| Blaze
of Glory Rules Supplement
DAMAGE MARKERS Some damage results
are immediate and have a one-time effect (such as killing a crew member or downloading
a Warp Core Breach). Other damage results have an ongoing effect (such as reduced
attributes, off-line transporters or fluctuating shields) as long as that damage
marker is in play. Most damage markers also specify a reduction to HULL integrity.
When a ship's or facility's HULL is reduced to 0%, it is destroyed.
When
you use a Battle Bridge side deck, it does not always take two attacks to destroy
your opponent's ship or facility. Sometimes it will take only one attack, and
sometimes it may take three; it all depends on the mix of Tactic cards you decide
to use, and on the luck of the draw.
Multiple copies of
the same damage marker are cumulative, including reductions to attributes and
HULL integrity. If your side deck is ever completely out of Tactic cards
(because they are all in play as damage markers), you will be unable to further
damage your opponent until some of your damage markers return to your side deck.
"Off line" --
When a damage result indicates that something is "off line," the affected item
may not be used in any way as long as that damage marker is in play. Attribute
enhancements being off line affects all enhancements to the specified attribute
(but ATTACK and DEFENSE bonuses are conceptually based on battle strategies and
tactics, and thus are not considered enhancements to WEAPONS and SHIELDS).
Default damage -- When you are using a Battle
Bridge side deck, sometimes your opponent's ship or facility will be damaged when
you do not have a current tactic (such as when encountering a dilemma or during
a battle in which you choose not to play a current tactic). Whenever this occurs,
the default damage is two cards from your side deck ( ),
or four cards (   )
for a direct hit. Order of damage results
-- In most cases, the sequence in which you apply damage results will not matter.
Once in a while, though, the order may be significant. In these cases, carry out
immediate damage results first and check the HULL reduction last.
For example, suppose the HULL integrity of your opponent's ship has already
been reduced by 80% when it is damaged again, and the two damage markers from
your side deck each specify one casualty and HULL -30%. Normally the casualties
are moot because the ship is about to be destroyed. However, if your opponent
wants to play an Escape Pod, he must suffer both casualties first,
so the Escape Pod saves only the remaining crew. Repair
-- If your ship's damage is indicated by your opponent's damage markers, you may
remove one damage marker (random selection) at the end of each of your turns that
ship remains docked at an outpost or at a Docking Pylons site for the full turn.
Whenever a ship or facility is fully repaired (for example, by a card such as
Defense System Upgrade, Exocomp, Into the Breach, Regenerate or Spacedock), remove
all of its damage markers. Damage markers are also removed if the ship or facility
leaves play for any reason (for example, being returned to hand or placed out-of-play).
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