The most important change in combat in the Advanced Game is the use of the Damage Table. In the Basic Game, all damage was marked off the ship's hull. The Damage Table spreads damage around, so hits can destroy a ship's weapons, engines or other components. This makes it possible for a ship to be severely damaged with only a few shots, and to be removed from the fight without being destroyed.

Besides the Damage Table, the Advanced Game adds many new types of weapons and defenses for starships, giving players more choices to make during battles. More information is given about the weapons from the Basic Game, so they can be used with the new rules.

New Statistics for Basic Game Weapons

All of the weapons used in the Basic Game can be used in the Advanced Game. The abbreviations that are used are:

FFForward Firing
RDRange Diffusion
MPOMoving Player Only
LTDLimited Supply
DTMDamageTable Modifier
HDRHull Damage Rating

Laser Cannon -- FF / RD / RA 10 / DTM 0 / HDR 2d10
Laser Battery -- RD / RA 9 / DTM 0 / HDR 1d10
Torpedo -- MPO / LTD / RA 4 / DTM -20 / HDR 4d10
Assault Rocket -- FF / MPO / LTD / RA 4 / DTM -10 / HDR 2d10+4
Rocket Battery -- LTD / RA 3 / DTM -10 / HDR 2d10

ICMs in the Advanced Game

In the Basic Game, interceptor missiles could defend only the ship that launched them. In the Advanced Game, ICMs can defend any ship in the same hex as the ship that launched them. For example, an ore carrier in a hex with two destroyers may be attacked with torpedos or assault rockets. The two destroyers could launch ICMs against the missiles that were aimed at the ore carrier.

New Advanced Game Weapons

Proton Beam Battery - RD / RA 12 / DTM +10 / HDR 1d10
This weapon fires an electrical beam of positively charged particles (protons). Like all batteries, it can fire in every direction.

Electron Beam Battery - RD / RA 12 / DTM +10 / HDR 1d10
An electron bea m battery fires an electricaI beam of negatively charged particles (electrons). It can fire in all directions.

Disruptor Beam Cannon - RD / FF / RA 9 / DTM +20 / HDR 3d10
This powerful weapon must be mounted on the bow of a large spacecraft. It fires an intense beam, alternating protons and electrons. Disruptor beams can do heavy damage to a ship's electrical system.

Mines - LTD / RA 0 / DTM -20 / HDR 3d10+5
The defending player can place mines in a hex before the game starts, or either player can drop them from a minelayer during the course of play. When a hex is mined, the player that placed the mines must record the number of that hex on a sheet of paper. When an enemy ship enters that hex, the mines detonate automatically at the end of all movement for that turn. If several enemy ships enter or pass through a mined hex on the same turn, all of them will be attacked by the mines (a mine pattern involves several hundred individual explosive devices). After the mines in a hex have exploded, the hex is no longer mined.

Seeker missiles - LTD / RA / DTM -20 / HDR 5d10
Seeker missiles are placed the same way mines are; the defending player can put them in a hex before the scenario begins, or a ship that carries seekers can drop them at any time. Once a seeker missile is placed, it will not move until it is activated. The player that placed a seeker can activate it at the beginning of his movement phase on any turn.

Immediately after it is activated, the seeker will move two hexes toward the closest ship. If the closest ship is more than two hexes away, the turn is over for the seeker. On the next turn, the seeker will move four hexes toward the closest ship. It will continue accelerating at the rate of two hexes per turn (six on the third turn, eight on the fourth, etc.), and can make an unlimited number of facing changes to keep itself aimed at the nearest ship. A seeker can change facing up to three times before it moves each turn.

Note that the seeker may change targets many times, because a different ship may be closest to it at the beginning of each turn. The seeker cannot tell the difference between friendly and enemy ships, and will always fly toward the closest ship. If two or more ships are an equal distance from the seeker, players should roll a die to determine which ship the missile will aim at.

A seeker detonates as soon as it enters a hex containing a ship, or a ship enters the hex containing the activated seeker. If the hex contains more than one ship, the seeker will attack the largest. If the two largest ships are the same size, players should roll a die to determine which ship the missile attacks. When the seeker explodes, the player that placed it rolls one attack on the Damage Table.

On the turn that a seeker moves 12 hexes, it will automatically detonate. If there is no ship within range at that time, the explosion will do no damage. Seekers will not be attracted to planets, moons, asteroids or space stations.

New Advanced Game Defenses

None. This is a category used to describe the many ships (usually civilian) that do not have even a reflective hull as a means of defense.

Proton Screen. This screen is a field of charged particles which surrounds a ship. It is effective in blocking proton and disruptor beams, but actually attracts electron beams!

Electron Screen. This screen is the opposite of a proton screen. It blocks electron and disruptor beams, but attracts proton beams.

Stasis Screen. A stasis screen is moderately eff ective aga i nst all electrical beam weapons. It is not as good as a proton or electron screen against their respective weapon types, but it does not attract any beams. However, the electrical pulse of a stasis screen allows missiles and rockets to home in with increased accuracy.

NOTE: When using electron, proton or stasis screens, exceptions will occasionally arise to the rule that states "A weapon's chance to hit is determined against the most effective defense in use." Since some defenses actually attract a weapon type, the percentage chance to hit is calculated against the defense that is attracting it, not the defense that is most effective against it.

When a player activates a screen. he simply circles in pencil the notation for that screen on his ship roster. When the screen is deactivated. the circle is erased. No more than one screen can be activated on a ship at one time.

Combat Table

The Advanced Game Combat Table is used the same as the Basic Game Combat Table. All weapons and defenses used in the game are included on the Advanced Game Combat Table.

Each entry on the Advanced Game Combat Table has two percentages; the first is used in the Advanced Game, and the shaded number is used with characters who have gunnery skills (see Skills in the Campaign Book). Use only the unshaded entries for now. [Web Editor's Note: Yellow cells were added for referencing purposes only and were not found in the original, printed version. References to "shaded" numbers on the table are in the blue and green colored columns.]


Weapon None Reflective

Laser Cannon75%60%60%45%75%60% 75%60%75%60%25%*10%*---2d10
Laser Battery65%55%50%40%65%55% 65%55%65%55%20%*10%*---1d10
Proton Beam Battery60%50%60%50%25%*15%* 70%60%40%30%50%40%--- 1d10
Electron Beam Battery60%50%60%50%70%60% 25%*15%*40%30%50%40%---1d10
Disruptor Cannon60%45%60%45%50%35% 50%35%40%25%50%35%--- 3d10
Torpedo50%45%50%45%50%45%50%45%75%65%50%40%-10 / ICM4d10
Assault Rocket60%50%60%50%60%50% 60%50%60%50%60%50%-5 / ICM2d10+4
Rocket Battery40%30%40%30%40%30% 40%30%40%30%40%30%-3 / ICM2d10
Mines60%60%60%60%80%60%-5 / ICM3d10+5
Seeker Missile75%75%75%75%90% 75%-8 / ICM5d10

* Weapon causes half-damage (rounded up) on Hull hits.


When a ship is hit, the attacking player must determine what damage was caused. The Damage Table lists all the possible types of ship damage. The attacking player rolls d100. The result of this roll is modified by the weapon's DTM, and the modified result is found on the Damage table. Modifiers for the various weapons are listed under Damage Table Modifiers. The number listed is added to or subtracted from the die roll.

EXAMPLE: A destroyer is hit by a proton beam battery. The modifier for a proton beam battery is +10. The attacking player rolls d100 and gets a result of 73. The weapon modifier is added, giving a modified result of 83 -- "Defensive Control hit."


Laser Cannon0
Laser Battery0
Proton Beam Battery +10
Electron Beam Battery+10
Disruptor Beam Cannon+20
Assault Rocket-10
Rocket Battery-10
Seeker Missile-20


Die Roll
Type of Damage

-20 -- 10Hull hit: double normal damage
11 -- 45Hull hit: roll normal damage for weapon
46 -- 49 Drive hit: lose 1 ADF point
50 -- 52Drive hit: lose 1/2 total ADF (round up)
53 Drive hit: lose entire ADF
54 -- 58Steering hit: lose 1 MR point
59 -- 60Steering hit: lose entire MR
61 -- 62 Weapon hit: LC; LB; PB; EB; AR; RB
63 -- 64 Weapon hit: PB; EB; LB; RB; T; AR
65 -- 66 Weapon hit: DC; LC; AR; T; LB
67 -- 68Weapon hit: T; AR; EB; PB; LB; RB
69 -- 70 Weapon hit: LB; RB; T; AR; PB; EB; LC
71 -- 74 Power short circuit: lose all screens
and ICM's
75 -- 77Defense hit: PS; ES; SS; MS; ICM
78 -- 80Defense hit: MS; ICM; SS; PS; ES
81 -- 84Defense hit: ICM; SS; PS; ES; MS
85 -- 91Combat Control System hit:
-10% on all attacks
92 -- 97Navigation hit: lose maneuvering control
98 -- 105Electrical Fire: roll additional damage at +20
each turn
106 -- 116Damage Control hit: DCR cut in half
117 -- 120Disastrous Fire: DCR cut in half; lose entire
ADF and MR; -10% on all attacks; roll
addtional damage at +20 each turn

Explanation of Results

Hull Hits. Hull hits affect the ship's hull points. The player that scored the huII hit rolls the correct number of dice (indicated by the weapon's HDR) and the result is subtracted from the target ship's hull points. If the result indicates "Double Damage," the attacker should roll the dice and multiply the result by 2.

When more than half of the ship's hull points are gone, the ship is severely damaged and there is a chance it will break apart. Whenever a severely damaged ship accelerates, decelerates or turns, the player controlIing the ship must complete the following steps to determine if the ship breaks apart:

  1. Subtract one-haIf (rounded down) of the ship's originaI hull points from the number of points of damage the ship has taken.
  2. Multiply the result from step 1 by the number of ADF and MR points the ship is using this game-turn.
  3. Roll d100. If the number rolled is equal to or less than the result from step 2, the ship breaks apart performing the maneuver. If the number rolled is greater than the result from step 2, the ship completed the maneuver safely.

A ship that is torn apart is completely destroyed.

EXAMPLE: A destroyer with 50 hull points has taken 32 points of damage. The player that controls the destroyer wants to get it away from the battle as quickly as possible, so he decides to accelerate and turn one hex side. The destroyer's ADF is 3, and 1 MR point is used to make the turn. Subtracting one-half of the destroyer's original hull points from the ship's damage gives (32-25=)7. The ship is using (3+1 =)4 ADF and MR points this turn. The chance the ship will break apart is (7x4=) 28%. The player rolls d100 and gets a 29--the destroyer makes its move successfully! If the player had rolled 28 or less, the ship would have been destroyed.

All weapons cause the same damage when they hit anything other than the hull. The attacker does not roll dice to reduce the ship's hull points unless the result on the Damage Table was a Hull Hit. The number of dice rolled is determined by the weapon that was used.

Drive Hit. A drive hit can cause a ship to lose 1 ADF, one-half of its original ADF or all of its ADF. If a ship with 3 ADF loses 1, its ADF is reduced to 2. If it loses one-half of its ADF, its ADF is reduced to 1 (one-half of 3. rounded down). If the ship loses its entire ADF, its ADF is reduced to 0. If a ship has taken some drive damage, and receives a "1/2 ADF" hit, it loses a number of ADF points equal to one-half of its original ADF.

Losing ADFs does not affect the ship's current speed. A ship that loses its entire ADF can turn, but it cannot accelerate or decelerate. The ship may recover ADF during the Repair Turn.

Steering Hit. Steering hits reduce a ship's MR. The hit will either lower the ship's MR by l, or reduce the ship's MR to 0. A ship with an MR of 0 cannot turn or change its facing, even if it stops and remains in a single hex. Damage to a ship's MR can be repaired.

DRIFTING. A ship that loses all of both its ADF and MR will drift. A drifting ship travels at the same speed and in the same direction it had before it started drifting. It cannot turn, accelerate or decelerate until repairs are made.

Weapon System Hit. If a weapon system is hit, the system that is destroyed is the system that is Iisted first at that Damage Table result. If the damaged ship does not have that type of system, then the system listed second will be destroyed, and so on. If the ship has none of the listed systems, then treat this result as a huII hit. If an LTD system with no ammunition left is hit, the system is still destroyed.

EXAMPLE: A destroyer is damaged in combat. The attacker rolls d100 and gets a 66--Weapon hit: DC. LC, AR, T, LB. The destroyer does not have a disruptor cannon. The next system listed is a laser cannon. The destroyer does have a laser cannon, so the laser cannon is destroyed.

Power Short Circuit. All active defenses on the damaged ship stop working. This includes ICMs and electron, stasis and proton screens, but not reflective hulls and masking screens that have already been launched. No new masking screens can be released, however. Repairing a power short circuit will remove all effects of the hit.

Defense Hit. Defense hits are handled the same as weapon system hits, except defensive systems are destroyed instead of weapons.

Combat Control System Hit. The ship's automatic targeting devices are damaged. The player must subtract 10% from this ship's chance to hit with any weapon.

Navigation Hit. The ship's navigation and steering equipment is damaged. The player controlling the ship must roll 1d10 before the ship moves. If the result is 1-5, the ship must turn to the left in each hex it enters until its MR is used up. If the result is 6-10. the ship must turn to the right. The ship remains out of control until the damage is repaired. If the ship's hull is severely damaged, these turns affect the ship's chance of breaking apart. A stopped ship can ignore a navigation hit.

Electrical Fire. Electrical equipment in the ship is burning. Place a "fire" counter on top of the ship's counter. The player must make another damage roll for this ship with a +20 modifier at the start of his opponent's combat step every turn, until the fire is put out. If a fire causes hull damage, it will cause 1d10 points of damage.

Damage Control Hit. The ship's DCR is cut in half (round fractions up). This can be repaired, the same as normal damage.

Recording Damage

The player that controls a damaged ship must mark the damage on his ship roster. If a weapon or defense system is damaged, then that system is crossed off the roster in pencil. If a torpedo, assault rocket or other LTD weapon is damaged, the entire system is shut down, not just one torpedo or rocket. When a ship's movement ability is damaged, the original ADF or MR is crossed out and the modified number written in penciI. ElectricaI fires, navigation, combat control and damage control hits are recorded in the box labelled "Damaged Systems" on the Advanced Game ship roster.

Most damage is cumulative. For example, if a ship takes three drive hits and each calls for the ship to lose 1 ADF point, the ship loses 3 ADF points altogether. If the ship had only 1 or 2 ADF points to begin with, then its ADF is brought to 0 and all further drive hits are treated as hull hits. Damage will remain in effect until it is repaired (see Repair).

Combat control system and damage control hits are not cumulative. After one of these systems has been hit, any more hits on that system are considered hull hits. Also, a ship can have only one fire at a time, so a result that would cause a second fire is treated as hull damage.

If the damage table indicates a hit on a system that a ship does not have (a weapon hit on a civilian ore carrier. for example), the hit is considered as a hull hit. Likewise, if a hit is scored on a ship's system that has already been destroyed by damage (a drive hit on a ship with no ADF left, for example), that hit is treated as a hull hit.

Defensive Fire

As in the basic game, the non-moving player gets defensive fire at the moving player's ships as they move. The moving player finishes moving, and then the non-moving player can shoot at the moving player's ships in any hexes they traveled through. Any damage that is caused does not take effect until the ships have finished moving, however. For example. a ship that lost its entire MR at the beginning of its move could still maneuver during that turn.