It costs 1 point to 'roll ship.'
Leviathan ship displays will have three 'icons' to represent the power generation and distribution system. As these 'icons' are hit, a block of power is lost. Whenever a power system fails a threshold check, roll another 2d6. On a twelve, the power reactor detonates, taking the ship with it. See 'Overdamage', below.
Thrust can be overcharged, up to using all three blocks of power. The each block gives the unit its base thrust e.g. a unit with a base thrust of two gets thrust 2 to spend with one block, thrust 4 to spend with two blocks, and thrust 6 to spend with three blocks. This is the only system that can be overcharged.
If the CIC is destroyed, the bay weapons can continue to fire at any target, but the target is treating as having screens one level higher then present. If a ship already level two screens, then treat as if the ship has level three screens, as per Full Thrust. (Hit only on a 6)
All Leviathan bay weapons can be used against fighters. Treat them just like class 1 batteries being used in anti-fighter/missile mode.
Batteries re-roll on a 6. The re-roll die is treated as if the screens applied to that die as well.
Fighters are fought as per EFSB, for rules such as screens, and the launching/landing mechanism. On the turn that a ship is performing fighter operations, it may not burn any thrust.
Batteries now have two ratings. The first rating represents the number of dice to be thrown, and the second rating represents the range of the weapon (in range bands.) A range band is 5" across. Thus, a typical Class-C (or Class-1 battery from Fleet Book) would be rated approximately 1/2.4. A Class A (or Class-3 battery from Fleet Book) would be rated 3/7.2, etc.
This also means you can get odd weapons like 5/1, or 1/10, or things like that.
After each weapon is a small display that tells you how many dice to roll in each range band. (5/4/3/1) means roll five dice 0-5", four dice 5-10", three dice 10-15", etc.
Damage is determined just like battery weapons in FT, with rerolls.
SMLs have an attack range of 3" diameter. EVERY target in that attack range, friend or foe, is attacked by the missiles, including fighter groups. For fighters, roll the number of missiles, roll the damage, and divide by two; that is the number of fighters killed.
Finally, screens do have some effect on the missiles, subtracting their level from each damage die.
All other rules as per standard. 360 degree radius of fire.
Spinal Mounts are represented by enhanced pulse torpedoes. Roll a d6 to hit. However, damage may be determined by different size dice, and each torpedo will have a different set of range bands. This information will be on each sheet. Note that we're using the EPT damage model as presented in Fleet book; so half the damage of a Spinal Mount will be taken on armour, half on internal hull.
Spinal Mounts may only fire forward, in the forward arc.
Power Systems are described above in 'power allocation.' There is also the 'Life Support' Icon, as per FT/FB, though it takes two failed checks before Life Support fails.
A ship that detonates does damage to every ship within 6". Every arc exposed to the exploding ship takes damage. This is considered straight damage, -1 for every inch away from the exploding ship, to every die.
Destroyers roll 2d6 Frigates roll 3d6 Cruisers roll 4d6 Battleships roll 5d8
Missiles: Examine the following table for conversions:
TYPE NUMBER Salvoes NUMBER HIT DAMAGE RANGE A 2 D4 D4 8" B 1 D4 D4 10" C 1 D6 D6 10" D 3 D6 D6 15" E 3 D6 D8 15" F 2 D6 D6 10" G 3 D4 D4 10"
Spinal Mounts: Examine the following table for conversions:
TYPE HIT DAMAGE RANGE BANDS A d6 d4+6 0-3"/2+ B d6 d6+6 0-3"/2+ | 3-6"/3+ C d6 d8+6 0-3"/2+ | 3-6"/3+ | 6"-10" 4+ D d6 d10+6 0-3"/2+ | 3-6"/3+ | 6"-10" 4+ E d6 d12+6 0-3"/2+ | 3-6"/3+ | 6"-10"/4+ | 10"-15"/5+
Screens: Battleships have Level 2 Screens, Cruisers and Frigates have Level 1 Screens, Destroyers have no Screens.
Armour: Amount of armour divided by 10
Hull Size: All hulls are considered average. Battleship MASS:200, Cruiser MASS:120, Frigate MASS:90, Destroyer MASS:60
Thrust: Thrust is the same.
Fighters: Six size fighter squadrons equal 36 fighters i.e. one die equals 6 fighters. You may group fighter squadrons in sizes other than six if you so desire.
Small Craft:1 die for every 2 small craft.
Turrets: According to the table:
TYPE NUMBER OF PDAF Battleship 5 Cruiser 4 Frigate 3 Destroyer 2