6
© 2015 GMT Games, LLC
EXAMPLE: A Terran CA with a
Speed of 3 at the start of the Pow-
er Phase may choose to Speed up
to Speed 4 or slow down to Speed
2 as shown by the numbers in the
white circle. If the Terran CA
Speeds up, her Power Curve becomes 2-4-2. Erase the previous
Power Curve, and write 2-4-2 in its place. The cruiser now moves
at Speed 4 but she has less AP to spend.
(5.4.4) Effects of Hull Damage: When a ship has damage, the
modifier in the Hull Boxes (8.4.2) may reduce the amount of Power.
This is applied to the Power during the Power Phase. A ship cannot
choose a Speed that would cause it to have negative Power.
(5.4.5) Power Less Than Zero: At the end of the Power Phase, if
a ship has a modified Power less than 0 because of the Power mod-
ifiers caused by damage and critical effects, then the ship breaks
apart and explodes.
5
1
3
EXAMPLE: The Guderian is in trouble. She’s lost her front shields
and she only has 1 more Hull Box remaining. Currently her Power
Curve reads “1-5-3” but, due to damage she just sustained, she
now has a -2 showing in the left-most Hull Box. This means she
must slow down to Speed 4 during the Power Phase, giving her a
Power Curve of 2-4-2. With the –2 modifier this becomes 0-4-2. If
she were unable to slow down, she would have a negative number
for Power. This would cause the FTL core to overheat and explode.
NFTL drives must be kept “hot”. The rest of a ship’s energy is
generated by the power system produced by the drive. Attempts to
bring the ship to a standstill “stall” out the drive and deprive the
ship of all power.
6. POWER
6.1 Spending Available Power (AP)
One point of Power becomes available to a ship at various Impulses
throughout a Round based on its Power Curve and the Impulse chart.
The Impulses in which a ship has AP may or may not be Impulses
in which the ship moves. Remember that AP is spent before move-
ment. AP spent during the Impulse may impact movement in that
same Impulse.
When a point of Power becomes available to a ship, it can be spent
on one of the following actions:
• Enable a Side Slip – If this option is chosen a Side Slip marker is
placed on the ship. The next time the ship moves, it may choose
to Side Slip (see Movement and Turning). The next time the ship
moves (even if it is this same Impulse), remove the marker whether
the ship Side Slipped or not.
• Power Through a Turn – Move the Turn Radius marker 1 hex
closer. If the Turn Radius marker is only one hex away, it is
removed and the ship can turn the next time it moves (see 7.0).
If you are placing Turn Radius markers directly on the turning
ship, flip or replace the marker to indicate how many more hexes
are left in the turn.
• Charge a Yellow box on a Weapon Group Charge Bar – On one
of the Charge Bars on the ship, one yellow box may be marked
off. This is called Active Charging. A Yellow box may be charged
even if there are un-charged Red boxes.
• Charge a Battery – If the ship has a battery (not all races have
batteries), it may be marked off (10.1) if not charged. Batteries
do not normally start the game charged.
• Reinforce a Shield Arc – One Shield Reinforcement marker may
be placed on a specific Shield Arc of that ship (6.2). The letter on
the Shield Reinforce marker should match the letter of the current
Impulse.
• Change the Initiative – Place a Change Initiative marker on the
ship (4.2).
• Defend the Initiative – Place a Defend Initiative marker on the
ship (4.2).
• Transmit Power to Fighters – Carriers and Bases may transmit
AP to friendly Fighter Squadrons (Advanced Rule 12.2.2).
• Select New Missile Target – Ships
with missile launchers may
select new targets for friendly missiles with AP (Advanced Rule
13.7).
6.2 Reinforce a Shield Arc
(6.2.1) Purpose: Each Shield Reinforce marker acts as one extra
shield box and absorbs one damage to that Shield Arc before being
removed.
(6.2.2) Placement Restrictions:
• Each Shield Arc can have, at most, one reinforcement.
• Shield Arcs that are down, either because of Critical Damage or
because they have been completely destroyed (no boxes left in
that Shield Arc), may not be reinforced.
• A Shield Reinforcement cannot be placed if the total number
of reinforcements currently on a ship is greater than or equal to
half of the ship’s Power, rounded down to a minimum of 1
reinforcement.
EXAMPLE: A Terran CA’s Power Curve is 3-3-2 (Power, the first
number, is 3). If it already has one Shield Reinforcement, it cannot
place another on the ship. If the ship had a Power Curve of 4-2-1
instead (4 Power), it would be able to place a second Shield Re-
inforcement. If the ship, instead, had a Power Curve of 1-5-3 and
no active Shield Reinforcements, it would still be able to place one
Shield Reinforcement.
(6.2.3) Removal: Shield Reinforce markers expire one Round
after they are placed. Remove the marker the next time the lettered
Impulse that matches Shield Reinforcement marker occurs for the
owning player. Shield Reinforcement markers already in play may
be removed at will, before they expire, by the ship’s owner. This
allows the ship to reinforce a different Shield Arc or reset a Shield
Reinforcement.