Sorry, that title is not strictly accurate. For the most part, all rules for the various monsters will be detailed on their particular pages, and most monsters will be treated like the (SM6.0) Space Dragon. Some of the beasts share some similar systems, like the MCIDS, and here is where any special rules for these devices will be listed.
The MCIDS works as specified in (E6.0), but against fighter flights use the following table:
| 1-2 | 1d6+2 damage |
| 3-4 | 3 damage |
| 5-6 | No damage |
This damage is treated like a phaser 3 attack, so can be spread amongst several fighters. Also as a fighter flight consists of more than one fighter, the MCIDS may be used against it multiple times. However if the flight consists of less than three fighters, then the MCIDS may only be used an amount of times equal to the amount of fighters present.
Nearly all monsters can inflict damage in close combat (representing kicking, punching, biting and the like), and this physical combat damage can be used against nearly any type of opponent (fighters, shuttles, ships, monsters and the like) unless actually stated on the monster chart.
Monsters do damage using the chart in (SM3.36) for Moray Eels. For convenience, this is reprinted below in an expanded format. Whenever a physical attack is used, roll on the table below, but note that some monsters will have modifiers to this table depending on how well they are able to inflict this damage.
Remember that physical attacks cannot effect - and are not blocked by - shields.
| -0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8+ |
|---|---|---|---|---|---|---|---|---|
| 13 | 10 | 9 | 8 | 7 | 6 | 5 | 3 | 1 |
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Physical attacks against fighter flights: As a result, whenever a physical attack is made against a fighter flight, roll on the following table to determine the outcome. |
| Die Roll | Effect |
|---|---|
| 1 | 2 fighters destroyed (6 damage points) |
| 2-4 | 1 fighter destroyed (3 damage points) |
| 5-6 | No damage, miss |