Attack Mode

Ram

Conditions

Ram Attack > 0

Must be adjacent to target ship, but not in its bow or stern

Must be pointing at the target ship

Can't backwater during move

Can't pivot in place during move

Can't enter the same hex twice during move

Can't be movement-impaired

Active Defenses

Avoidance

Missile Fire

Reaction Ram

Success-Attacker

Flip to cruise speed

Check fatigue

Check for fouling/retraction

Success-Defender

Rammed

Remove fatigue

Failure-Attacker

Flip to cruise speed

Check fatigue

Half Speed

No grapple this turn

Failure Defender

Flip to cruise speed

No fatigue check

Attack Mode

Rake(Pass-By)

Conditions

You must move to the middle flank hex of the target ship, with your movement be parallel to the enemy direction

Note movement-restricted

Active Defenses

Avoidance

Missile Fire

Reaction Ram

Success-Attacker

None

Success-Defender

Crippled

Flip to cruise speed

Remove fatigue

Failure-Attacker

None

Failure Defender

None

Attack Mode

Rake(Pass-through or Diekplus)

Conditions

You must move straight through the enemy ship, and come out and reach vacant hexes for a ship. You may pass through other enemy ships and even rake them, if you have enough MP.

Must be at Max Speed

Active Defenses

Avoidance

Missile Fire

Reaction Ram

Success-Attacker

None

Success-Defender

Crippled

Flip to cruise speed

Remove fatigue

Failure-Attacker

None

Failure Defender

None

Attack Mode

Anastrophe

Conditions

You must be within 2 of the front of the target.

You must be within 60 of the front of the target

You must be facing the target or in position to rake

You must have room to turn around after the rake portion of the anastrophe and deliver the ram

Must be at Max Speed

Your ship must have an asterisked ram attack

Active Defenses

Avoidance

Missile Fire

Reaction Ram

Success-Attacker

(Rake)

None

Success-Defender

(Rake)

Crippled

Flip to cruise speed

Remove fatigue

Failure-Attacker

(Rake)

-1 to ram attack

Failure Defender

(Rake)

None

Success-Attacker

(Ram)

Flip to cruise speed

Check fatigue (at roll of 7)

Check for fouling/retraction

Success-Defender

(Ram)

Rammed

Remove fatigue

Failure-Attacker

(Ram)

Flip to cruise speed

Check fatigue (at roll of 7)

Half Speed

No grapple this turn

Failure Defender

(Ram)

Flip to cruise speed

No fatigue check

Attack Mode

Grappling

Conditions

At cruise speed

Adjacent to an enemy ship (through flank hexsides of both)

Active Defenses

Missile Fire

Success-Attacker

Grappled

Success-Defender

Grappled

Failure-Attacker

None

Failure Defender

None

Attack Mode

Boarding

Conditions

Be grappled

Active Defenses

None

Success-Attacker

Possible losses

Success-Defender

Defender captured

Failure-Attacker

Possible losses

Failure Defender

Possible losses

Attack Mode

Missile Fire

Conditions

Target within 2 hexes

Target in LOS across flank hexside

Active Defenses

Missile Fire

Success-Attacker

None

Success-Defender

Depleted

Failure-Attacker

None

Failure Defender

None

Attack Mode

Missile Fire(Flame)

Conditions

Target adjacent

Active Defenses

Missile Fire

Success-Attacker

None

Success-Defender

Depleted

Failure-Attacker

None

Failure Defender

None

Defensive Mode

Avoidance

Conditions

An enemy ship just moved adjacent

Not fatigued, crippled, rammed, fouled

Success

Move 1 hex straight forward at max speed

Move 1 hex straight forward or backward at cruise speed

Fatigue 2

Failure

None

Defensive Mode

Reaction Ram

Conditions

An enemy ship moves adjacent to your bow hex, presenting a flank hex

Success(Reaction)

Resolve Ram

If ram fails, reduce target speed by 1

If ram fails, target is -1 on any ram/rake roll

Failure

None

Defensive Mode

Defensive Missile Fire

Conditions

You are being rammed, raked, grappled or attacked by missiles