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ANGER
CpD
www.agema.org.uk
Page number
Contents
Preparation
Spaceship basics
Actions
13
Grappling
14
Special actions
15
16
Scanning
18
Energy weapons
21
Damage
23
Anomalies
26
Sample designs
29
Scenario generator
SCENARIOS ARE A GOOD IDEA once
youve grasped how the game works
in order to prevent battles turning
into slogging matches and nothing
more!
AGEMA 2013 All Rights Reserved (images used with permission) Richard D. Watts
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POWER PLANTS
Each spaceship has an energy value (EV) available each turn which is the same as the power
plant rating (PPR) of the spaceship at the beginning of the game turn:
Planetary craft 3 PPR.
Orbital vessel 5 PPR.
System ship - 7 PPR.
Starship 9 PPR.
Universe class 12 PPR.
Galaxy class 15 PPR.
Each spaceship permanently loses 1 PPR from
its rated number for each Chaff cylinder array it
carries.
If it has a drone vessel it loses 1 PPR from the
rated PPR number given.
A spaceship can be equipped with a tractor
beam which negates attempts to avoid being
grappled. 1 PPR is also lost if a spaceship is
fitted with a tractor beam.
System ships, starships, universe and galaxy
class spaceships can lose 1 PPR for each 1
carrying capacity unit (carrying capacity units
allow the carriage of bulk cargo or people such
as troops; in the latter case a carrying capacity
unit can carry 100 troops or five vehicles, for
example).
In addition any spaceship can replace any of the
following with a carrying capacity unit instead:
Energy weapons so the spaceship cannot use the Energise weapons and
Shoot energy weapons actions.
Missile banks so the spaceship cannot
use the Fire missile banks action.
Point defence so the spaceship cannot
use the Point defence ready action.
Shields so the spaceship cannot use the
Engage shields action (one carrying capacity unit is gained for each counter not
used, since 1,2 or 3 maximum can be
usually used).
Each spaceship has by default 1 energy weapon battery, and 1 missile bank (except planetary
craft only have one, either a missile bank or an
energy weapon battery). Warships can have
multiple energy weapon batteries or missile
banks by losing 1 PPR from the ship design for
each extra one carried, then the spaceship captain can choose to use either one or more energy weapon batteries up to the maximum number
the spaceship is fitted with as a single action.
However for each battery or missile bank shooting the EV cost has to be paid, so to Shoot
energy weapons for three energy weapon batteries will cost 6 EV to do instead of 2 EV, so
using less can make sense if you want to retain
some EV this turn for other things. To take a
second example, Fire missile banks if applied
to two missile banks will cost 2 EV to do instead
of 1 EV.
The designation refers to their role, system ships
also being called cruisers and starships also
being known by old hands as battlecruisers,
while Universe and Galaxy class craft are known
as battleships when it relates to vessels of war.
Merchant trader spaceships have the same energy values but put them to different use, as
shown above.
Basically the EV or energy value depends on
the capacity of the reactor fitted to a spaceship,
and the more powerful the power plant, the
larger the spaceship carrying it has to be, so
available energy values have a direct correlation
to ship size.
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SEQUENCE OF PLAY
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2.
3.
4.
5.
6.
for this phase but still in play this game However, where a spaceships comms link to
turn. When the phase ends, this card the flagship isnt working then individual cards
deck is reshuffled, turned face down, and for such ships must be used instead. If the
becomes the active deck for the next flagship itself suffers a comms link failure then
phase of the game turn. When there are the formation card has to be removed and be
no cards in the used pile, the game turn replaced with a card for each spaceship instead.
ends, and the discard pile is used in- Where during a game turn a comms link failure
occurs, the formation card is kept and vessels
stead:
3. The discard pile. These are cards dis- not in comms link with the flagship cannot do
carded this game turn. They are out of anything if the card is played. For example if the
play until the end of each game turn when flagship suffers comms links failure and its forthey are reshuffled, turned face down, mation card is played that would mean only the
and become the active deck for the next flagship itself can do an action. However once
the deck needs reshuffling the spaceships not in
game turn.
comms link have their individual spaceship
cards added to the deck, and cannot do anything when the formation card turns up/is played
but shall when their own spaceship card turns
up. This does mean the spaceships with broke
comms may be able to do actions this same
game turn, but only once the card deck is reshuffled.
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POWER PLANTS
RUNNING OUT OF EV
If the current EV score for the starship involuntarily goes into a minus figure for this game turn
then it breaks up in flight and is destroyed.
CREW DRILL
While technology such as battle computers automate many processes the human element may
still prove to be the weakest link, especially if the
crew either do not know how to operate the
spaceship computers properly from the bridge,
or they are exhausted.
To represent this, each time a spaceship card is
turned over, next roll a die. If the following score
occurs, then the card is not acted upon this
phase but added to the discard pile of the game
turns deck without anything having happened:
If the crew is exhausted fail on 1-3.
Otherwise check against the crew drill level:
Poor fail on 1-2.
Normal fail on 1.
Good No roll required.
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Apply thrust -
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Hyper Jump
Ship is removed off the tabletop and is removed from play, having escaped! On attempting this on a roll of 1-2 it fails, and the
energy cost is used but nothing happens! If
the spaceship escapes, place an ion storm
marker were it had been.
EV5. Cannot be used by System ships,
Orbital vessels or Planetary craft.
Cannot be used until the spaceship is at
Battle stations!
Star Jump
Standard By Twelve -
Manoeuvre
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Energy weapons/lasers may not shoot at targets from a spaceship which has its line of
sight blocked to a target.
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Attempt Cyber-attack
ing computer will attempt to prevent the takeover. Roll a die; 4-6 means it succeeds in
this and the attack fails, except the score
needed is improved to 3-6 if the defending
computer possesses a superior firewall (that
is, the defending computer has a higher tech
level). However in all cases if the defending
computer is poorly maintained a roll of 5-6
is necessary.
see that your own spaceships battle computer is ready to carry out such an attack when
called upon to do so. Fail-safes mean such
an attempt will be cancelled unless the system is entirely prepared: on a roll 1 (1-2 if
poorly maintained) the system is not ready
and the attack is cancelled. However this still
counts as an action, so the spaceships deck
card is counted as having been used.
Low tech
attack
Normal tech
attack
High tech
attack
Superior tech
attack
Primitive
4 -6
5-6
FAILS
FAILS
Low tech
3-6
4-6
5-6
FAILS
Normal
2 -6
3 -6
4-6
5-6
High tech
SUCCEEDS
2 -6
3-6
4-6
5-6
Superior
SUCCEEDS
SUCCEEDS
2-6
3-6
4-6
Defence type
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Engage Shields.
No more shooting is possible by the spaceship for the rest of the turn, but this reduces
damage caused by the next enemy hit taken
by -1. A batten down counter is placed
against the spaceship until the player controlling it decides to remove it, which is an action.
Cannot be used until the spaceship is at
Battle stations!
Auto-repair
Supercharge reactor
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Spacecraft have the ability to repair themselves, but with smaller or drained spaceships this can prove difficult. If repairs are
attempted, roll a die. This is the cost to repair
1 PPR this phase (that is, between 1-6 EV)
its a random amount because different repairs have different requirements. If the
spaceship has enough EV left to carry out
the repair, the EV is reduced by the die roll
amount and 1 PPR is restored. If however
the die roll is greater than the available EV,
the amount of remaining EV is reduced to 0
but no PPR is repaired (the attempt failed,
and in attempting the repair the power plant
was drained of energy for this game turn!).
EV1.
RIF II
SCIENCE-FICTION
WARGAME RULES
for 28mm
or 15mm
figures
2nd Edition
Available from www.agema.org.uk
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Agema
#1
Move adjacent.
2.
3.
4.
5.
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Deploy chaff
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ach time a spaceship is destroyed, or missiles hit a target and cause damage, a radiation cloud or space debris marker is placed on
the spot. In addition radiation and space debris
markers can already be present, in the case of
radiation it may naturally occurring; space debris
could be present from previous battles or could
just be jettisoned waste or abandoned hulks.
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Superior tech
No ghost readings, engage target.
A ghost reading is a false sensor reading
making the ships battle computer believe
there is a spaceship where this is none.
Instead it is a false reading from an anomaly.
Primitive tech
1-3 = temporary malfunction, card
is discarded without shooting. No
EV used.
Low tech
1-2 = temporary malfunction, card
is discarded without shooting. No
EV used.
Normal tech
1 = temporary malfunction, card is
discarded without shooting. No EV
used.
High tech or Superior tech
Always works.
Visual scan
Gunnery can employ a visual scan at a
target within 5 million special and on
which you have line of sight. This is automatically successful, any drone is identified and removed and if one was targeted
another target within visual scan range
can be chosen instead.
Indirect scanning
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Target is a Planet
Range:
25 million spatials, 2-6 to hit.
30 million spatials, 3-6 to hit.
35 million spatials, 4-6 to hit.
40 million spatials, 5-6 to hit.
45 million spatials, 6 to hit.
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CRITICAL HITS
Roll another die:
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PLANETS
Planets should be represented by model planets.
They block line of sight between spaceships,
which while a simplification given the 3D nature
of space is the easiest solution without creating
headaches and besides makes them tactically
interesting.
Gas giants, also called jovian planets or giant
planets, are treated in the same manner and any
planet which is larger than the norm for your
games should be designated as such.
CLOSE ORBIT
A spaceship moved adjacent to a planet is considered to be in Close Orbit and stops movement immediately for this turn. Further
movement this turn is not possible. However a
spaceship heading into Close Orbit while suffering from Overdrive and crash into the planet and
is destroyed!
TELEPORTATION
A spaceship fitted with a teleport facility can
send people in small numbers from within 3
million spacials of a planet or other spaceship or
base to such a place, or can teleport back individuals wearing teleport devices.
If a boarding action is attempted without grappling first it need just be announced, but the
most the boarding party can have is one die roll
(otherwise follow the procedure given under
Boarding attempts).
ASTEROIDS
An asteroid belt blocks line of sight. A spaceship
moving through it loses 1 PPR for each special
it is in or passing through asteroids. If it does not
have sufficient PPR left to absorb this loss left
available then the spaceship is destroyed.
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At the beginning of a game turn the player own- For the loss of 1 PPR off the ship design, a
ing the buoy can carry out a heat signature scan spaceship can as part of its design have a
against an enemy target. Assuming the buoy detachable bridge.
manages this, it can transmit scan information
about it through this game turn to friendly space- When a spaceship with a detachable bridge is
ships to let them go to Battle stations! in their taken by an enemy boarding party action, or
phase without having to carry out a successful when it receives sufficient damage to destroy
the spaceship, the owning player can order
scan of their own in order to do so.
Bridge - Detach! This saves the captain and the
MINEFIELDS & DEFENCE SATELLITES
bridge crew by, at the last minute, detaching the
bridge. The bridge then becomes a lifeboat a
Minefields are considered to be small space spacecraft in its own right and has an PPR of 1,
stations with just enough PPR to shoot at an and no weapons. The chances are it wont get
incoming enemy target (PPR1 if armed with very far before being picked off, unless your
missiles, PPR2 if armed with energy weapons), enemy is feeling generous! Usually this is only
and with no means of moving.
viable if a planet or friendly spaceship is close
by to which they can escape.
DRONES
The spaceship it detaches from its unaffected by
A drone vessel is part of a spaceships design. If the loss of the bridge other than it no longer has
used, the spaceship having one begins the the detachable bridge option available to it.
game represented by two spaceships identical
to each other. One is the real ship but the other MOTHER SHIPS & PLANET KILLERS
represents the drone. Obviously the controlling
player must know which the drone is and write Huge spaceships even bigger than Galaxy class
this information down somewhere as proof.
ships - while represented by a single spaceship
model count as being two or more Galaxy
They move as they wish, dictated by the cards class spaceships. This means that part of a
played, although once the real spaceship shoots planet killer vessel can be destroyed but another
the drone should be removed from play since it part remain operative. The vessel has to move
is then obvious that it is the false one (drones as one as it is a single spaceship, but can shoot
cant shoot!).
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RAMMING
Ramming, intentional or otherwise, will result in
the destruction of the spaceship carrying out the
ramming action. The other spaceship (or planet,
sun, etc.) is unharmed.
This rule is intended to prevent deliberate ramming actions our spaceship crews are assumed to not be suicidal maniacs!
It is assumed that where a spaceship involuntarily rams or collides with another what actually happens is that at extremely close range (in
space terms) the out of control spaceship is
subject to all kinds of point blank firing and
attacks while itself unable to react well due to
being in crisis. Or the out of control nature of the
spaceship places the hull under such enormous
stresses as to make it fall apart. As a result the
stricken spaceship is assumed to either explode
or break up in flight, while the other spaceship
manages to get out of the way (or in the case of
a planet or sun, absorb the impact!).
FIGHTER SQUADRONS
Fighter craft and interceptor types are treated as
individual spaceships. A fighter craft and launch
bay uses up 1 PPR carrying capacity on a spaceship, and itself has to be a Planetary craft design
(3 PPR).
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SHIP CLASSES
Fast Cruiser
Starship PPR9.
Normal tech.
Crew drill good.
Attack Ship
Universe class PPR7.
Normal tech.
Crew drill good.
Chaff cylinder array.
Drone vessel.
Tractor beam.
Carrying capacity for 100 troops.
2 energy weapon batteries (instead of
1).
Carrier
Prison Ship
System ship - PPR3.
Low tech.
Crew drill normal.
Carrying capacity for 500 (400
inmates and 100 troops).
No energy weapons.
Fast Pursuit Ship
Starship PPR8.
Normal tech.
Crew drill normal.
Tractor beam.
The Navy
Interceptor
Planetary craft PPR3.
Normal tech.
Crew drill good.
Investigator Vessel
Starship PPR6.
Normal tech.
Crew drill normal.
Drone vessel.
Tractor beam.
Carrying capacity for 100 men and 5
vehicles.
No energy weapons.
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The Outerworlds
Merchants
World fighter
Bulk Freighter
Planetary craft PPR3.
Low tech.
Crew drill poor.
Starship PPR5.
Normal tech.
Crew drill poor.
x9 cargo carrying capacity.
No energy weapons.
No missile banks.
No point defence.
Reduced shields (1 instead of 3).
Archaic-designate cruiser
System ship - PPR7.
Low tech.
Crew drill poor.
Carrying capacity for 100 troops.
Reduced shields (2 instead of 3).
Star Liner
Starship PPR6.
Normal tech.
Crew drill poor.
x6 cargo carrying capacity.
No energy weapons.
No missile banks.
No point defence.
Hybrid cruiser
Starship PPR8.
Low tech.
Crew drill poor.
2 energy weapon batteries (instead of
1).
Supercruiser
Starship PPR6.
Normal tech.
Crew drill poor.
Carrying capacity for 100 troops.
2 energy weapon batteries (instead of
1).
2 missile banks (instead of 1).
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Pirates
Robotica Foundation
Convention-class Raider
Starship PPR7.
Normal tech.
Crew drill normal.
Drone vessel.
2 energy weapon batteries (instead of
1).
Type A Killer
Planetary craft PPR2.
Superior tech.
Crew drill good.
2 missile banks (instead of 1).
Type B Killer
Orbital vessel PPR3.
Superior tech.
Crew drill good.
3 missile banks (instead of 1).
Xebeca-class Raider
Starship PPR7.
Normal tech.
Crew drill normal.
Drone vessel.
2 missile banks (instead of 1).
Type C Killer
System ship PPR3.
Superior tech.
Crew drill good.
Drone vessel.
4 missile banks (instead of 1).
Barbarian-class Cruiser
Starship PPR7.
Low tech.
Crew drill normal.
Drone vessel.
Carrying capacity for 100 troops.
Exterminator
Universe class PPR5.
Superior tech.
Crew drill good.
Drone vessel.
Tractor beam.
Carrying capacity for 100 troops.
5 missile banks (instead of 1).
Costa Galactica
Q-Mantis Attack Cruiser
System ship - PPR5.
High tech.
Crew drill good.
Carrying capacity for 100 troops.
2 missile banks (instead of 1).
Modified Smuggler
Starship PPR6.
Normal tech.
Crew drill good.
Drone vessel.
x3 cargo carrying capacity.
No energy weapons.
Costa Galactica Assassini Mother Ship
Counts as two Galaxy class PPR9
each.
Hitch tech.
Crew drill good.
Both sides of the ship
each have these:Chaff cylinder array.
Carrying capacity for 100 troops.
x2 cargo carrying capacity.
2 missile banks (instead of 1).
2 energy weapon batteries (instead of
1).
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GAMES CAN BENEFIT from either following a storyline which youve concocted, or by otherwise
using a scenario. Where inspiration is lacking, or
you want to give it a go, the following scenario
generator can be employed to provide interesting
and varied games.
To make things really interesting, you could have
each player have a fleet chosen to a set points
value, using these values as a guide:Planetary craft 2 points.
Orbital vessel 5 points.
System ship - 7 points.
Starship 10 points.
Universe class 14 points.
Galaxy class 18 points.
The idea is that not all the fleet is used in each
game, but that damage caused to spaceships is
retained from game to game. Each time you lose
a game, one spaceship from each losers fleet is
removed from the campaign (loser chooses
which!), until he concedes the campaign (a campaign being any number of games linked in this
manner). Observe that because each side has its
own mission it is possible that both may lose a
game, or both may win it each time!
For each individual game ach player rolls three
dice, and compares the result against the following list to discover their relevant missions. Except
when rolling a 3 you must use at least one
spaceship, or you will have to concede that you
have lost the campaign if you cant or wont!
3 = This region of space is a red area and so
considered off limits. High command refuses to
risk any spaceships. Result: roll again for a new
mission, this one isnt going to happen and in that
sense youve automatically lost! (You therefore
lose a spaceship from your fleet). Note that unless your opponent rolls a 3 or 18 he doesnt
have to roll again uses the roll made already for
the next game.
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Battle stations!
Supercharge reactor
Point defence ready
EV1.
Time Distort Ten - 2 million spacials.
EV1.
Energise weapons Energy +1 to damage.
CpD
www.agema.org.uk
Attempt Cyber-attack
The spaceships battle computer attempts to take over the computer of a hostile spaceship. Only
possible for warships (not for civilian craft).
EV0. Cannot be used until the spaceship is at Battle stations!
Follow this procedure:
1. Check range The intended target must be within 5 million spacials.
2. Locate target Physical scanners must locate the target before a cyber attack can be attempted.
Other types of scanner cannot be used for this purpose, which as only warships have physical
scanners means only they can perform cyber attacks.
3. Activate Cyber attack First of all check to see that your own spaceships battle computer is
ready to carry out such an attack when called upon to do so. Fail-safes mean such an attempt
will be cancelled unless the system is entirely prepared: on a roll 1 (1-2 if poorly maintained)
the system is not ready and the attack is cancelled. However this still counts as an action, so the
spaceships deck card is counted as having been used.
4. Pinpoint data files The computer attempts to lock-on to the enemy computers data banks and
processing units. Roll a die and compare to his table to see if the required score is rolled:
Primitive tech
attack
Low tech
attack
Normal tech
attack
High tech
attack
Superior tech
attack
Primitive
4 -6
5-6
FAILS
FAILS
Low tech
3-6
4-6
5-6
FAILS
Normal
2 -6
3 -6
4-6
5-6
High tech
SUCCEEDS
2 -6
3-6
4-6
5-6
Superior
SUCCEEDS
SUCCEEDS
2-6
3-6
4-6
Defence type
The attack description refers to the tech level of the spaceship carrying out the cyber-attack, the
defence description the tech level of the spaceship under attack.
5. Electronic counter-measures The defending computer will attempt to prevent the takeover. Roll
a die; 4-6 means it succeeds in this and the attack fails, except the score needed is improved
to 3-6 if the defending computer possesses a superior firewall (that is, the defending computer
has a higher tech level). However in all cases if the defending computer is poorly maintained a
roll of 5-6 is necessary.
6. Result If the counter-measures fail to stop the attack, the spaceship now comes under enemy
control. This means that the next time it is issued orders, the enemy player gets to decided what
the spaceship will do! After each action like this, roll a die:
If the crew is exhausted 5-6 problem fixed. Otherwise check against the crew drill level:
Poor 4-6 problem fixed.
Normal 3-6 problem fixed.
Good 2-6 problem fixed.
If the problem is fixed, control of the spaceship returns to the owner player, assuming the enemy
player hasnt already driven the spaceship into a sun or planet!
Victorious
Starships in Division -
DIVISIONAL FLAGSHIP:
Starships in Division -
DIVISIONAL FLAGSHIP:
Starships in Division -
DIVISIONAL FLAGSHIP:
DIVISIONAL FLAGSHIP:
Starshredder
Collins 4th