CRITICAL HITS

1-2ENGINE CRITICALSDam.CrewEffect
1-2POWER RELAYS DESTROYED+0+0-1 SPEED
3-4THRUSTERS DAMAGED+1+0-2 SPEED
5FUEL SYSTEM RUPTURED+2+1-4 SPEED
6ENGINES DISABLED+3+10 SPEED, NO SPECIAL ACTIONS
3REACTOR CRITICALSDam.CrewEffect
1-3CAPACITORS DAMAGED+0+1-2 SPEED
4-5REACTOR GAS LEAK+0+3NO SPECIAL ACTIONS
6REACTOR EXPLOSION+3+40 SPEED, NO SPECIAL ACTIONS
4WEAPON CRITICALSDam.CrewEffect
1-3TARGETING SYSTEM DAMAGED+0+1ALL WEAPONS LOSE 1AD
4POWER FLUCTUATIONS+0+0ALL WEAPONS NEED 4+ TO FIRE
5WEAPONS OFFLINE+2+2NO FIRING 1 RANDOM ARC
6CATASTROPHIC AMMUNITION EXPLOSION+3+4NO WEAPONS MAY FIRE
5CREW CRITICALSDam.CrewEffect
1-2FIRE+0+2-
3-4MULTIPLE FIRES+0+3-
5LOCALIZED DECOMPRESSION+1+3-
6HULL BREACH+2+4-
6VITAL SYSTEMS CRITICALSDam.CrewEffect
1BRIDGE HIT+0+1NO SPECIAL ACTIONS
2ENGINEERING+4+3NO DAMAGE CONTROL
3WEAPONS CONTROL+4+4NO FIRING 1 RANDOM ARC
4SECONDARY EXPLOSIONS+1D6+1D6-
5REACTOR IMPLOSION+2D6+4D6-
6CATASTROPHIC EXPLOSION+4D6+2D6-

VITAL SYSTEMS CRITICALS MAY NOT BE REPAIRED WITH DAMAGE CONTROL

Crippled
Turns reduced by 1 (minimum of 1).
Half speed (applies before any speed modifiers).
Only 1 weapon system per arc may be fired.
Lose Command, Fleet Carrier, Interceptors.
Roll 1d6 for each other trait. On a result of 4-6 it is lost.
Skeleton Crew
No special orders.
Lose Command, Fleet Carrier.
Only 1 weapon system per turn may be fired.
Damage Control checks are at -2.
All Content Copyright Mongoose Publishing 2003

Special ActionCQEffects and restictions
Activate Jump Gate! Automatic Must be within 6" of the jump gate.
May not fire.
Move at half speed.
All Hands To Deck! CQ: 9 +1 to Damage Control rolls.
This ship can attempt to repair any number of criticals in the next End Phase.
All Power To Engines! Automatic Add 50% to Speed score this turn.
No turns may be attempted.
All Stop! Automatic Move between 0 and half speed.
If in a gravity well, another Special Action may be attempted.
All Stop And Pivot! Automatic Must have performed All Stop in the previous turn.
May not move any distance.
May not fire.
Ship can turn to face any direction.
Close Blast Doors And Activate Defence Grid! CQ: 9 Turns reduced by 1.
Can only fire 1 weapon system.
For each point of Damage taken, roll d6. On 5 or 6, that damage is ignored. This includes damage from Critical Hits.
Come About! CQ: 9 Ship can make one more turn than normal, or increase one normal turn by an extra 45°.
Concentrate All Firepower! Automatic Nominate one enemy target. All AD that miss, may be re-rolled.
No other target may be attacked by this ship.
No turns may be attempted.
Give Me Ramming Speed! CQ: 10 Ship must be crippled to use this Special Action.
Add 50% to speed, but turns reduced to 1.
If it contacts an enemy ship, you may try to ram it.
Both players make an opposed CQ check. If you win, then you have rammed.
Both ships suffer Damage and Crew loss equal to half their opponent's starting Damage score, and 1d6 Critical Hits.
Initiate Jump Point! Automatic Half speed.
No weapons may be fired.
Launch Breaching Pods And Shuttles! Automatic Enemy must be within 4" of your ship.
No one may attack your target in the following attack phase.
Enemy must not have moved this turn.
A boarding action may be launched in the attack phase.
Manouver To Shield Them! CQ: Opposed Nominate one friendly ship and one enemy ship.
You must end your movement within 3" of the friendly ship, and your base must be in between the two.
If the enemy attempts to fire on the friendly, make an opposed Crew Quality check.
If you win, the attack is directed against this ship instead. Stealth and Dodge are ignored.
Run Silent! CQ: 10 Gain Stealth 3+ for this turn only.
May not fire.
No turns may be attempted.
Move at half speed.
If the CQ check is failed, restrictions sill apply.
Scramble! Scramble! CQ: 7 The ship can launch 2 flights of Auxillary Craft at the end if its movement.
If it has the Carrier trait then t may launch one more than normal.
Stand Down And Prepare To Be Boarded! CQ: Opposed Enemy must be Crippled or Skeleton Crewed.
You must have ships within 10" of the enemy whose total starting Damage is greater than the enemy's starting Damage.
Friendly ships involved in the Special Action may not make any attacks.
If you win the opposed CQ check, then the enemy crew surrender.
The enemy will remain motionless and may not act unless attacked.
If all of your ships are more than 10" away in an Initiative Phase, your opponent may make a CQ check. If he scores 10 or more, control of the ship is restored.