Académique Documents
Professionnel Documents
Culture Documents
Main Instructions
Welcome to Roebot56's Starship Command: Star Trek Edition, R56's SC: STE for short.
This document will tell you what you need to play the game, and the few areas where it
doesn't it will direct you to the relevant, seperate, documentation. Printing a single copy of
this document is recommended so that you can refer to it mid-game.
Contents
1.0 - Introduction
1.1 - Getting Started
1.2 - Ship Card Basics
1.3 - Ship Stats
1.4 - Ship Classes
1.5 - Freighters
1.6 - Starbases
1.7 - Map Tiles
1.8 - Ship Conditions
1.9 - Fleets And Mini-Fleets
2.0 - How To Play - Getting Started
2.1 - How To Play - Turns And Actions
2.2 - How To Play - Attacking
2.3 - How To Play - Movement And Ramming
2.4 - How To Play - Passive And Special Powers
2.5 - How To Play - Damage And Status Effects
2.6 - How To Play - Game Modes
2.7 - Other
2.8 - General Tactics
2.9 - Legal Disclaimer
1.0 – Introduction
Roebot56's Starship Command is a tactical, turn-based board game set around space
combat. It was designed by DeviantART user Roebot56 (Caution: Other work they have
done may offend you as it contains themes some people are offended by) who wanted a
starship combat board game that wasn't overly complex and/or expensive that was more
about commanding a large fleet rather than a handful of individual ships. The games basic
rules will be standard across all editions, although the number of fleets, types of powers,
etc are likely version specific. Number of players can range from 1 to 8 (for specific game
modes, a maximum of 2 or 4 players may be in effect) as each player may control multiple
Fleets in a match.
-Ship's Name: This is the name of the ship. This is also the top of the ship card, and refers
to the Front position of the ship.
-Fleet Icon: This icon represents the fleet your ship card belongs to.
-Passive Power: This is your ship's passive power. Refer to the Powers chart for the
definition of this acronym. In this example, the ship's passive power is TW (Teamwork).
-Special Power: This is your ship's special power. Refer to the Powers chart for the
definition of this acronym. In this example, the ship's special power is N (None).
-Image Of The Ship: This is a top town view of your ship, with the front pointing towards
the Name, and the rear pointing towards the assorted stats.
-Ship Type: This coloured border represents what type of ship this is. In this example, this
ship's class is Engineering (Yellow Border).
-Weapons Stat: This is the maximum damage your ship can do without powers. In this
example, this is 2.
-Hull Stat: This is the maximum damage your ship can sustain without being destroyed. In
this example, this is 4.
-Shields Stat: This is the maximum damage your ship can sustain without damaging the
hull. In this example, this is 1.
-Mobility Stat: This is the maximum distance your ship can travel in one Move action. In
this example, this is 5 grid squares.
1.3 – Ship Stats In Detail
Each ship in R56's SC has 4 stats. These dictate how much damage the ship can both
deal and take, as well as how far it can move. These 4 stats are Weapons, Hull, Shields,
and Mobility.
-Weapons: This stat shows the maximum damage your ship is capable of doing when
attacking. The minimum value for weapons is 1, and the maximum value is 10. Damage
dealt is calculated by a dice roll (see section X.X Attacking).
-Hull: This stat shows how much damage your ship can sustain before being destroyed
(removed from the game). The minimum value for Hull is 1, and the maximum value is 20.
-Shields: This stat shows how much shielding your ship has. Unless stated to
bypass/ignore shields, attacks do shield damage to a target instead of hull damage until
the shields are depleted. Unlike the Hull stat, Shields regenerate back to their full value at
the beginning of the fleet that owns that ship's turn UNLESS a Special Power is interfering
(E.g. Cloak). The minimum value for Shields is 0, and the maximum value is 10.
-Mobility: This stat shows how far your ship can move (in grid squares) per action. Ships
can move in all 8 directions on the grid. The minimum value for mobility is 2, and the
maximum value is 10.
-Engineering: Yellow Border. A ship class that normally has moderate weapons and shields
stats, a high hull stat, and a low mobility stat. Engineering type ships are immune to the
extra damage from the "Teamwork" passive power.
-Freighter: Grey Border. A unique ship class only found on ships within the Freighter Micro-
Fleets. Has no resistances or strengths against powers. For further detail, see the section
1.5 Freighters of this manual for further information.
-Science: Blue Border. A ship class that normally has moderate weapons and mobility
stats, a low hull stat, and a high shield stat. Science type ships are immune to the extra
damage from the "Flanking" passive power, and ignore the "Elusive Target" passive power
when attacking.
-Tactical: Red Border. A ship class that normally has a moderate mobility stat, low shields
and hull stats, but a high weapons stat. Tactical type ships may deal a second attack to
ships with the "Borg Adaptation" passive power, and take less damage from the "Polaron
Artillery" special power.
1.5 - Freighters
Freighters are a unique type of ship card used only in the Freighter Escort and Freighter
Escort Race type game modes.
Freighters are unique for various reasons, the first of which is that they are part of their
own Freighter fleet which consists of just 3 Freighters. Freighters are also unique in the
fact that they can perform only one Move action per turn, but may perform as many Attack
actions as they like.
Freighters also have a unique passive power that allows them to restore 2 hull to
themselves if an ally is within their firing range when the player who owns the freighter
starts their turn.
At the start of a Freighter Escort type game modes, one of the 4 Freighter fleets is
attached to one of the proper Full or Mini fleets.
1.6 – Starbases
Starbases share a similar format to the Ship Card, but operate differently. Below is an
example of a typical starbase card. In this example it is the Starfleet fleet's Starbase.
Starbase Defenses = Starbases are immune to Flanking AND Sensor Analysis. Starbases
only take 50% (rounding down to nearest Whole number) damage from ramming attacks.
Starbases are immune to disables. However, Starbases CANNOT move or have their hulls
healed.
Starbase Offensive Capability = Starbases have low weapon damage, but hit ALL enemy
ships within their firing range when they attack for the damage rolled (normal damage
calculation).
In addition to their passive powers, starbases also have 2 special powers. These are listed
below. Both of these special powers use just one action to use.
Summon Reinforcements = Can summon a single allied ship from your reserves to within
firing range of your Starbase. Only available if an allied Starbase is present and not
destroyed, as well having ships in your reserve deck. Summoned ships cannot be used on
the turn they are summoned on.
Heal Allied Vessel = Heals a single allied ship within firing range of the starbase for 2 Hull
HP. Cannot be used to heal itself.
-Empty: The most common map tile. This tile has no special conditions.
-Gaseous Planet: A hazardous 2x2 tile zone where you can hide
your ships. Ships in a Gaseous Planet cannot attack OR be
attacked, but take 2 damage at the beginning of your next turn if left
inside a Gaseous Planet during an enemy turn. An image of a
Gaseous Planet hazard is to the right.
-Deployed: A Deployed ship refers to any ship on the map that has not been destroyed.
-Destroyed: Once a ship has been destroyed by having it's hull reduced to 0 or below, it is
counted as destroyed and is removed from the map, and placed in a seperate location to
your reserve ships, as once a ship is destroyed, it cannot be deployed again that match.
Destroyed ships are to be kept OFF the map, face down, until the match is over.
-Disabled: A temporary state where the ships is unusable for 1 of it's fleet's turns. This
state is applied by either a passive power or special power, and is represented by a
Disabled Status Token.
-Reserve: Ships in reserve can be summoned by a Starbase to a location within it's firing
range at the cost of 1 action. Only available if an allied Starbase is present and not
destroyed, as well having ships in your reserve deck. Summoned ships cannot be used on
the turn they are summoned on. Reserve ships are to be kept OFF the map, face up, until
they are deployed.
Mini-Fleets
Mini-Fleets are a small fleet that may be used in most game modes. As Mini-Fleets are 1/3
the size of a Full Fleet, matches involving just Mini-Fleets are often shorter. Certain Mini-
Fleets do not have a Starbase and cannot be used in game modes which require one
unless teamed up with another Mini-Fleet which does have a Starbase.
Full Fleets
Full Fleets are a full size fleet that may be used in any game mode
Below is a table containing condensed information on all fleets within R56's SC: STE. Full
information on a specific fleet can be found in their seperate Fleet Roster document.
Fleet Combined Combined Combined Combined Size Starbase?
Weapons Hull Stat Shields Mobility
Stat Stat Stat
Borg 253 195 269 251 Full Borg Command
Diamond (Starbase)
Breen 70 82 31 129 Mini None
Cardassian 80 127 37 86 Mini Cardassian Starbase
Delta 210 329 125 300 Full Hirogen Starbase
Alliance
Dominion 74 101 25 125 Mini None
Iconian 224 305 177 353 Full Solanae Starbase
Kazon 60 85 27 134 Mini None
Klingon 214 300 104 333 Full Klingon Starbase
Malon 62 111 45 99 Mini None
Romulan 217 274 122 370 Full Republic Starbase
Republic
Romulan 210 232 107 402 Full RSE Starbase
Fleet Combined Combined Combined Combined Size Starbase?
Weapons Hull Stat Shields Mobility
Stat Stat Stat
Star Empire
Starfleet 203 300 137 325 Full Federation Starbase
Temporal 198 302 116 310 Full Krenim Starbase
Liberation
Front
Temporal 199 283 145 334 Full 23rd Century
Starfleet Federation Starbase
Tholian 64 62 43 139 Mini None
Vaadwaur 84 99 27 129 Mini Vaadwaur Starbase
Voth 49 108 42 113 Mini Voth Fortress Starbase
Xindi 64 103 29 129 Mini None
Before any match can start, all fleets involved must be deployed according to the chosen
game mode's rules. Most game modes allow for up to 25 (or 24+1 Starbase) to be
deployed within a Deployment Zone map tile, although some have special deployment
rules to be followed.
Once deployed, all fleets roll a single Die, the highest roll goes first, the second highest
goes second, etc. That order then repeats itself once the last fleet has had their turn.
At the start of each fleet's turn, they get 5 actions that may be used to to perform a regular
Attack, Move a ship, or use a Special Power. In addition to gaining 5 actions on beginning
a turn, all ships in the fleet have their shields restored back to their full value UNLESS a
Special Power is interfering (E.g. Cloak). Any Power that has a turn based mechanic also
happens at the start of a turn.
-Attack: Allows one of your ships to attack an enemy ship as long as an enemy ship is
within firing range, you may perform a normal attack. See 2.2 - How To Play - Attacking for
details.
-Move: Allows one of your ships to move up to it's Mobility stat in any of the 8 directions
(90 degree and 45 degree). Attempting to move a ship onto a grid square occupied by
another ship will result in a ramming attempt. See 2.3 - How To Play - Movement And
Ramming for details.
-Special Power: Use either a ship's Special Power or one of your Starbase's Special
Powers. See 2.4 - How To Play - Special Powers
2.2 - How To Play - Attacking
Once a ship is in firing range of an enemy, it can then use an action to attack. Attacking
consists of 2 main parts. Firing Range and Damage Calculation.
-Attack Rolling-
Ships with a Weapons value of 1-5 (or Special Powers that use normal hit chance and
have a max damage output of 5 or lower) use a single Die, while ships with Weapons stats
of 6-10 (or Special Powers that use normal hit chance and have a max damage output of 6
or higher) use 2 Dice.
Below is a list of all possible dice rolls. Ships cannot do over their Weapons value in
damage (or the Special Power's max damage if rolling for a Special Power). If the ship has
a Passive Power that increases weapons damage (E.g. Flanking), this extra damage is
added to the rolled attack.
-Single Die:
Roll of 1: Deals 1 damage.
Roll of 2: Deals 2 damage, or same value as Weapons Stat.
Roll of 3: Deals 3 damage, or same value as Weapons Stat.
Roll of 4: Deals 4 damage, or same value as Weapons Stat.
Roll of 5: Deals 5 damage, or same value as Weapons Stat.
Roll of 6: Miss, Enemy performs a counter attack using a normal attack UNLESS they are
Disabled. If they miss this counter attack, they cannot be countered.
-Double Dice: The order of the roll makes no difference, rolling a 1 and a 2 is the same as
rolling a 2 and a 1.
Roll of 1 and 1: Deals 2 damage.
Roll of 1 and 2: Deals 3 damage.
Roll of 1 and 3: Deals 4 damage.
Roll of 1 and 4: Deals 5 damage.
Roll of 1 and 5: Deals 6 damage.
Roll of 2 and 2: Deals 4 damage.
Roll of 2 and 3: Deals 5 damage.
Roll of 2 and 4: Deals 6 damage.
Roll of 2 and 5: Deals 7 damage, or same value as Weapons Stat.
Roll of 3 and 3: Deals 6 damage.
Roll of 3 and 4: Deals 7 damage, or same value as Weapons Stat.
Roll of 3 and 5: Deals 8 damage, or same value as Weapons Stat.
Roll of 4 and 4: Deals 8 damage, or same value as Weapons Stat.
Roll of 4 and 5: Deals 9 damage, or same value as Weapons Stat.
Roll of 5 and 5: Deals 10 damage, or same value as Weapons Stat.
Roll of ANY and 6: Miss, Enemy performs a counter attack using a normal attack UNLESS
they are Disabled. If they miss this counter attack, they cannot be countered.
Roll of 6 and 6: Deals 1 damage.
-Counter Attacks-
If an enemy misses (by rolling a six on any of their dice during a regular attack (Special
Powers CANNOT be countered if they miss)), the target can roll a die (or 2 if your ship has
a BASE weapons stat of 6 or higher) to retaliate, normal attacking rules apply, although a
retaliation attack CANNOT be retaliated. This cannot occur if the ship being attacked is
disabled. A counter attack does NOT consume any actions for either fleet involved.
Attempting to move to a grid space already occupied by another ship results in your ship
ramming that ship.
Ramming deals all of the ship's remaining Hull health (Base Minus Current Hull Damage)
as guaranteed damage, at the expense of damaging the ship by the target's BASE hull HP.
Ramming Damage ignores Shields. Ramming may result in both ships being destroyed.
The more hull your ship has, the more effective it will be at ramming. Some Powers
change the functionality of Ramming.
2.4 - How To Play - Passive And Special Powers
Passive Powers are abilities that enhance a ship's stats under certain conditions. They can
be either offensive or defensive in nature.
Special Powers are abilities that function in their own unique way and may be offensive or
defensive in nature. Unlike Passive Powers, Special Powers require an Action to use and
some may require 2 Actions to use.
A full list of Passive and Special Powers and their functions can be found in the seperate
Powers Chart document. The Powers Chart document does not feature Starbase Powers,
those are found within this document under 1.6 - Starbases.
Damage, both Hull and Shield, is shown via a small counter placed on the affected ship.
Print more of these if you need more, although the provided amount should be enough for
the average match. It's suggested to use the exact value counters for total damage done
rather than per attack to avoid clutter which could make making the ship card more
difficult.
Status effects are also shown via a small counter placed on the affected ship.
-Hull Damage: Represented by a Red counter with the damage to hull listed on it. These
counters go up to a value of 19. 20 is not included as no ship or Starbase can take 20
damage to it's hull without being destroyed.
-Shield Damage: Represented by a Blue counter with the damage to shields listed on it.
These counters go up to a value of 10.
-Disable: Represented by a Yellow Counter. These counters have the letter D on them.
-Cloak: Represented by a Grey counter. These counters have the letter C on them, and
are replaced by a Shield Counter of same value as the ship's Shield stat when removed.
Each game mode will have the requirements listed, such as the number of fleets involved;
what kinds of fleet are allowed; and how many maps are used. As well as information on
how the game mode is played, as well as a predicted length of the match (Short should be
under 30 minutes, Medium around an hour, and Long could take multiple hours). Special
Rules for the specific game mode are also included.
In regards for the length of a match, the more fleets that are involved, the longer it will
take.
--Starbase Assault--
-Fleet Type- Full OR Mini (Only if the Mini Fleets being used have their own Starbase)
-Length- Medium
-Fleets Involved- 2+
-Maps Used- 2+
All fleets involved place their Starbase on a Deployment Zone and may deploy as many
ships as they would like within the Starbase's firing range (Up to 24 ships).
The goal of all fleets involved is to protect their own Starbase while destroying their
enemy's. Once a Starbase is destroyed, that fleet has lost and removes all of their ships
from the map. The winner is the last fleet with a Starbase.
--Freighter Escort--
-Fleet Type- Full OR Mini (Mini Fleet's may only attack unless the Mini Fleet being used
has their own Starbase in which case they may also escort the Freighter)
-Length- Short
-Fleets Involved- 2
-Maps Used- 2+
The escorting fleet places their Starbase on a Deployment Zone and may deploy as many
ships as they would like within the Starbase's firing range (Up to 24 ships). The 3 freighters
are then deployed on ANOTHER Deployment Zone, with one of the 3 Freighters on the
Deployment Zone, and the other 2 within firing range of the Freighter on the DZ. The
escorting fleet can also choose to deploy up to 2 of their vessels within firing range of the
Deployment Zone Freighter.
The attacking fleet deploys up to 20 of their ships around the edge most squares of any of
the maps used.
The goal of the escorting fleet is to get at least 2 of their 3 Freighters back to their
starbase. Once a Freighter is destroyed, it cannot come back. If 2 Freigthers are
destroyed, then the enemy fleet wins and you lose. If your Starbase is destroyed, you also
lose.
The goal of the attacking fleet is to destroy all 3 enemy Freighters, OR to destroy the
enemy Starbase. Once either the enemy Starbase or 2 of the 3 Freighters are destroyed,
the attacking fleet wins.
--Eradication--
-Fleet Type- Full
-Length- Long
-Fleets Involved- 2+
-Maps Used- 2+
All fleets involved place their Starbase on a Deployment Zone and may deploy as many
ships as they would like within the Starbase's firing range (Up to 24 ships).
The goal of all fleets is to destroy every ship in the enemy fleet(s) as well as their
Starbase(s) to stop them summoning reinforcements. Once the Starbase and all remaining
ships of a fleet are destroyed, that fleet is out of the match. Once just one fleet remains,
that fleet is the winner.
2.7 - Other
R56's SC rules are enforced by all players involved, so if something someone does
doesn't follow the rules, point them out on it.
Feel free to create your own maps and game modes, but if you do, make sure everyone
you are playing with understands what you have done to avoid confusion.
2.8 – General Tactics
As R56's SC is a tactical game, a few basic tactics relevant to this edition have been
provided below. They will not guarantee a win, and will most likely not be the best choice,
but may help give you an edge over a specific fleet.
-Tactial type ships are typicall very powerful, but also very fragile. Using them to pick of
weaker ships such as Science Vessels, Fighters and Junior Ships may be wiser than
engaging ships that are going to survive the assault and have the chance to strike back.
-Most map pieces have some form of cover in the form of Asteroid Fields and Gaseous
Planets, hiding ships in these can keep them from taking damage while moving them.
-Enemies can attack back during your turn if you miss an attack. This can be especially
dangerous if targeting a ship that is capable of one-shotting you.
-Ships with very high mobility are good for picking off badly damaged enemy ships who
have attempted to flee because of their high mobility allowing them to intercept and attack
while using less actions.
-Don't be afraid to sacrifice a ship with low stats to save a better one.
-Ships with massive amounts of Hull can ram their way through ships with low Hull while
taking minimal damage, allowing for them to make better use of their poor mobility.
-Some fleets (E.G. Borg, Iconian) have powerful special abilities that may require a total
strategy change to defeat.
-Deploying the toughest ships in your fleet is not always the best idea. Some Game Modes
(E.G. Freighter Escort and it's Race version) favour mobility and survivability more than
raw firepower.
-The Borg Fleet is best attacked 2+ Vs 1, as all Borg ships have the Borg Adaptation
passive ability.
-Asteroid Fields are almost certain to damage ships with low Mobility stats, but are far less
likely to damage ships with high mobility stats.
-Certain ships (e.g. The Iconian Fleet's Iaidon Class) can really cause chaos and should
be eliminated quickly.
-Shields are not to be relied on in some situations. Some ships have special abilities that
can bypass shields, such as the Transphasic Torpedo (TPT).
-This game MUST NOT be sold under any circumstance unless it has been given
permission to by all property owners involved.
-The concept, rules and all artwork for this board game were created by Roebot56 on
DeviantART (roebot@live.co.uk).
-If you redistribute this game, you MUST give credit to Roebot56 and link to the download
on DeviantART.
-STAR TREK and all associated names and designs belong to CBS Studios Inc.
-Certain ship and fleet emblem designs belong to Star Trek Online, Perfect World
Entertainment Inc (AKA Cryptic), including but not limited to, the Odyssey, Bortasqu',
Peghqu', Qin, MahTa, Avenger, Concorde, Chimera, Eclipse, Phantom, Scryer, Jupiter,
Mercury, An'quat, Hoh'Sus, Mogh, Naj'Sov, Qib, Qui'Tu, Vo'quv, Toron, Any ship in the
Iconian Fleet, Dhelan, Dhael, Valdore, Ar'kif, D'ridthau, Ha'apax, Haakona, Falchion,
Tulwar, Faeht, Aelahl, Vastam, Okhala, Dinaes, Malem, Laeosa, Rezreth, Plesh Brek,
Bleth Choas.
Roebot56's Starship Command: STAR TREK Edition
Map Construction Instructions
Each Map (Board) in R56's SC consists of 4 sheets of A4, each of which is a 5x7 Grid,
each of which is marked on 2 of it's outer edges with a designation code (E.g. 1A). These
4 sheets, once constructed, make one full, 10x14 grid game Map.
Step 1: Print out the desired Maps from the "Maps" folder included in the download. All
game-modes require at least 2 of these Maps. As these are the game's "Boards", it is
suggested to print these on the thickest card your printer will accept, or to print them on
paper, and attach them to a sheet of cardboard. These Maps are designed to work on
either Black or White Paper/Card.
Step 2: Once all 4 A4 sheets of a Map are printed, attach them together so that each
designation code is attached to an identical code (E.G. 1A joins to 1A, 3B joins to 3B, etc).
On each join, the overlapping piece of paper will need to be trimmed to remove the code's
tab and ensure the gameplay grid is seamless. The suggested method for attaching the
sheets togeth is with glue, although any other method, such as Stapling or Sticky Tape will
work. Once attached (or before if you wish), the outer edge of the map should be trimmed
so that the outer line of the grid is at the edge of the Map, this is important for gameplay as
all game-modes require at least 2 Maps to be connected.
Step 3: This information is in the main playing guide as well. Each Map (10x14 Grid) can
be merged with any other Map anywhere along it's exterior edge (make sure the grid lines
up) to make up a map suitable for gameplay. The suggested way of merging Maps is to
either use no offset, or a 50% offset, examples of which are shown in the diagrams below,
with each Map being a different high-contrast colour. Please note these diagrams are not
all possible combinations, but are merely a few examples to show the suggested 0% or
50% offset.
Please feel free to create your own custom Maps using the provided pieces. Just
remember that a Map is a 10x14 grid and may only have 1 Deployment Zone.
Roebot56's Starship Command: STAR TREK Edition
Passive And Special Powers Reference Chart
R56's SC: STE has many Passive and Special powers that can be used by ships, far too
many for all players to memorise. Hence it is suggested to print a copy of this document
for all players to use as a quick reference.
Each power, Passive or Special, will include it's function; abbreviation (the letters used on
Ship Cards); full name (found within the fleet roster documents); firing arc (if applicable,
non-standard firing arcs will include a diagram); hit chance (if applicable); and if a type
(Engineering, Science or Tactical) of ship is either partially resistant or immune to it's
effects.
All firing arc diagrams will be referred to by a Fig number (E.G. Fig P.1, Fig P.2, etc), these
will be found at the bottom of this document. When firing arc is referred to as "Normal
Firing Range", please see the main instructions for this diagram, which is labelled Fig FR.1
and is located in the section 2.2 How To Play - Attacking.
Fig P.1
Valid Range refers to the range in which this
power will hit other ships.
Fig P.2
Valid Range refers to the range in which an
attacking ship must be in to gain the bonus
damage from flanking. The orientation of the
attacking ship is irrelevant.
Fig P.3
Valid Range refers to the range in which this
power will hit other ships.
Fig P.4
Valid Range 1 refers to the range in which this
power will hit other ships with a dice roll of 1, 2, 3,
4, 5, or 6.
Valid Range 2 refers to the range in which this
power will hit other ships with a dice roll of 2, 3, 4,
5, or 6.
Valid Range 3 refers to the range in which this
power will hit other ships with a dice roll of 3, 4, 5,
or 6.
Valid Range 4 refers to the range in which this
power will hit other ships with a dice roll of 4, 5, or
6.
Fig P.5
Valid Range 1 refers to the range in which this
power will hit other ships with a dice roll of 1, 2, 3,
4, 5, or 6.
Valid Range 2 refers to the range in which this
power will hit other ships with a dice roll of 2, 3, 4,
5, or 6.
Valid Range 3 refers to the range in which this
power will hit other ships with a dice roll of 3, 4, 5,
or 6.
Valid Range 4 refers to the range in which this
power will hit other ships with a dice roll of 4, 5, or
6.
Valid Range 5 refers to the range in which this
power will hit other ships with a dice roll of 5 or 6.
Fig P.6
Valid Range refers to the range in which this
power will hit other ships.
Fleet: Borg
Faction Icon =
Fleet: Breen
Fleet Icon =
Fleet: Cardassian
Fleet Icon =
Fleet: Delta Alliance
Fleet Icon =
Fleet: Dominion
Fleet Icon =
Fleet: Iconian
Fleet Icon =
Fleet: Kazon
Fleet Icon =
Fleet: Klingon
Fleet Icon =
Fleet: Malon
Fleet Icon =
Fleet: Romulan Republic
Fleet Icon =
Fleet: Romulan Star Empire
Fleet Icon =
Fleet: Starfleet
Fleet Icon =
Fleet: Temporal Liberation Front
Fleet Icon =
Fleet: Temporal Starfleet
Fleet Icon =
Fleet: Tholian
Fleet Icon =
Fleet: Vaadwaur
Fleet Icon =
Fleet: Voth
Fleet Icon =
Fleet: Xindi
NOTE: The Xindi part of the name has been omitted from the ship cards.
Fleet Icon =