Space Cruisers:
Rule and Equipment Supplement
By: Andrew   (rebel_explorer@hotmail.com)
New Rules

Crew Points:
All cruisers start with 10 crew points.  Boarding attacks are done at the same distance, however roll 1d6 for both ships. This is the number of crew point casualties you inflict on the opposing crew. Subtract that total from their Crew Point total. If that number reaches 0, then that ship is captured.  All ships can board, security teams now only give a +5 to Crew Point totals now.  If the attacker loses all crew points and defender does not, the attacker's ship is captured by the defender.

Ramming:
When a ships captain is using desperate tactics they might choose to ram their enemy.  When this occurs they slam their ship into their foe's. This is done during the movement phase. 
Damage done to rammed ship: 2D6+(# of Drives ramming ship has) Hull Point Damage, 2D6 Crew Point damage, and one roll on critical hit table
Damage done to rammer's ship:  2D6-(# of Shields still operating on rammed ship) Hull Point Damage, 1D6 Crew Point damage, all sheilds go down, and one roll on critical hit table

Expanded Critical Damage Table:
1d10         Effect
1-2            1 weapon system is destroyed, attackers choice (reroll if none are left)
3-4            1 Drive is destroyed (reroll if none left)
5                Warp Core damaged
6                Life Support damaged
7                Super Structure damaged
8                Ordinance Bays hit and explode. Roll 2 more times on Critical                                                                                                     
                       Damage table.  1d6 crew point casualties.
9                Sensors Damaged.  Targeting is more difficult. -3 on To Hit rolls 
10              System Shock:  Cannot move or fire weapons for 1d3 turns.

Damage Control Parties:
Engineers on your cruiser that are trained to fight fires and repair damage during a battle. Roll a 1d8 and look at the Damage Control Table. You must say out loud to other players which system which one you are trying for, THEN rollif you fail on that roll, you continue to roll for that system unless you wish to change to another system. And must again declare what youare trying to fix.  You can roll once a turn as long as you have crew points. This is done during the cloaking phase.  (Can repair 1d4 Hull Points per day after battles after all systems that aren't totally destroyed have been repaired.)
DAMAGE CONTROL TABLE
D8	RESULT
1-5	Total Trashed. Must be replaced from Starport or Spacestation.                                                                
6          No progress made, make another attempt next turn.
7	System requires two turns to complete repairs.
8	Minor damage, system repaired.

Escaping Battle:
Sometimes discretion is the better part of valor, and surrendering isn't much better than death. So escape is an option for tactiticians and cowards alike.  To retreat a ship from the battle, firstly it must have a "Warp" or "Hyperspace" drive systems, so larger ships and long range scouts only. And it must have functioning drives, and no ships on opposing sides can have a functioning ship with interdicting fields active.  If these requirements have been met, then escape can be attempted. Roll a 1d10, and on 8-10  the ship managed to charge it's jump engines and escape. On a roll of 1, the ships "Hyperspace" drive completely fails and must be repaired before you can attempt again.

Critical Hits:
When a natural 10(no modifiers made it a 10) is rolled an attack automatically hits, and does double its damage. And if a natural 1 is rolled, the attack automatically misses.

Elite Crew Evasion:
When a 6 is rolled on the evasion roll, a critical hit happens against the ship because the crew messed up and dodged INTO the blast rather than away from it.

New Equipment - And New Units

More Crew:
This upgrade grants a ship 10 more crew points.

Nuetron Cannon:
These weapons only inflict damage on crews on ships. And only if the target ship has no more functioning sheilds. Otherwise their shields soak up the radiation. Stats: Range: 5  Damage: 1d8vsCrew  To Hit: on 6+

Heavy Marine Armor:
This upgrade gives your crew armor to help resist weapons fire during boarding actions. Prevents 1 Casualty to your crew during boarding operations.

Heavy Weapons and Explosives:
This upgrade gives your crew better weapons to inflict more casualties on opposing crews. +2 to Casualty Roll.

Automated Defense Systems:
This is a computer controlled weapon and containment system helps keep enemy boarding parties at bay.  Inflict +1 on Casualty Roll, and -2 to your Casualties. Counts as two (2) systems. A ship will only ever have one Defense system.

Teleporters:
This gives your ship a means of teleporting troops onto enemy ships at range, as long as their shields are down. Stats:  Range:  6  Effect:  Counts as Boarding action, however repelling boarders cannot capture attackers ship this way. (Unless defending ship also has a teleporter.) A ship will only ever have one Teleporter.

Mines:
There are 2 different system versions: Mines can be targeted, a successful hit explodes it.
Remote Detenation:
You deploy a radio controlled mine at your current location that will stay there until you detenate it.  Stats: Damage: 1d8  To Hit: +7   Radius of Effect:  All Hexes immediately surrounding the mine.

Proximity:
Same as the Remote Detenation mines, however rather than being controlled by a player, they go off if ANY ship passes with in a hex of it.

Fighter Squadrons/Strike Craft: 5 Different Types - All fighters/strike craft can dock with carriers to replenish ammunition and ships to the squadron (explained below).
Drones:
Doesn't require crew points to man them.  However they are specialized equipment and can't be replaced during battle. Carries only a light gun pod.   Stats:  Drives: 5  Range: 3  Damage: 1D4x2   To Hit: 6+ 120 degree fire arc  Hull Points: 5  Ammo: 3 Attacks before needing to dock.

Interceptors:
Counts as two systems. These fighter planes are designed to intercept and destroy other strike craft.  They have give a +5 to Crew Points For the purpose of manning the squadron.  The squadron is short range and cannot "warp" or "hyperspace" away.  If the squadron isn't totally destroyed, you can refit it with Crew Points from its parent space ship/carrier.  This pulls points from the carrier and puts them into the squadron and refits the squadron up to its full 5 again.  Carries a dual gun pod and a concussion missle. Also has "Elite Crew" system for the squadron.
Stats: Drives: 5 Range: 3  Damages: 1D4x3 with Gunpod; 1D8 with Concussion Missile ToHit: 6+  120 degree fire arc with gunpod H.P.: 5  Ammo: 3 / 1 Attacks before needing to dock for more ammo.

Bombers:
Counts as two systems.  These specialized strike craft are specifcally designed to attack larger ships. They give a +5 to Crew Points for the purpose of manning the squadron.  The squadron is short range and cannont "warp" or "hyperspace" away.  If the squadron isn't totally destroyed,
you can refit it with Crew Points from is parent space ship/carrier.  This pulls points from the carrier and puts them into the squadron and refits the squadron up to its full 5 again.  Carries a Photon Torpedo and Light Gunpod.  Also has "Elite Crew" system for the squadron. Stats: Drives:  4  Range: 4/3  Damages: 2D6 with torpedo; 1D4x2 with Gunpod  To Hit:  7+ / 6+  120 degree fire arc with gunpod.  H.P.: 5   Ammo: 1 / 3  Attacks before needing more ammo.

Gunships/Corvettes:
Counts as three systems. These are a heavier strike craft designed to fight other strike craft, and be rapid assault craft against larger ships. They give a +5 to Crew Points for the purpose of manning the craft.  This ship is short range and cannot "warp" or "hyperspace" away.  If the ships crew isn't totally killed, you can refit them from its parent ship.  This pulls points from the carrier puts them into the smaller craft, and refits them upto its full 5 again.   Carries ONE of two different packages.  The Anti-Strike Craft, and the Anti-Large Craft.  The strike craft version is 2 turrets that each have 2 gun pods and a concussion missle pod.  The bomber version is 1 turret with 2 gun pods and 2 torpedo tubes. Also has "Elite Crew" system. Stats: Strike Craft Version: Drives 5  Range: 3  Damages:  1D6x2 (two different attacks) with gun pods; 1D8x2 Concussion missiles.
To hit: 6+  H.P.: 5  Ammo: 4 / 2 before needing more ammo. Bomber Version:  Drives: 5  Range: 4/3  Damages:  2D6x2 with torpedo;  1D2x4 with gunpod  To Hit:  7+ / +6 120 degree fire arc with gun pod.  H.P.: 5  Ammo: 2 / 4 before needing more ammo.

Heavy Fighters/Long Ranger Fighters:
Counts as independent vessel/squadron, but can be refit exactly like other fighters.  Designed to be long range scouts, and hit 'n run attackers.  Has its own 5 Crew Points for the purpose of manning its ships.  Its a long range squadron and CAN "warp" or "hyperspace" away.  If the squadron isn't totally destroyed you can refit like other squadron up to its full 5 again.  Carries 1 phaser 2 torpedos and a Fighter Shield. The Fighter Shield is a weaker version of larger ship shield array.  It soaks damage 1-3, but 4+ shuts the shield down and the ships are exposed
to damage as normal. Also has "Elite Crew system. Stats:  Drives:  5  Range: 6 / 4  Damages:  1D6 with Phaser; and 2D6 with torpedo  To Hit:  6+ / 7+  120 degree fire arc with gunpod
H.P.: 5   Ammo:  2 attacks with torpedo before needing more ammo.

Nanotech Repair Module:
These single use expendable droid and standard part supply kits can instantly repair one system on your vessel that as been destroyed or damaged including critical damage. Or restore 1d8 Hull Points. But it can only be used ONCE per battle. Do this during Cloaking Phase.

CIWS Point Defense Cannons:
This system is used to fire at incoming missile and torpedo attacks.  Negates the torpedo or missile attack on 7+.

"Battle Hammer" Naval Mass Driver Cannon:
Counts as 2 systems. These large guns are used to pound and smash their way through ships armor and shielding.  Using APDS rounds fired through magnetic rails, these are impressive weapons.  Range:  10  Damage: 2D6  To Hit: 6+  120 degree Fire Arc.

Missile Batteries:
This weapon system fires salvos of missiles at ships and fighter squadrons.  Only has 2 salvos.  Decent IFF targeting software and guidance technology. Range: 6 Damage: 2D4/ salvo  To Hit: 5+  120 degree fire arc.

Expanded Missile Racks:
This upgrade adds two more salvos to a particular missle pod.

Rapid Fire Missile Racks:
This upgrade allows a missile pod to fire two salvos at once but at -2 accuracy.

Salvaging/Mining Operations: (For use with roleplaying and different scenarios)
A module to mine asteroids, melt down and extract the different resources for construction and repairs.  As well as salvaging wrecks for supplies such as ammunition, fuel, food, etc. 

Science Labs: Astrometics, Biology, Chemical, etc (For use with roleplaying and different scenarios)
Different scientific equipment for studying different phenomena, mapping space, life forms, minerals, chemicals, etc.

Advanced Hydroponics: (For use with roleplaying and different scenarios)
Growing enough food for your crew between stops is a challenge with out this module. But with it you can setup operations deep into space, and even help in the construction of space stations and colonies.

Advanced Factories, Manufacturing Bays, and Materials Processing: (For use with roleplaying and different scenarios)
Generally mobile shipyards and space stations would have these for building ships and supplies at the frontlines to help support fleets.  Building anything from uniforms, parts, and ammunition all the way up to Strike Craft and Destroyers and Frigates. These bays are also wonderful to help with the construction of space stations and colonies as long as raw material is available.

Expanded and Enlarged Cargo/Flight Bays
Large Bays in ships designed for carrying large amounts of cargo, fighters, and troops and their equipment from point to point.

Interdictor Field Generators:
These field generators destablize jump fields, and prevent the use of "warp" or "hyperspace" in the area. All ships that were in "warp" drop out, And are in normal space again. All attempts to re-enter "warp" again will fail until the generator is deactivated, or the ship in which the system
is housed is crippled or destroyed.

Advanced Fleet Command Module:
This advanced communication and sensor suite gives a battle group commander near-complete information concerning all ships at his or her command. This equipment allows this commander to make decisions faster and more accurately.  Effect:  +2 to iniative for all ships in that fleet.
A battle group will only have one Commodore or Admiral, and will only have one suite like this.

Repair Beams:
Counts as 3 systems, and has turret built in.  Repairs 1d3 Hull Points or roll 1d10 on 9,10 Make a roll on Damage Control Table. This is fired like a gun but it always hits. Stats: Range: 2   360 degree fire arc.

Advanced Medical Treatment Center: (For use with roleplay or certain scenarios.)
This treatment center has highly trained personel and the best technology available to help treat injured. Its advanced equipment can even bring back recently killed personel.  After a battle roll 1d4.
Treatment Effect Table:
1-2            No effect the dead were too far gone.
3              1 Crew Point saved, added back to a ship of choice.
4              1d3  Crew Points saved, added back to ship(s) of choice.

Repeating Ion Beam Cannon:
This weapon is used for quantity of fire, not quality. This weapon is used most often by pirate bands who want to scare civilian ships into surrendering. While not harmless, its more of a back up weapon. Stats: Range: 4  Damage: 1d2x3  ToHit: 4+  120 Degree fire arc.

Improved Directional Thrusters:
This array of thrusters helps improve movement by allowing the ship to move side ways one hex, at the cost of 2 movement points, and backwards one hex at the cost of 2 movement points.

"Trident" Grand Cannon:
Counts as 3 systems. This huge partical beam cannon fires like a torpedo, down a row of hexes. However its beam is so large that it envelopes ships and continues past them firing all the way through its range until the beam dissapates.  The energy drain on it is so intense that a failure roll must be made everytime before it fires. Roll 1d6  1-3 it fires normally, 4-5 gun overloads and shuts down(Counts as destroyed, but can be repaired) On a 6, it explodes destroying the gun, and make a Critical Hit roll and the gun may NOT be repaired. It may fire every 2 turns. This weapon continues to do damage to each ship until all damage points used. For example, if it did 12 damage, and a target ship has only 2 shields, then both shields fail at 5 damage points, and 2 damage is carried over into the Hull Points. Stats: Range: 9  Damage: 4d6  ToHit: 7+  Fires only forward.

Ionized Torpedos:
These special torpedos ionize the armor on them allowing them to slip through the shields of ship unmolested and detenate on the hull of the targeted ship.  The equipment to create the effect is bulky in the torpedo and reduces the warhead size. Stats: Range: 6  Damage: 1d4+1 ToHit: 7+
Fires in straight line like other torpedos. CIWS Point Defenses gain a +2 tohit vs these torpedos because of the emissions created by the ionization.

Battle Platforms:
Counts as 2 systems. These immobile weapon platforms are deployed like a mine, however it is crewed, houses its own shield, and a battery of weapons. Contains 7 Crew Points of its own. If fighters are launched from this platform, the Crew Points must be pulled from it. Mounts 1 shield system, and one of these weapon systems:
1 Phaser
1 Repeating Ion Beam Cannon
1 Missile Battery
1 Interceptor Squadron
1 Bomber Squadron
1 Photon Torpedo