Here's the quick sheet I am using tomorrow night: (might be a few glitches but it was I've gleaned from the rule book and from York)
BATTLESTAR GALACTICA STARSHIP BATTLE RULES QUICK SHEET
INITIAL PLANNING MOVE 1:
1. PLAN YOUR MOVEMENT: (3 OPTIONS – CHOOSE 1)
ˇ CHOOSE A NORMAL MOVEMENT CARD AND THE BLANK CARD
ˇ CHOOSE A NORMAL MOVEMENT CARD AND AN OVERBOOST CARD
ˇ CHOOSE THE CHANGE OF DIRECTION CARD AND A NORMAL MOVEMENT CARD (ONLY IF ROTATED)
2. FIRST TURN:
ˇ ADD THE KINETIC ENERGY OF YOUR CARDS AND SET THE KINETIC SLIDER TO THE TOTAL
ˇ CHECK THE G VALUE ON CARDS AND ENSURE THEY DO NOT EXCEED ALLOWED MAXIMUM
ˇ REVEAL YOUR CONTROL PANEL AND MOVEMENT CARDS
ˇ PLAY THE FIRST MOVEMENT/OVERBOOST CARD
ˇ IF THE MOVEMENT CARD IS A DIFFICULT MANEUVER PLACE THE DIFFICULT MANEUVER TOKEN NEXT TO YOUR SPACESHIP
ˇ ELECT TO FIRE – APPLY ANY DAMAGE SPECIAL EFFECTS
ˇ PLAY THE BLANK/MOVEMENT CARD
ˇ IF THE MOVEMENT CARD IS A DIFFICULT MANEUVER PLACE THE DIFFICULT MANEUVER TOKEN NEXT TO YOUR SPACESHIP
ˇ IF YOU DID NOT FIRE AFTER THE 1ST CARD YOU MAY FIRE NOW – APPLY ANY DAMAGE SPECIAL EFFECTS
SUBSEQUENT TURNS:
3. PLAN YOUR MOVEMENT: (3 OPTIONS – CHOOSE 1)
ˇ CHOOSE A NORMAL MOVEMENT CARD AND THE BLANK CARD
ˇ CHOOSE A NORMAL MOVEMENT CARD AND AN OVERBOOST CARD
ˇ CHOOSE THE CHANGE OF DIRECTION CARD AND A NORMAL MOVEMENT CARD (ONLY IF ROTATED)
4. TURN:
ˇ REVEAL YOUR CONTROL PANEL AND MOVEMENT CARDS
ˇ CHECK THE G VALUE ON CARDS AND ENSURE THEY DO NOT EXCEED ALLOWED MAXIMUM
ˇ IF YOU HAVE ELECTED TO ROTATE YOUR SPACESHIP GO TO 5, IF NOT CONTINUE……..
ˇ PLAY THE FIRST MOVEMENT/OVERBOOST CARD
ˇ IF THE MOVEMENT CARD IS A DIFFICULT MANEUVER PLACE THE DIFFICULT MANEUVER TOKEN NEXT TO YOUR SPACESHIP
ˇ ADJUST THE KINETIC SLIDER FOR THE VALUE OF THE CARD ENSURE ANY INCREASE/DECREASE IN KINETIC ENERGY IS WITHIN MAXIMUM ALLOWED.
ˇ ELECT TO FIRE – APPLY ANY DAMAGE SPECIAL EFFECTS
ˇ PLAY THE BLANK/MOVEMENT CARD AND ADJUST KINETIC ENERGY SLIDER - MUST BE WITHIN MAXIMUM ALLOWED
ˇ IF THE MOVEMENT CARD IS A DIFFICULT MANEUVER PLACE THE DIFFICULT MANEUVER TOKEN NEXT TO YOUR SPACESHIP
ˇ IF YOU DID NOT FIRE AFTER THE 1ST CARD YOU MAY FIRE NOW – APPLY ANY DAMAGE SPECIAL EFFECTS
5. ROTATING YOUR SPACE SHIP
ENSURE YOU HAVE THE CHANGE OF ROTATION NOTED ON YOUR CONTROL PANEL DIAL
ˇ PLAY YOUR FIRST CARD (MUST BE A STRAIGHT OVERBOOST OR STRAIGHT)
ˇ LEAVE THE MOVEMENT CARD ON TABLE REMOVE SPACESHIP AND TURN YOUR SPACESHIP HEADING SO THAT THE FIRING ARC MATCHES UP WITH YOUR CONTROL PANEL. REPLACE YOUR SPACESHIP ON TABLE
ˇ ELECT TO FIRE – APPLY ANY DAMAGE SPECIAL EFFECTS
ˇ PLAY THE BLANK/STRAIGHT MOVEMENT CARD
ˇ IF YOU DID NOT FIRE AFTER THE 1ST CARD YOU MAY FIRE NOW – APPLY ANY DAMAGE SPECIAL EFFECTS
6. SUBSEQUENT TURNS ROTATED OR RE-ALIGNING SPACESHIP DIRECTION OF TRAVEL
ˇ YOU MAY ONLY PLAY STRAIGHT OVERBOOST OR A STRAIGHT.
ˇ YOU CANNOT ADJUST YOUR KINETIC ENERGY SO IF YOU ARE AT KINETIC ENERGY 6 YOU MUST PLAY AN OVERBOOST AND NORMAL MANUEVER AT KINETIC ENERGY 6
ˇ YOU WISH TO RE-ALIGN YOUR BASE TO YOUR SPACESHIP FACING THEN…
ˇ CHOOSE THE TURN CARD AND A NORMAL MANUEVER CARD
ˇ REVEAL AS NORMAL
ˇ ADJUST YOUR DRIFT BY USING THE DRIFT TEMPLATE IN THE DIRECTION OF TRAVEL
ˇ PLAY THE TURN CARD LEAVING THE DRIFT TOOL ON THE TABLE AS A MARKER.
ˇ RE-ALIGN THE BASE TO THE SPACESHIP AND RETURN SPACESHIP TO TABLE
ˇ REMOVE DRIFT TEMPLATE
ˇ YOU MAY NOW ELECT TO FIRE APPLY SPECIAL DAMAGE
ˇ PLAY YOUR MOVEMENT CARD AND ADJUST KINETIC ENERGY KEEPING WITHIN MAXIMUM DECELARATION
ˇ YOU MAY NOW ELECT TO FIRE IF YOU DID NOT FIRE BEFORE APPLA#Y SPECIAL DAMAGE
ˇ RETURN TO 3 ABOVE OR CONTINUE USING 6 ONWARDS
FIRING ADJUSTMENTS:
ROLL 2D6 ADD/SUBTRACT FOLLOWING FROM YOUR ATTACK VALUE ON YOUR SPACESHIP CARD CHECK IF YOU ROLL ANY DOUBLE YOU CAN SPLIT DICE AND USE BOTH AS DICE AS SEPARATE ATTACKS APPLYING BONUS TO BOTH DICE
RANGE MODIFIERS:
+1 IF ATTACKING THE TARGET AT SHORT RANGE
-1 IF ATTACKING THE TARGET AT LONG RANGE
KINETIC MODIFIERS
+1 TARGET HAS A KINETIC ENERGY OF 0
-1 IF THE TARGET HAS A KINETIC ENERGY OF 4+ UNLESS IT PLAYED A CHANGE OF DIRECTION CARD.
-1 IF THE ATTACKER HAS A KINETIC ENERGY OF 5+
PILOT MODIFIERS
+2 IF FIRED AND MISSED THE TARGET LAST MOVE
+3 IF FIRED AND HIT TARGET LAST MOVE
-1 IF YOUR PILOT IS WOUNDED
-2 YOUR PILOT IS SEVERELY WOUNDED
-2 SHOOTING THROUGH A SPARSE ASTEROID FIELD
-4 SHOOTING THROUGH A DENSE ASTEROID FIELD
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