRE WEAPONS
QF0.0 SEEKING WEAPONS
QG0.0 SHIPS'S SYSTEMS
QH0.0 POWER SYSTEMS
QJ0.0 SHUTTLECRAFT
QM0.0 MINE WARFARE
QR0.0 RACES, BACKGROUND AND STARSHIP DATA
QR1.0 GENERAL
QR2.0 THE FEDERATION
OF PLANETS
QR3.0 THE KLINGON
EMPIRE
QR4.0 THE ROMULAN
REPUBLIC
QR5.0 THE KZINTI
HEGEMONY
QR6.0 THE GORN CONFEDERATION
QR9.0 THE HYDRAN
KINGDOM
QR11.0 THE LYRAN
EMPIRE
QR106.0 THE PARAVIAN
MARAUDERS
(QA1.0) INTRODUCTION
The Sub-Light game, while
having many similarities with the normal STAR FLEET BATTLES game, includes
many flavorful rules and systems that allow the simulation of the conflicts
that took place before the invention of the warp drive. Notable changes
to the normal game are referenced by adding a Q before the Captain's Edition
Rule number (example QB3.3 Life Support).
(QA3.3) BACKGROUND
A Timeline
is provided.
(QA3.4) GAME SCALE
Approximately 8 sub-light
hexes equals a normal SFB hex (so about 1250 km each). The time scale
is slower, however, with each turn lasting approximately two and a half
minutes.
(QB3.3) LIFE SUPPORT COST CHART
Ships do not pay for Life
Support in the sub-light game.
(QB3.31) LIFE SUPPORT FOR WARP CAPABLE SHIPS
Ships in the Sub-Light game
with active warp engines (i.e. generating power) are required to pay life
support as in the normal game.
(QC1.0) GENERAL MOVEMENT RULES
Due to the slower than light
speeds in the sub-light game, movement is performed by a similar, yet noticably
different set of rules. Simply put, while the 32-Impulse Chart is
still used, movement is based on accelerating or decelerating from a starting
Velocity.
The amount of power allocated
to THRUST (modified by the THRUST COST, a figure similar to Movement Cost
in normal SFB) determines the amount of THRUST a ship has to apply to velocity
changes and turns. For instance, a ship with a THRUST COST of 2/3
with two points of energy allocated to Movement, would have a three points
of THRUST available for the turn.
(QC2.0) ENERGY COST OF MOVEMENT
As mentioned above, it cost
no energy to maintain your current velocity. During Energy Allocation,
Impulse power is allocated to movement. This power is multiplied
by the THRUST COST of the ship to obtain a THRUST. This THRUST may
be applied to accelerate, decelerate, and/or turn the ship.
(QC2.1) ACCELERATION/DECELERATION
Thrust may be applied at
the start of a turn to either increase or decrease a ship's velocity.
(QC3.0) TURNING
Turning in the Sub-Light
game is performed at the same frequency as in the normal game, using the
same turn mode charts. However, in addition to have the Turn Mode
determine the frequency of turn, it also determines the amount of Thrust
required to make the turn. For example, a ship with a Turn Mode of
B, travelling at a velocity of 15, would have to travel 3 hexes forward
before being eligible to turn, at which point, it would have to apply 3
points of Thrust to actually make the turn.
In some cases, a vessel
in unable to generate sufficient Thrust in a single turn to make a turn
at its current speed. In this case, the ship applies the thrust that
it can toward the turn, then, over the turn break, applies any new Thrust
that it generates toward the turn. This will either result in the
turn occuring during the first impulse (..of the next turn) that the ship
moves or that the ship will have apply its generated Thrust for the turn
again during the next turn break.
(QC3.5) REVERSING DIRECTION
There is no additional power
cost for reversing direction. If sufficient Thrust is applied to
decelerate a ship to a negative velocity, the ship begins moving backwards.
The reverse is also true.
(QC4.0) SIDESLIPS
Unlike the normal game where
ships have a "Slip Mode" of one, requiring the ship to move forward one
hex before being able to slip, ships in the Sub-Light game have a Slip
Mode equal to their Turn Mode, requiring, in most cases, travel of more
than one hex in their current direction before being able to slip once.
(QC5.0) TACTICAL MANEUVERS
Ships in the sub-light game
may make up to THREE tactical maneuvers per turn. Each cost a point
of THRUST and are resolved on the "speed 3" column of the movement chart.
Outstanding crew would use the "speed 4" column.
(QC6.0) HIGH ENERGY TURNS
There are no HET's in the
sub-light game. The stress of making such sharp turns at high velocity
would tear the ships apart.
(QC6.01) HIGH ENERGY TURNS FOR WARP CAPABLE SHIPS
Ships in the Sub-Light game
that are capable of Warp movement (i.e. have warp engines) may HET at a
cost, in Warp power, equal to three times their movement cost. Due
to the slower ship speeds in the Sub-Light game their is neither a chance
of breakdown nor a limit on how many HET's may be performed in a turn (beyond
the natural limit of warp power amounts).
(QC7.1) DISENGAGEMENT BY ACCELERATION
Any ship with a velocity
of 32 that applies one or more points of THRUST to accelerate to deemed
to have created a sub-space field for FTL (faster than light) travel and
is deemed to of disengaged.
(QC7.11) DISENGAGEMENT USING WARP
Ships with Warp Engines
may disengage at any time by applying sufficient warp power to movement
to move the ship one hex. This represents the ship "going to warp,"
taking itself out of the action.
(QC7.2) DISENGAGEMENT BY SEPERATION
Disengagement by seperation
is not used, though may be declared at the descretion of both players.
(QC7.3) DISENGAGEMENT BY SUBLIGHT EVASION
Obviously this rule is not
used.
(QC8.0) EMERGENCY DECELERATION
There is no ED in the sublight
game.
(QC9.0) POSITRON FLYWHEEL
There is no positron flywheel
in the sublight game.
(QC10.0) ERRATIC MANEUVERING
There is no erratic maneuvering
in the sublight game.
(QC11.0) NIMBLE UNITS
There are no nimble units
in the sublight game.
(QC12.0) CHANGING SPEED IN MID-TURN
This is a standard procedure
for applying thrust for acceleration and deceleration. While thrust
for turning may be applied at any time, within the limits of (QC3.0), thrust
for velocity changes cannot be applied within 12 impulses of a previous
velocity change. This rule applies over the turn break and even applies
to velocity changes made during the turn break.
(QC13.0) DOCKING
No Tractor Beams are required.
Transfers and repairs cannot begin until the ship has been docked for at
least 32 Impulses. Undocking is declared a FULL TURN before the actual
undocking takes place due to the additional time to unlock the mechanical
connection.
(QD4.3) DAMAGE ALLOCATION
The normal DAC is used in
the Sub-Light game. Lasers are hit on PHASER hits, Missile racks
are hit on DRONE hits, and the NPB is hit on TORP hits.
(QD5.4) APPLICATION OF EXPLOSION STRENGTH
Divide the Explosion Strength
by three. Round down and subtract one from this number to determine
the Explosion Radius.
(QD6.3) ELECTRONIC WARFARE
Full electronic warfare
rules are in place.
(QD6.6) ACTIVE FIRE CONTROL
Active Fire Control requires
no power in the sublight game. The use of passive or active fire
control is merely declared.
(QD7.0) SPACE MARINE BOARDING PARTIES
Boarding parties are not
used in the sub-light game with the exception of ground assaults against
colonies. No ship except troop transport freighters carries boarding
parties.
(QD17.0) TACTICAL INTELLIGENCE
The decreased size of the
hexes and the decreased quality of the sensors cancel out equally.
Note the differences on the strategic level that the scale changes, though
(level S5 for ships is out to 125,000 km, or only 12.5 SFB hexes, not the
million km of the normal game).
(QE2.0) PHASERS
The first phasers were developed
during the First Warp period, when ships, though warp capable, still fought
at Sub-Light speeds.
(QE2.1) TYPES OF PHASERS
(QE2.13) TYPE III
- POINT DEFENSE PHASER
While weak in the normal game, these were the first phasers placed on bases,
since their damage and range made them more powerful than any other weapon
of thier time.
(QE2.16) TYPE Y -
EARLY PHASER
This was the standard ship-borne phaser of the period, being superior to
and usually replacing the LASER. It has a standard Phaser chart for
damage and requires 1/4 point of energy to arm.
(QE2.25) LOWER POWER
Only during the First Warp period can Phaser Type III's be fired, using
low power, as Type Y's.
(QE3.0-QE14.0) These weapons are not used in the sub-light game.
(QE15.0) LASERS
The laser is the primary
weapon of all starships in the sub-light game. They are used both
defensively to shoot down incoming missiles and shuttles and offensively
to directly damage enemy ships. Lasers fire every turn and have capacitors
like those of phasers. The rule numbers parallel (E2.0). Lasers
are hit on PHASER hits.
(QE15.1) TYPES OF LASERS
(QE15.11) LASER. This is the standard shipborne laser.
It does one point of damage and requires 1/4 point of energy to arm.
(QE15.12) SMALL LASER. This is a smaller, defensive laser carried
by shuttles and some ships. It has a maximim range of only 5, but
also does one point of damage while requiring only 1/8 point of energy
to arm.
(QE15.13) LARGE LASER. This is a larger, more powerful version
carried by bases and the Rigellan Cruiser. Large Lasers do two points
of damage and require 1/2 point of energy to arm.
(QE15.25) LOW-POWER. Lasers may be fired
at lower power to save energy cost.
(QE15.3) EXTENDED RANGE LASER ARRAY (ERLA)
by Robert E Crapnell III (OPTIONAL)
All military vessels and
facilities in the Sub-Light game are armed with a special array that allows
longer range targetting with lasers and large lasers. This array
is very fragile, however, and cannot function while being jolted around
at all.
(QE15.31) The ERLA
cannot be destroyed; it therefore has no box on the SSD.
(QE15.32) The ERLA
requires one point of power from any source to operate. This power
cannot be saved from turn to turn; if not used on the turn allocated, it
is lost.
(QE15.33) The ERLA
is very fragile and can be knocked off line easily.
(QE15.331) The ERLA cannot funtion on any turn in which THRUST is
applied by the vessel for acceleration or deceleration. If mid-turn
THRUST is applied, the ERLA ceases to function for the rest of that turn.
(QE15.332) The ERLA ceases to function when the operating vessel
turns. Function resumes 16 impulses after the turn is made.
Note that if this period goes in to the following turn, additional power
must be supplied
(QE15.333) The ERLA ceases to function when the operating ship takes
any damage. Function resumes 16 impulses after the damage is taken.
Note that if this period goes in to the following turn, additional power
must be supplied.
(QE15.34) The ERLA
causes the range bracketts of all lasers and large lasers on the operating
vessel (or base) to be doubled (i.e. the maximum range of a laser becomes
30, hitting on a 1 (on a d6) at ranges 21-30).
(QE16.0) NEUTRON PARTICLE BEAM
The Neutron Particle Beam (NPB hereafter),
is a weapon developed and used exclusively by the Cygnans, who use them
instead of atomic missiles. In effect, it fires highly charged neutron
particles in a shotgun-like effect. Though lacking the long range
capabilities of atomic missiles, it uses no ammunition and is very good
defensively, guaranteed to destroy a missile at range 4 and able to destroy
a shuttle at range 8. It require one point of power to fire, and
must be "cooled" for a full turn after use (i.e. may only be fired every
other turn). If the NPB is not fired on a turn power is allocated,
the energy is lost, but the weapon can be used normally for the next turn
(i.e no cooldown required). A damage chart is on the Cygnan SSDs.
NPB's are hit on TORP hits.
(QFD1.0) GENERAL INFORMATION
The sub-light game uses
an early version of the drone called the Atomic Missile.
(QFD1.23) SPEED. Atomic Missiles have
an initial velocity of 16. 32 Impulses after launch, they accelerate
by 8 to 24. 64 Impulses after launch, they accelerate 8 more to 32.
They do not require energy to turn, but may not perform HET's.
(QFD1.4) ENDURANCE. Atomic Missiles
have an endurance of 3 turns.
(QFD1.54) DESTRUCTION. Atomic Missile
are destroyed by a single point of damage.
(QFD1.61) IMPACT. Atomic Missiles have
a warhead strength of 4.
(QFD2.0) TYPES OF MISSILES (OPTIONAL)
To add variety to the game, the following types of atomic missiles may
be used.
Type-N Single Spaced. Causes 4 points of damage.
Destroyed by One point of damage. (Normal missile)
Type-H. Double Spaced. Causes 6 points of damage. Destroyed
by One point of damage.
Type-S Half Spaced. Causes 1 point of damage to ships/bases,
2 points to shuttles/missiles. Destroyed by One
point of damage.
-F modification. FAST version. Modification to any type of
missile. Intitial velocity of 20. 32 Impulses after launch,
they acclerate by 12. Endurance is only 2 turns. Cost 1/4 point
per missile space (includes reloads).
(QFD2.43) STOCKPILE. Except where otherwise noted, ships
in the sub-light game carry two complete sets of reloads.
(QFD3.1) TYPE-A. All Missile Racks in the sub-light game
are effectively A-Racks.
(QFD5.3) LAUNCHER GUIDED DRONES. Atomic Missiles are launcher
guided. Ships, unless otherwise noted, may contol a number of missiles
equal to their sensor rating.
(QFD7.0) SCATTER-PACK SHUTTLES.
(QFD7.21) LOADOUT. An admin shuttle
used as an SP carries up to two atomic missiles.
(QG4.0) LABS
(QG4.46) MISSILE ECCM. Labs in the sub-light
game may be assigned to help guide atomic missiles. A single lab
box may guide a single atomic missile. This has the effect of granting
the missile 2 points of ECCM at no power cost to the ship.
(QG5.0) PROBES
There are no probes in the sub-light game.
(QG6.0) SECURITY STATIONS AND KLINGON MUTINY
The Klingons do not begin using subject races on
their ships until the invention of warp power. Hence, security stations
are not used in the sub-light game.
(QG7.0) TRACTOR BEAMS
There are no tractor beams in the sub-light game.
(QG8.0) TRANSPORTERS
There are no transporters in the sub-light game.
(QG13.0) THE CLOAKING DEVICE
There is (thankfully!) no cloaking device in the
sub-light game.
(QG15.0) ORION PIRATES SPECIAL RULES
The Orions are not pirates yet.
(QG24.0) SCOUT FUNCTIONS
(QG24.1341) Weapons that DO NOT blind sensor
channels include: Small Lasers, Suicide Shuttles, Scatter Pack Shuttles,
and Missiles ONLY.
(QH6.0) PHASER CAPACITORS
Phaser Capacitors exist only during the First Warp
period, but are usually replaced during the Sub-Light period by Laser Capacitors
which work the same way.
(QJ0.0) SHUTTLECRAFT AND FIGHTERS
(QJ2.0) ADMINISTRATIVE SHUTTLES
(QJ2.11) SPEED. Admin Shuttles have
a THRUST of three and are launched with an initial velocity of three.
(QJ2.13) PHASER. Admin Shuttles are
armed with a Small Laser (360).
(QJ2.14) DAMAGE. Admin Shuttles are
destroyed by the second point of damage. They cannot be crippled.
(QJ2.22) SUICIDE SHUTTLES
The ship expends one point
of power from any source for three consecutive turns. The warhead
strength is six.
(QJ3.0) WILD WEASELS
(QJ3.131) The ship may have a maximum velocity
of twelve.
(QJ4.0) FIGHTERS
(QJ4.222) EARLY KZINTI FIGHTERS. Sub-Light
fighters can not control their own missiles and therefor use this rule
for missile guidance.
(QJ4.47) BUILT-IN EW POINTS. Sub-light
fighters have no built-in ECM or ECCM.
(QJ7.0) DOGFIGHTING
Due to the nature of Sub-Light
movement, Dog-fighting does not exist in the sub-light game.
A brief summary of Sub-Light Mine warfare is included here. Due to the slow speeds ships travel at, mines are easily detectable (i.e. automatically placed on map) and are therefore only used as planet/base defense to limit attackers assault lanes. Only small and large explosive mines are available. Both have a detection range of 0. Mines may be targetted by either direct fire or missile at range 8 or less. Sub-light mines are NOT set to explode once they take some damage, since by staying around they cause the enemy to expend more time and resources to destroying them. There are only two size class designations for mine triggering: ships only or all. Mines are usually set for ships only, but sometimes, as added missile defense, some small mines might be set for all to help destroy missiles.
(QR0.0) SHIPS AND OTHER UNITS
(QR1.0) GENERAL UNITS USED BY ALL RACES
(QR1.1) BASE STATION (BS). All are armed
the same except the Cygnan one, which replaces the Missile Racks with NPB's.
Each Missile Rack has 48 reloads.
(QR1.2) HANGER BAY MODULES (HBM). For
everyone except the Romulans, these add 6 shuttles for use for defense,
WW's or SP's. The Cargo boxes each hold 50 missiles for reloads (for SP's
or the BS)
(QR1.3) SMALL FREIGHTER (F-S). The ancestor
of the F-S of the normal game. Has minimal armor instead of shields.
Only 1 in 3 HULL hits may be taken on Cargo making the ship very fragile
in combat.
(QR1.4) LARGE FREIGHTER (F-L). Twice
the cargo capacity and slightly better armor and weaponry. Only 1
in 3 HULL hits may be taken on Cargo.
(QR1.5) SMALL MINE LAYING FREIGHTER (F-MS)
(QR1.6) LARGE MINE LAYING FREIGHTER (F-ML)
These are the primary mine-laying ships for all races. Few are produced
and even fewer would be near a combat situation.
(QR1.7) SMALL TROOP TRANSPORT FREIGHTER (F-TS)
(QR1.8) LARGE TROOP TRANSPORT FREIGHTER (F-TL)
These freighter variants are the only vessels that use Boarding Parties
in the sub-light game. They are used exclusively for ground combat
against colony planets and small ground bases. Commandoes, Combat
Vehicles and Heavy Weapons squads are available.
(QR1.9) GROUND BASED DEFENSE LASER (GBDL)
These are used on colony planets and those without bases as their primary
means of defense.
(QR1.10) GROUND MISSILE BASE (GMB) A
missile launching GB used to augment, not replace GBDL's.
(QR1.11) SMALL MILITARY GARRISON (GMG)
A standard garrison base used to defend colonies against ground assault.
(QR1.12) AGRO STATION (GSA)
(QR1.13) SMALL MINING STATION (GMS)
(QR1.14) SMALL SCIENTIFIC OUTPOST STATION
(GSO) Typical of colony planets, these are provided as possible
scenario targets, though they have significant campaign use.
(QR1.F1) ADMINISTRATIVE SHUTTLE (Admin)
These are the typical shuttles carried by most ships. They have a
max thrust of three and a 360 small laser. Sub-Light shuttles are
destroyed by the second point of damage. These shuttles can be used
for scientific research, suicide, scatter-packs and wild weasel.
(QR1.F11) Scatter-pack
shuttles are possible in the sub-light game. Each can carry up to
two atomic missiles, but they must be drawn from the ship's supply.
(QR1.F12) Suicide
shuttles do six points of damage. Arming requires two points of power
from any source for two consecutive turns. Warhead strength is six.
(QR1.F2) GROUND ASSAULT SHUTTLE (GAS)
Admin shuttles with increased ground combat capabilities carried by Troop
Transport Freighter and possibly for special missions.
(QR1.F3) HEAVY TRANSPORT SHUTTLES (HTS)
Double space shuttles able to carry more cargo. Take four points
of damage to destroy, but otherwise have no better combat abilites (SP,
suicide, etc.).
(QR2.0) THE UNITED FEDERATION OF PLANETS
(QR2.1) TERRAN CRUISER (TC) The sub-light
version of the Federation Light Cruiser is available. A well-balanced
ship, the TC is the workhorse of the human dominated Star Fleet.
(QR2.2) TERRAN FLAG BATTLESHIP "FEDERATION"
(BB) This is a unique ship, based on an enlarged TC hull. It
is the only ship in the fleet that is multi-racial, having token members
from all of the space-faring member races. Expensive to maintain,
this ship is taken out of dock only for its biannual shakedown/political
flag-waving cruise and for major fleet action.
(QR2.3) TERRAN PATROL FRIGATE (FP)
This ship, smaller and less capable than its larger cousin, the TC, is
used as an escort, deep space patrol craft, and for those few missions
too small for a TC. A good ship, if a bit lightly armed.
(QR2.4) TERRAN EXPLORATION FRIGATE (FE)
Based on the FP hull, this ship was designed for exploration, but performs
as an adequate scout in combat.
(QR2.5) VULCAN SCOUT (VS) An elegant
vessel that is, without a doubt, the best scout in the game. It can
fly circles around anything this side of a fighter and, with two sensor
channels and two lasers with excellent arcs, is a major boon in fleet action.
The humans tried for decades to get the Vulcans to design a cruiser, but
they deemed it illogical!
(QR2.6) ORION LIGHT CRUISER (CL) The
only thing "light" about this ship is its maneuverability. It performs
like a destroyer with heavy cruiser weaponry. Following the age-old
Orion love for maneuverability over starying power, this is a very capable
ship that can perform effective long range sniping after the missile racks
are empty.
(QR2.7) ORION CORVETTE (CT) The smaller
ship in the Orion arm of Star Fleet is a good escort and fast attack vessel,
but has little staying power for fleet action.
(QR2.8) ANDORIAN CRUISER (AC) The Andorian
arm of Star Fleet emphasizes good weapon arcs, 360 small lasers for missile
defense, and above average toughness. Their cruiser combines all
of these into a solid ship with surprising maneuverability for its size.
A good fleet ship.
(QR2.9) ANDORAN DESTROYER (AD) The Andorian
destroyer is an excellent escort and a capable fleet support ship.
It is, however, small and should be used gingerly.
(QR2.10) CYGNAN CRUISER (CC) The Cygnan
arm of Star Fleet is unique in the known galaxy in that it uses its Neutron
Particle Beam instead of atomic missiles. The 360 lasers give the
cruiser good missile defenses until the enemy racks are empty. That's
when the CC closes for the kill. The CC is also a tough ship with
good maneuverability, but requires deep thought to use successfully in
fleet action in conjunction with other Federation ships.
(QR2.11) CYGNAN FRIGATE (CF) Though
developed to support the CC with its 360 NPB, the CF makes a good escort,
if supported by a missile armed ship, and adds an extra dimension in fleet
action.
(QR2.12) ALPHA-CENTAURAN DESTROYER (DE)
The Alpha-Centauran Destroyer is a fast, maneuverable ship able to fill
a variety of roles well. Its only weakness is a reliance on the centerline
for maximum use of its lasers.
(QR2.13) RIGELLIAN CRUISER (RC) The
Rigellian arm of Star Fleet emphasizes firepower and toughness over "trivial"
things like thrust and maneuverability. The two large lasers, the
only ones carried on any ship, make this ship especially deadly when facing
its target. The RC's has poor weapon arcs and turns like a crippled
bus so has few opportunities to use the big guns against opponents.
The large shuttle bay helps to keep it competitive.
(QR2.14) RIGELLIAN FRIGATE (RF) Developed
to protect the flanks of the clumsy RC's, the RF does this job well, but
is poor at almost all other missions. Its saving grace is the two
missile racks and nine hull boxes.
(QR3.0) THE KLINGON EMPIRE
(QR3.1) KLINGON D4 BATTLECRUISER (D4)
The predesesor of the D6, it is a powerful, versatile ship with a good
enough hull design that when warp was developed, it was used as the basis
for the first D6's.
(QR3.2) KLINGON D4C COMMAND CRUISER (D4C)A
slightly stronger ship, used for its higher command rating.
(QR3.3) KLINGON FRIGATE (FF) A frigate
design was available, though of a design scrapped with the invention of
warp drives. Though almost as powerful as some cruisers, the FF lacks
the staying power to win against one. It is, however, a good escort
and fleet support vessel.
(QR3.4) KLINGON SCOUT (SC) Based on
the Frigate hull, this is only an adequate battle scout and exploration
vessel, but is the best the Klingon High Command was willing to buy.
(QR4.0) THE ROMULAN REPUBLIC
(QR4.1) WAR BIRD CRUISER (WB) The heaviest
warship in the Romulan Fleet, the WB has almost comparable weaponry and
superior maneuverability to other cruisers. It has less staying power,
though, as with most Romulan ships, has excess power for ECM to counter
this deficiency. The lack of rear weaponry is its only glaring weakness.
(QR4.2) WAR HAWK CARRIER (WH) The WH
is the Romulan answer to the heavy cruisers and Battleships of the other
fleets. Though armed as a HK, it carries 5 Gladiator fighters and
15 atomic missiles (in addition to its own reloads) which gives the Romulans
an early advantage in missile launching capability and, for as long as
the fighters survive, an increased laser barrage. The WH can control
a number of missiles equal to double its sensor rating.
(QR4.3) EARLY GLADIATOR FIGHER (Glad)
The Romulan sub-light Gladiator can take two points of damage and has a
max thrust of nine. It is armed with a single small laser (FA) and
carries a single atomic missile. BPV = 1/1.
(QR4.4) WAR HAWK FLAG CARRIER (WHF)
Desiring a Flagship, the Romulan shipyards took a War Hawk carrier and
extended the hull to allow a larger shuttle bay and increased command capabilities.
Its 10 fighters are a major offensive force, and the rear lasers help its
defenses considerably. It carries 30 atomic missiles for its fighters.
It can control a number of missiles equal to double its sensor rating.
Unless greatly supported, the WHF tends to use its fighters as two seperate
squadrons so as to not overload its control capacity.
(QR4.5) HAWK DESTROYER (HK) A
parallel design to the War Bird, this ship has the same weaponry, but with
a smaller size and less staying power. This ship performs similar
missions to the War Bird, but that which the current WB production is unable
to keep up with.
(QR4.6) SNIPE FRIGATE (SN) The
Snipe frigate is available. A tiny ship that cannot take much damage,
it is useful as a fleet missile platform and for suicide runs. It's
high thrust, maneuverability, and ECM potential give it a decent chance
to reach its target. Don't expect it to come back though!
(QR4.7) HANGER BAY MODULE (HBM) The
Romulan version carries 5 Gladiator fighters and a single admin shuttle,
but is otherwise identical to the Geneal one.
(QR5.0) THE KZINTI HEGEMONY
(QR5.1) COMMAND CRUISER (CC) A sub-light
version of the Command Cruiser is available. It is based on an enlarged
CS hull and used as a fleet command vessel. It has great missile
defenses, but has the usual Kzinti lack of ship-ship lasers.
(QR5.2) STRIKE CRUISER (CS) This is
an early design scrapped after warp power became available.
It is a tough, solid ship with good missile defenses and a huge missile
salvo. It is somewhat weak beyond range 5 once the missile racks
are empty, but few enemies last that long.
(QR5.3) FRIGATE (FF) A solid hull
design that was the first class of ship upgraded to warp capability.
The Frigate of the General War is about 80% the same hull design as this
ship. It is a great fleet support vessel, the wrokhorse of the Hengemony
fleet.
(QR5.4) SCOUT (SC) Based on the FF,
this ship adequately provides both exploration and fleet support.
(QR5.5) DESTROYER (DD) Loosely based
on the Frigate hull, the Destroyer is a fleet support vessel with four
missile racks but far too few lasers to operate independently. Often
used when a cruiser is unavailable or would garner too much attention.
(QR6.0) THE GORN CONFEDERATION
(QR6.1) BATTLESHIP (BB) A very solid,
all-around design with great weapon arcs and incredible staying power.
Its weakness is its maneuverability, but the weapon arcs help keep this
problem minimal. The hull was, however, optimized for sub-light,
and the Gorns were unable to place more than the most rudimentary warp
engines on these when they became available.
(QR6.2) FLAG BATTLESHIP (BBF) A Battleship
with an extended hull for better command abilities. Only one existed
and was only used for major fleet actions. Only marginally superior
to the normal BB, this ship's value is in its higher command rating.
(QR6.3) DESTROYER (DD) The workhorse
of the Gorn fleet. This is a tough design, albeit with a weak laser
suite.
(QR6.4) SCOUT (SC) Based on the DD hull,
this ship performs both fleet support and exploration duties.
(QR9.0) THE HYDRAN KINGDOM
(QR9.1) CRUISER (CA) The predecessor
of the Grenadier, this ship is tough, but has an exploitable weakness in
its poor weapon arcs.
(QR9.2) COMMAND CRUISER (CC) A modification
to the CA, the extra small lasers, added for missile defense, do little
to fix the weapon arc deficiency.
(QR9.3) FRIGATE (FF) Tough but sluggish,
the workhorse of the Hydran Fleet displays their propensity for forward
arc weapons and does little to cover the weakness. Used in numbers
they are effective, but in duels or escort missions they can be easily
outmaneuvered and destroyed.
(QR9.4) SCOUT (SC) A modification of
the FF, this ship performs adequately in both fleet support and exploration
roles.
(QR11.0) THE LYRAN STAR EMPIRE
(QR11.1) CRUISER (CA) The command ship
and heavy warship of the Lyran Empire. A great ship design, but lacking
in the numbers to be really useful.
(QR11.2) DESTROYER (DD) The workhorse
of the Lyran fleet. This ship is decent all-around, but has no real
strengths. Of course, it has no real weaknesses, either.
(QR11.3) SCOUT (SC) Based on the DD
hull, these ships almost only appear in the presence of Cruisers to perform
as a Fleet scout. Only on rare occasions were these used for exploration
since the political atmosphere of the Lyran Empire meant that a Noble without
his Fleet Scout was vulnerable.
(QR106.0) THE PARAVIAN MARAUDERS
SPECIAL RULE: Due to the tendency for the Impulse Engines to be damaged
easily, when performing Damage Allocation against a Paravian vessel, mark
off all Impulse hits first on the Left Impulse Engine. When this
is destroyed, the Turn Mode of the Paravian Vessel drops to the bottom
(worse) one shown on the SSD.
(QR106.1) EARLY RAPTOR CRUISER (CL)
A sub-light version of the Raptor is available, with the great maneuverability
of the Early Years vessel, but with the standard lasers and atomic missiles.
(QR106.2) EARLY DESTROYER (DD) A smaller
sub-light Paravian vessel that performs well as a raider, but has little
staying power.