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. |
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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
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.
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.
Systems suffer damage in a variety of ways: