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TitleBFG cards1
TagsShipping Naval Ships Watercraft Battleship Naval Warfare
File Size599.8 KB
Total Pages3
Document Text Contents
Page 1

SPECIAL ORDER SPECIAL ORDER SPECIAL ORDER SPECIAL ORDER

Speed: Max +4D6 cm Speed: Zero to half Speed: Half to full Speed: Half to full
Turns: None allowed Turns: Up to one Turns: Up to two Turns: None allowed
Weapons: Half effect Weapons: Half effect Weapons: Half effect Weapons: Full effect, re-

roll lances and weapon
battery misses

SPECIAL ORDER SPECIAL ORDER SPECIAL ORDER SPECIAL ORDER

Speed: Half to full Speed: Zero to half Speed: Zero to half Speed: Half to full
Turns: Up to one Turns: Up to one Turns: Up to one Turns: Up to one
Weapons: Full effect,
ordnance reloaded. Out
of ordnance on double.

Weapons: Half effect Weapons: Half effect Weapons: Full effect,
ordance my not be
reloaded.

SPECIAL ORDER SPECIAL ORDER SPECIAL ORDER SPECIAL ORDER

Speed: Max +4D6 cm Speed: Zero to half Speed: Half to full Speed: Half to full
Turns: None allowed Turns: Up to one Turns: Up to two Turns: None allowed
Weapons: Half effect Weapons: Half effect Weapons: Half effect Weapons: Full effect, re-

roll lances and weapon
battery misses

SPECIAL ORDER SPECIAL ORDER SPECIAL ORDER SPECIAL ORDER

Speed: Half to full Speed: Zero to half Speed: Zero to half Speed: Half to full
Turns: Up to one Turns: Up to one Turns: Up to one Turns: Up to one
Weapons: Full effect,
ordnance reloaded. Out
of ordnance on double.

Weapons: Half effect Weapons: Half effect Weapons: Full effect,
ordance my not be
reloaded.

All Ahead Full Burn Retros
Come to New

Heading
Lock On

Reload
Ordnance

Brace for
Impact

Brace for
Impact

Out of
Ordnance

Reload
Ordnance

Brace for
Impact

Brace for
Impact

Out of
Ordnance

All Ahead Full Burn Retros
Come to New

Heading
Lock On

Page 2

CRITICAL HIT CRITICAL HIT CRITICAL HIT CRITICAL HIT

Dorsal weapons may not
fire until repaired.

Right side weapons may
not fire until repaired.

Left side weapons may
not fire until repaired.

Prow weapons may not
fire until repaired.

CRITICAL HIT CRITICAL HIT CRITICAL HIT CRITICAL HIT
+1 Damage +1 Damage

Ship may not make any
turns until damage is
repaired.

If fire is not repaired it
causes 1 point of
damage each end

Maximum speed is -10
cm until damage is
repaired.

Leadership is -3.
Damage cannotbe
repaired.

CRITICAL HIT CRITICAL HIT CRITICAL HIT CATASTROPHIC!
+D3 Damage +D6 Damage +1 Blast Marker

Shield strength is
reduced to zero. Cannot
be repaired.

Wreck moves 4D6
forward, place blast
marker each turn.

CATASTROPHIC! CRIPPLED CRIPPLED CRIPPLED
+1 Blast Marker Half Strength Half Strength Half Strength

Wreck moves 4D6 Half weapon strength, Half weapon strength, Half weapon strength,
forward, place blast
marker each turn, roll
again on Cat. Damage.

Firepower, Turrets, and
Shields. Movement -
5cm. No Nova Cannon.

Firepower, Turrets, and
Shields. Movement -
5cm. No Nova Cannon.

Firepower, Turrets, and
Shields. Movement -
5cm. No Nova Cannon.

Engine Room
Damaged

Blazing Hulk

Dorsal Armament
Damaged

Starboard
Armament
Damaged

Shields Collapse Hull Breach

Fire!
Thrusters
Damaged

Bridge Smashed

Prow Armament
Damaged

Ship Crippled Ship Crippled Ship Crippled

Drifting Hulk

Port Armament
Damaged

Bulkhead Collapse

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