Card Name: Number Type Attack Defense Notes
Offensive Phasers 8 C +2 -
Defensive Phasers 4 C +1 - Destroy opposing Fighter or Drone
Boarding Party 2 C +6 - Negate opposing Boarding Party
Transporter Mines 2 C - - Do 4 Damage to Attacking Ship
Tractor Beam 2 C +1 - Negate Evasion Card
Shields 8 C - +3 Negate opposing Boarding Party
Evasion 8 C - +3
Tactics 4 C - - Ship gains Initiative this turn
Legendary Captain 1 P +3 +3 Ship gains Initiative
Elite Officers 2 P +2 +2 Ship gains Detect
Veteran Crew 2 P +1 +1
Tholian Webs 10 C +3 +5 Negate Evasion & Drone Cards
Command Corvette 2 MS 3 4 Command
Destroyer 4 MS 4 3
Patrol Corvette 5 SS 3 3
Black Widow 3 SS 3 2 Webs +1/+1
Scout 2 SS 2 3 Detect
Patrol Escort 2 SS 2 4
Commando Ship 1 SS 2 3 Boarding Parties +3
Emergency Repairs 1 X - - Put ship in discard into your hand
Probes 2 X - - Ship gains Detect this turn
Reinforcements 2 X - - Fleet Total +5
THE HYDRAN KINGDOM CARD LIST
Card Name: Number Type Attack Defense Notes
Fusion Beam 6 C +3 -
FB Overload 2 C +5 -1
FB Suicide Overload 1 C +7 -2
Hellbore Fusion Bomb 4 C +6 - Negate opposing Shields
Offensive Phasers 4 C +2 -
Defensive Phasers 4 C +1 - Destroy opposing Fighter or Drone
Boarding Party 2 C +4 - Negate opposing Boarding Party
Transporter Mines 2 C - - Do 4 Damage to Attacking Ship
Tractor Beam 2 C +1 - Negate Evasion Card
Shields 8 C - +3 Negate opposing Boarding Party
Evasion 8 C - +3
Tactics 4 C - - Ship gains Initiative this turn
Legendary Captain 2 P +3 +3 Ship gains Initiative
Elite Officers 2 P +2 +2 Ship gains Detect
Veteran Crew 2 P +1 +1
Paladin Dreadnaught 1 LS 9 9
Lord Marshall Cruiser 1 MS 5 7 Command, 2 Fighter Tokens (1/1)
Cavalier Heavy Carrier 1 LS 2 5 Carries 7 Fighter Tokens (1/1)
Ranger Cruiser 1 MS 2 4 Carries 3 Fighter Tokens (1/1)
Dragoon Cruiser 1 MS 5 7 Carries 1 Fighter Token (1/1)
Lancer Destroyer 1 MS 2 4 Carries 1 Fighter Token (1/1)
Horseman War Cruiser 1 MS 3 3 Carries 2 Fighter Tokens (1/1)
Destroyer Escort 1 MS 2 4 Carries 2 Fighter Tokens (1/1)
Uhlan Carrier 1 MS 1 4 Carries 5 Fighter Tokens (1/1)
Traveler Light Cruiser 1 MS 5 5
Knight Destroyer 1 MS 4 4
Hunter Frigate 1 SS 3 2
Cuirassier Frigate 1 SS 3 3
Scout 1 SS 1 2 Detect
Escort Hunter 1 SS 2 3
Emergency Repairs 1 X - - Put ship in discard into your hand
Probes 2 X - - Ship gains Detect this turn
Reinforcements 2 X - - Fleet Total +5
THE LYRAN STAR EMPIRE CARD LIST
Card Name: Number Type Attack Defense Notes
Expanding Sphere Gnrtrs 10 C +2 +1 Destroy Fighter, Mine or Drone
Offensive Phasers 8 C +2 -
Disruptor 4 C +3 -
Defensive Phasers 4 C +1 - Destroy opposing Fighter or Drone
Boarding Party 2 C +5 - Negate opposing Boarding Party
Transporter Mines 2 C - - Do 4 Damage to Attacking Ship
Tractor Beam 2 C +1 - Negate Evasion Card
Shields 8 C - +3 Negate opposing Boarding Party
Evasion 4 C - +3
Tactics 4 C - - Ship gains Initiative this turn
Legendary Captain 2 P +3 +3 Ship gains Initiative
Elite Officers 2 P +2 +2 Ship gains Detect
Veteran Crew 2 P +1 +1
Lion Dreadnaught 1 LS 11 11
SaberTooth Tiger Mauler 1 LS 10 6
Wildcat Battlecruiser 1 LS 8 9
Tiger Heavy Cruiser 3 MS 6 7
Panther Light Cruiser 1 MS 4 5
Leopard Destroyer 1 MS 4 4
Cheetah Frigate 1 SS 4 2
Ocelot Scout 1 SS 2 3 Detect
Escort Frigate 1 SS 3 4
Siberian Tiger Carrier 1 MS 2 7 Carries 4 Fighter Tokens (1/1)
Jaguar War Cruiser 3 MS 5 6
Alleycat War Destroyer 1 MS 5 4
Puma Battle Tug 1 MS 4 6
Cougar Battle Tug 1 MS 6 6
Emergency Repairs 1 X - - Put ship in discard into your hand
Sensors 2 X - - Ship gains Detect this turn
Reinforcements 2 X - - Fleet Total +5
FAQ'S
1Q) Unblocked attack: only possible when there are no enemies or also in the
case when the attacker has more ships than the defender?
1A)Or if you target opponents fleet and he declines to block.
2Q) The effect of a card must be applied (an then the card is discarded) or
you can choose? As an example: shields; you can choose to use them or play
the card to negate a boarding party card.
2A)You get all benefits of the card when you play it. If you play shields on
your ship you get defense +3 & you negate a boardng party card if one was or is
played against that ship.
3Q) Combat cards that do not have an effect clearly stated as "this turn
..." are left on the ship at the end of the turn if the ship is not
destroyed or you must discard them in any case?
3A)Only Personnel remain from turn to turn. Combat cards are discarded.
GAME DESIGNERS NOTES
Need to get info on the Orions, etc.
LINKS
Starfleet Games
SUPERHERO SLUGFEST RPG EXPANSION RULES
by Michael Callahan (Asterisk@webtv.net)
SUPERHERO SLUGFEST RPG EXPANSION RULES THE ULTIMATE EDITION
Wherewithal
Add thusly this new Trait to the list: "Wherewithal=1. Wherewithal
represents such traditional characteristics and proficiencies such as
intuition, intelligence, experience, education, talents, and skills. If
a player chooses to use "The Deliberate Creation Rule", he or she may
raise the level(s) of Wherewithal by applying one or more Construction
Points to that end. However, if one prefers the original generation
method, merely implement the following amendment: if the player has
rolled an 8 on the "Superhero Powers Table", then he or she rolls their
1D10 again-on a 1-5 the character is assigned a "Split Attack", and on a
6-10 the character's Wherewithal in increased by one. For every level
the player rolls a 1D6, the sum reveals the number of Wherewithal Points
that can be expended on behalf of the character during one 'game day'.
Whenever, in the course of a 'game day', the player describes to the
G.M. an unusual or toilsome goal that they want their character to
attain, or the Game Master decides to challenge a character with an
extraordinary or daunting task (such as hitting a grand slam, pulling a
plane out of a tail-spin, or performing brain surgery with cutlery) the
following procedure is undertaken. The G.M. assigns a number between
1-10, this simulates the intensity of the difficulty incumbent upon the
character to overcome-be fair! Then the player spends as many
Wherewithal Points as he or she wishes to and can consume (other
players, with the Game Master's consent, may contribute their own
Wherewithal Points to the primary player's attempt). Lastly, the player
rolls a 1D10, adding the W.P. previously expended and subtracting the
G.M.'s complication factor. On a result of 6+ the endeavor succeeds. In
the case of exceptionally trying, hazardous, or complex tasks, the Game
Master may require multiple successes.
Hero Generation
Add this sentence: "For all characters (henceforth, unless otherwise
specified, this term always refers to both player and non-player
characters) double their Speed Trait and triple the range of ordinary
and special attacks (except for, and any specific attacks involving, the
detection of hidden characters)."
"Oh, if only I had another roll...." or, "Can't I have just one more
Construction Point?" Because I feel your pain do the following. Reduce
the Basic Trait Value of "Range" for your beginning character from 1 to
0-this is how one acquires that extra roll or C.P.; this option must be
exercised before the character creation process. If a player rolls a 6
on the "Superhero Powers Table", it is ignored and rerolled, nor can
this Trait be increased by the expenditure of a Construction Point. Any
ranged attack, i.e., a strike attempted against a target that is located
in a space beyond the one the attacking character is occupying, is made
a -3.
The Deliberate Creation Rule
In order to produce a prepared character, players may avail themselves
of this simple generation method. A player is given 10 Construction
Points with which to buy their character's Powers and/or Special
Abilities. Each improvement of a Trait or the acquisition of a Power or
Special Ability usually costs one C.P.
Range
Add this sentence: "All hand-to-hand combat must occur in the same
space."
Flying
Add the following subtable:
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