GSC2 Play Reference Sheet
GSC2 Turn Sequence

Movement

Missiles

Beams

Boarding

Move satellites, asteroids and mines first

Player with the most ships moves until players are equal in unmoved ships

Second player moves as many ships as he likes, first player matches that number. Repeat until all are moved.

Ships may make a 45 degree turn after they have moved their turn distance, or may lose 4" of movement to make a turn. Ships which cannot move their turn distance may make a move at the end of the turn.

Ships can interupt their own movement to use Missile Defense Systems and Tractor Beams. Ships may interupt enemy movement to use Tractor Beams.

A missile battery may launch missiles if it did not fire the previous turn (1 turn reloads)

Missile attacks are simultaneous.

Missiles move 12" per turn straight towards their target.

Players take turn launching and moving missiles - roll initiative if required.

Missiles that pass within 1" of an enemy ship may be fired at by MDS's on that ship. Each MDS needs a 6 to hit, each success kills a missile.

Missile that reach their targets have a targetting of 4 to hit, with normal modifiers. There are obviously no range modifiers.

Missile moving over asteroids or through dust clouds must roll a 5 or less to maintain tracking. Only one test per missile per turn, though.

Beam weapons are simultaneously resolved, but occur AFTER missile resolution

Beams come in light, med and heavy, which affects how far they can be fired accurately.

Beam batteries fire in 90 degree arcs:
F- Forward
A - Aft
L - Left
R - Right

They may be Sponson Mounted, giving them a 180 degree arc in the designated direction (ex. - FS = Forward 180)

They may be Turret mounted, firing in any direction.

All weapons in a battery roll to hit on 1 die, but resolve damage seperately.

Boarding actions are all resolved before boarding combat.

3 Types of Boarding actions can occur, and are resolved in this order:

Direct contact - must have moved into contact with an immobilized ship in the movement phase.

Assault pods - Move 6" per turn, as the player wishes. Must make ramming attacks to hit a target (but no structure damage is done)

Teleporters - Range 8", must roll to hit with a targeting of 5.

Resolution - each crew and assault squad rolls to hit:
Crew - 3 or less
Assault Squad - 5 or less
Heavy Assault Squad  - 7 or less.

Combat is simultaneous, unless the attacker wishes to send troops to destroy systems. These attacks are rolled after all others.

Systems that can be used:
Cloaks
Thrusters
Tunneling Drives
MDS's
Tractors Beams

Systems that can be used:
MDS's

Systems that can be used:
Scanners

Systems that can be used:
Internal Defense Systems
Assault Pods
Scanners
Transporters

Last Phase  - Repairs and Determine Victory. Repair units work on a roll of 4 or less, must select which systems they are trying to repair before rolling.



GSC2 Firing Resolution
Roll To Hit
Inflict Damage to Shields and Hull
Armor Saves
System Damage

Rolling to Hit
To hit an enemy ship you must roll equal to or less than your targeting plus the aspect of the enemy ship on a d10.
This is further modified by:
    -1 for each deflector level on target
    -1 if the target moved 12" or more this turn
    +1 if the target moved 4" or less this turn
    +2 if the target did not move this turn.

Beam Weapons are further modified by range:
 

Weapon Type

Short Range

Normal Range

Long Ranges

Light

6" (+1 to hit)

12"

+2" (14"/-1, 16"/-2,...)

Medium

 

24"

+6" (30"/-1, 36"/-2,...)

Heavy

12" ( -1 to hit, not +1)

36"

+12"(48"/-1, 60"/-2)

Batteries that hit inflict hull damage for each weapon in the battery.
Each turn, shields can absorb 1 HD for each level. Once shields go down, all extra damage goes to the hull.
Weapons which hit for full damage (not blocked by shields at all) may do systems damage. The ship must roll equal to or less than its armor - the damage of the weapon, for each weapon that hits the hull.

The attacker rolls a d10 for each weapon that gets through the armor, and consults the system damage chart for the enemy ship to determine which systems get damaged.
The left most systems get damaged and destroyed before the shot can affects systems further to the right of the line.

Systems suffer damage in a variety of ways:
Weapon batteries, Tractor Beams - the first hit damages them, the second destroys them. Damaged batteries cannot fire, destroyed batteries cannot be repaired.
Deflectors, Thruster, Tunneling Drives, Inertial Dampeners, Cloaks, Stealth Fields - each weapon inflicts one hit. Larger ships' systems can take multiple hits before dropping a level:
Size 1-7 - 1 hit per level
Size 8 to 15 - 2 hits per level
Size 16+ - 3 hits per level
If deflectors get reduced to below 0, they cannot be repaired.
Drives - Ships size 1-3 lose 1/2 of their drives on the first hit, and drives are destroyed on the second.
              Ships size 4+ lose 1" per hit on the drive. Drives dropped to below 0 are destroyed and can't be repaired.
Lose 1 system per hit - These systems lose 1 per weapon hit that penetrates the armor. If they drop to below 0, they are destroyed:
    Repair Systems, Scanners, Mine Layers, Null Fields
Lose 1 per damage point of the hit - These system lose 1 system of that type for each damage point the weapon had which pentrated the armor:
    Missile Defense Systems, Shields, Transporters, Assault and Heavy Assault Squads