Rules v1.2.4

Action

A Model may declare an Action at the start of its activation. The resolution of a Action may be done at any point during a Model's movement.

In general, a model may only declare one Action as part of its activation, with the following exceptions:

  • Boost
  • Launch
  • Land

The above Actions may be declared once in addition to other, different Actions, at any time during a model's activation.

A requirement of X+ means that the Model must currently have at least a rating of X in the required rating. For example, a requirement of Fuel: 2+ means that a Squadron must currently have at least two fuel.

Certain Actions require a Skill Test. Particularly complex Actions are broken out into their own section.

Generic Special Actions

Generic Special Actions may be declared by either Capital Ships or Squadrons.

Board

Requirement Skill Test
Marines: 1+, within 1" of target No

Initiate a boarding action against a Capital Ship or Terrain model that is within 1". If a ship is Boarded, it may not Board!

To resolve a Boarding:

  1. The boarding player declares the amount of Marines rating that they are committing to the boarding action. This amount must not exceed the current Marines rating of the Boarding model.
  2. The defending player resolves a Point Defense attack against the committed Marines as if they were a Squadron with Structure equal to the committed number of Marines.
    • A [D] result removes 1 Marine Rating
    • A [T] result removes 3 Marine Ratings
    • A [Q+] result remove 5 Marine Ratings
  3. The surviving Marines are considered to have boarded the target Model, which now enters the Boarded state. Make note of the number of surviving Marines, now referred to as "Boarders."

Multiple models may board the same ship, in which case all surviving Marines contribute to the total number of "Boarders" on the ship.

Boarded

Requirements Entering Cancellation
Boarded by enemy Marines [Boarding] Action Boarders: 0 or Marines: 0

At the start of of its Activation, a Boarded model must resolve a firefight between the Boarders (enemy Marines) and the defending Marines. Total up the number of Boarded marines--this is the Boarders rating.

Each player chooses one of the following options in secret and reveal their choices simultaneously:

  • Engage - The Boarders or Marines engage the enemy personnel directly, prioritizing their destruction.
  • Defend - Available only to the defending Marines, this represents the Marines securing access to vital ship systems.
  • Sabotage - Available only to the Boarders, this represents the boarded Marines targeting a particular System or System Trait for damage.

If a player chooses Engage, they make an Unopposed Roll with base dice equal to the current Marines or Boarders rating on the Boarded model.

  • [D] results reduce the opponent's Marine or Boarders rating by 1.
  • [T] results reduce the opponent's Marine or Boarders rating by 2.
  • [Q+] results reduce the opponent's Marine or Boarders rating to 0.

Note that a Boarded ship may not [Initiate Boarding]!

Example: Dave has boarded a Jovian Valiant, which has 2 Marine rating remaining. Dave's total Boarder rating from all the ships which contributing boarding personnel is 3. Dave chooses Engage and rolls 3d6, getting a [D] result, reducing the Valiant's Marine rating to 1.

If the boarding player chooses Sabotage and the defending player chooses Engage, resolve the Engage as above. The Sabotage is resolved simultaneously as an Unopposed Roll with base dice equal to the Boarders rating. Apply the Results as if the attack were made by a Precise(/traits#precise) weapon.

If the boarding player chooses Engage and the defending player chooses Defend, both players resolve simultaneous Unopposed Rolls as if they had both declared Engage. The defending player, however, Diminishes their results.

If the boarding player chooses Sabotage and the defending player chooses Defend, resolve an Opposed Roll with the boarding player as Primary Player and the defending player as the Secondary Player. Any remaining Results for the Primary Player are applied as if the attack were made by a Precise(/traits#precise) weapon.

If a model's Marines rating is reduced to 0 and there are Boarders remaining on board, the model is now considered Captured.

Combined Attack

Requirement Skill Test
Squadron or Sensor Array, Capital Ship Target in Optimal or Short Range No

A Squadron model or model with the Sensor Array trait may declare the Combined Attack Action to put a Capital Ship Target in the Targeted:X state, or increase the Targeted:X state by one rating, starting at Targeted:1.

Models without the Sensor Array trait must also expend at least one Fire Control making an attack on the Capital Ship target. This attack need not be successful. This attack is resolved after the Targeted state is applied.

Targeted

Targeted:X

Requirements Entering Cancellation
Capital Ship Combined Attack End Phase

Attacks targeting this Capital Ship gain a +X Attack Modifier.

Drone Command

Requirement Skill Test
Capital Ship or Comms(/traits#comms) Trait Yes

A skill check of:

You may ignore the effects of Cloak(/traits#cloak) and Stealth(/traits#stealth) traits native to the Drone profile for the purposes of calculating Sensor Range, but not the effects of Terrain.

While under the effects of a Drone Command action, a Drone may take an activation as if it were a normal Squadron. Resolve the entire activation before activating any other Drones targeted by the same Drone Command action.

The same Drone Squadron may not be activated multiple times by the same Drone Command action, but may be activated by another Drone Command action declared by another friendly model later in the turn.

Evade

Requirement Skill Test
Thrusters: 1+ or Fuel: 2+ No

The Model gains the Evading state, which is removed in the End Phase.

A model with the Sluggish(/traits#sluggish) trait may not declare this Action.

Evading

Requirements Entering Cancellation
Thrusters: 1+ or Fuel: 2+ Evade Action End Phase
  • An Evading model is considered to have the Evasive(/traits#evasive) trait.
  • If the model already has the Evasive trait, the trait now functions at Short Sensor Range
  • The Evading model is considered to have Fire Control: 1.

Launch

Requirement Skill Test
Embarked on Model with Dock or Hangers:X Trait No

An Embarked Capital Ship or Squadron may cancel the Embarked state, i.e. leave the Model it is currently being carried by and be placed within 1" of the carrying model.

This Action does not count towards the single Action allowed per activation, and may declared in the same activation as the Land Action.

Ram

Requirement Skill Test
Structure: 0-1 or Fire Ship(/traits#fire-ship) Trait Yes

Ramming is a suicidal act of desperation in Jovian Wars. To ram or be rammed is almost always lethal to both the ships involved in addition to being difficult to achieve.

  • The ramming model must have only 0-1 Structure rating remaining or have the Fire Ship(/traits#fire-ship) trait.
  • The ramming model must be able to move so that the front arc of its base overlaps with the target model's base.
  • A Capital Ship model may not ram a Squadron Model.

Capital Ship Ramming Capital Ship

  1. Use the ramming ship's Movement to move its front arc into into base contact with the target ship. If this is not possible, the Ram fails.
  2. Each ship model will make an Unopposed Roll with Base Pool equal to its starting Structure rating.
    • If both ships' front arcs are in contact, +1B to both rolls.
    • Flank/Rear and Range Attack Modifiers apply.
    • The ramming ship makes a Skill Test. On a [D+], Escalate all successful results.
    • The rammed ship automatically Escalates all successful results.
  3. Resolve Damage from the rolls as normal. However, if the ramming ship was Crippled at the start of the Ram action, it is considered Destroyed and is removed from play. Roll on the Catastrophic Damage Table to see if it [Explodes].

Example: A Valiant with only 1 structure rating remaining decides to ram a Tengu in the side. The Skill roll is successful with a [D] result. The Valiant rolls 5d6 to attack the Tengu (Structure:4 + 1d6 for side arc). The Tengu Rolls 3d6 (Structure:3) to damage the Valiant. The Valiant rolls [D2, D5] which counts as [T2, T5] severely damaging the Tengu. The Tengu rolls [D2] which counts as a [T2] result and cripples the Valiant. Since the Valiant was not Crippled at the start of the Ram, it is not Destroyed.

Squadron Ramming Capital Ship

  1. Use the ramming Squadron's Movement to move into base contact with the target ship. The Squadron may Boost. If this is not possible, the Ram fails.
  2. Resolve a Point Defense attack from the target ship on the ramming Squadron. Skip this step if the Ram results from a Bombing Run.
  3. If the ramming Squadron survives, the Squadron may make a Skill Test. On a result of [D], resolve a Critical Hit on the Capital Ship. On a result of [T+], resolve a Critical Hit and a Structure damage.
  4. The ramming squadron is considered Destroyed and is removed from play.

Resupply

Requirement Skill Test
Various Cargo Yes

A Skill Test result of:

  • [N] allows for 1 model within 6" to be resupplied.
  • [D] allows for 2 models within 6" to be resupplied.
  • [T] allows for 3 models within 6" to be resupplied.
  • [Q+] allows for 4 models within 6" to be resupplied.

Any and all Embarked Squadrons may be Resupplied without counting towards the model limit established by the Skill Test.

Depending on the Cargo upgrades attached to the resupplying model, you may do one or more of the following:

  • Cargo: Drone Munitions - Replenish any expended Drone ratings of the resupplied Models or Embarked Squadrons.
  • Cargo: Fuel Pods - Replenish any expended Fuel ratings of the resupplied Model or grant the Fuel Tanks trait to an Embarked Squadron.
  • Cargo: Marines - Replenish any expended or lost Marine ratings of the resupplied Model.

Silent Running

Requirement Skill Test
Yes

A model declaring the Silent Running action enters the Stealthed state. A Skill Test result of

Stealthed

Requirements Entering Cancellation
Silent Running End Phase, sometimes Fire Control Expenditure

This model gains the Stealth(/traits#stealth) trait and improves its ECM(/traits#ecm) rating by 1 or gains ECM:1 if it does not have ECM.

This state is canceled during the End Phase or if the model expends Fire Control to fire weapons other than Missiles or Drones.

Vector Attack

Requirement Skill Test
Comms/Capital Ship and Sensors: 1+ Yes

Only Capital Ships or Squadrons with the Comms(/traits#comms) trait may declare this action.

A Skill Test result of

  • [N] choose a Squadron within Sensor Range of the model declaring this action (you cannot choose the declaring model). The chosen Squadron may make a free movement of up to 4". This does not count as activating the Squadron and does not allow for Interception.
  • [D] allows two Squadrons to be chosen and moved, as above.
  • [T+] allows for three Squadrons to be chosen and moved, as above.

Withdraw

Requirement Skill Test
Must be 6" from Enemy Models Yes

A Skill Test result of [D+] allows this model to enter the Withdrawn state. Any models Embarked on the Withdrawing model are also considered Withdrawn.

Models that successfully Withdraw are worth 0.5x points.

Squadron Special Actions

These Special Actions may only be declared by Squadrons.

Bombing

Requirement Skill Test
Capital Ship Target No

Resolve a Bombing Run on a target Capital Ship.

Assaulting

Requirements Entering Cancellation
Exo-Armor Bombing Run Action Destroyed,Interception

An Exo-Armor squadron that has successfully completed a Bombing Run may choose to enter the Assaulting state instead of making a free 4" move. The Exo-Armor Squadron is placed in base to base contact with the Capital Ship, i.e. with one edge of its base entirely in contact with the base of the Capital Ship.

If a Squadron cannot maintain base to base contact with a Capital Ship without overlapping, that Squadron may not enter the Assaulting state. You may reposition Assaulting squadrons to "make room" if necessary, but all must maintain base to base contact.

When the Capital Ship under assault next activates, the Assaulting Squadron must either remain in the Assaulting state or voluntarily cancel it and move up to 4" away.

  • Continue Assaulting - Once the Capital Ship has completed its movement, the Squadron owner places the Squadron anywhere in base to base with the Capital Ship, avoiding Overlapping.
  • Disengage - The squadron makes a 4" move to disengage from the Capital Ship at the beginning of the Capital Ship's activation.

If the model chooses to remain in the Assaulting state, it must declare an Bombing action on its next activation.

Assaulting Exo-Armors may only be targeted by weapons with a 0 Macro Rating before Armor is applied or the implicit Point Defense weapon.

Assaulting Exo-Armors may also be intercepted by a Squadron either by an active Squadron declaring an [Intercept] or by an eligible Squadron in range during the Assaulting Squadron's activation.

In either case, cancel the Assaulting state. The Assaulting Exo-Armor is moved out of base to base contact with the Capital Ship and the Dogfight is resolved normally.

Boost

Requirement Skill Test
Fuel: 1+ No

By declaring Boost at the start of their activation, Squadrons increase their Speed rating by 3" per fuel they expend, minimum 1 and maximum of 2.

Boosting Squadrons without the Evasive(/traits#evasive) trait gain the Evasive trait for the duration of their activation. Squadrons with the Evasive trait gain +1F when Boosting.

Boost may be declared in addition to other Actions.

Combat Air Patrol

| Requirement | Skill Test | | Capital Ship with CAP Trait with no Escorting Squadrons | No |

When a Squadron or Class III drones is first Deployed on the table during the Deployment Phase or as the result of a Launch action or Drone Bay usage, it may move into base contact with a friendly Capital Ship with the CAP trait and declare that it is entering the Escorting state. Once in base contact with the Capital Ship, it may make no further movements during its activation.

Escorting

Requirements Entering Cancellation
Base to Base with Capital Ship with CAP Trait Deployment or Combat Air Patrol Action Vector Attack

A Squadron that is Escorting a Capital Ship is considered to be flying in formation with the Capital Ship to protect it.

While Escorting, the Squadron does not gain an Activation.

Only one Squadron may be in the Escorting state for each Capital Ship with the CAP Trait.

Instead, whenever its Capital Ship activates, the Squadron moves along with it, maintaining base to base contact. The Squadron may be placed along any base edge after a move is complete.

The Escorting Squadron may make Reactive Interceptions on any Squadron that passes within 3" or the Escorting Squadron's speed rating if they have the Interceptor(/traits#interceptor) trait. Instead of making a free 4" or 1" move after the Dogfight is resolved, the Squadron immediately returns to base contact with its Capital Ship and resumes the Escorting state.

A Squadron may be commanded to leave Escorting State via the Vector Attack action moving it out of base contact with its Capital Ship.

Interception

An Interception initiates a Dogfight. There are two types of Interceptions, one declared during the activation of a model and one declared during another Squadron's activation.

You may not intercept under the following conditions:

  • The target of an Active Interception may not intercept the intercepting Squadron.
  • Squadrons may not intercept or be intercepted more than once in one activation.
  • Squadrons cannot intercept Squadrons taking a free movement after a Bombing Run, leaving Assaulting state, or at the end of a Dogfight.
  • Squadrons cannot intercept Squadrons taking a 4" move as the result of a Vector Attack action.

Active Interception

Requirement Skill Test
Squadron Target in Base Contact Fuel: 1+ No

During a Model's activation, it may declare an Interception against an enemy Squadron that it has moved into base contact with. If an Interception is possible, resolve a Dogfight.

Reactive Interception

Requirement Skill Test
Squadron Target within 3", Fuel: 1+ -

Squadrons may also declare an Interception during an enemy Model's activation if the active enemy Squadron is within 3" at any point during its activation.

If an Interception is possible, the intercepting Squadron:

  1. Interrupts the active Squadron at the first point at which the Active Squadron is in Interception range
  2. Makes a free move into base contact by the shortest path possible. If there is no room to achieve base contact with the intercepted Squadron, the Interception is not possible.
  3. Resolves a Dogfight.

You may Intercept an active Model attempting to Intercept another one of your Squadron models!

Land

Requirement Skill Test
Squadron in Base Contact with Model with Hangers(/traits#hangers) No

A Squadron in base contact with a Model that has the Hangers(/traits#hangers) trait may become Embarked onto that model.

This Action may be declared at any time, and does not count towards the single Action allowed per activation, and may be declared in the same activation as the Launch Action.

Capital Ship Special Actions

These Special Actions may only be declared by Capital Ships.

Damage Control

Requirement Skill Test
- Yes

Resolve a Repair(/traits#repair)(/action/repair) attempt.

Deploy Debris Field

Requirement Skill Test
Cargo: Debris Dispenser No

Place a 4" radius circular template representing a Debris Field centered on this model at the time of action declaration.

The template is not considered to be "on the table" until the end of this model's activation, in effect allowing the model to "move away" from the dangerous area.

Deploy Decoy Drones

Requirement Skill Test
Cargo: Decoy Drones No

Place a 4" radius circular template wholly within 6" of a ship carrying the Decoy Drones Cargo upgrade, representing a Decoy Drone Swarm.

The template reduces to 3" in radius after one End Phase and is removed after two End Phases.

Hard Burn

Requirement Skill Test
Thrusters: 1+ No

This ship enters the Hard Burn:X state. For most ships, X is 2 upon first entering the state.

Hard Burn:X

Requirements Entering Cancellation
- Hard Burn End Phase

While under the effects of the Hard Burn:X state a model experiences the following effects:

  • If X > 0, Speed rating is doubled
  • Turns rating becomes 1
  • Cannot declare the Hard Burn action

During the End Phase, the model leaves the Hard Burn:X state and enters the Hard Burn:X-1 state unless X was 0, in which case the Hard Burn:X state is canceled entirely.

Long Shot

Requirement Skill Test
Sensors: 1+ Yes

This model may make attacks at Long Range on any valid targets. This does not affect Missile attacks. Make one Skill Test for the entire activation, and apply the following results after resolving any attacks at Long Range.

  • [N] - Damage the weapons system after resolving the attack.
  • [D] - On a 4+, damage the weapons system after resolving the attack.
  • [T] - On a 6+, damage the weapons system after resolving the attack.
  • [Q+] - No damage to weapons system.

Overdrive

Requirement Skill Test
Rating: +1 Yes

Choose one of following ratings with at least 1 remaining Rating value: Defense, Sensors, or Thrusters. The ship enters the Overdriven state for the chosen rating immediately after making a Skill Test and resolving the results:

  • [N] - Apply damage to the chosen rating as if was hit by a single Particle Cannon attack, marking off redundant boxes.
  • [D] - Apply a single damage to the chosen rating
  • [T+] - Do not apply damage to the chosen rating

Overdriven

Requirements Entering Cancellation
- Overdrive End Phase

The chosen Overdriven rating behaves as if it were its full, undamaged value until the End Phase.

Purge Airlocks

Requirement Skill Test
Boarded Yes

A Skill Test result of

  • [N] reduces both the Marines and Boarders rating by half.
  • [D] reduces the Boarders rating by half.
  • [T+] reduces the Boarders rating to 0.

Reorient

Requirement Skill Test
Thrusters: 1+ Yes

A Skill Test result of

  • [N] allows a single turn in addition to the Model's normal Turn rating.
  • [D+] allows the model to turn to face any direction.

A model with the Sluggish(/traits#sluggish) Trait makes two turns instead of one at the end of its move, regardless of the Test result.

Station Keep

Requirement Skill Test
Thrusters: 1+ No

This ship gains the Station Keeping state, which is canceled in the End Phase.

Station Keeping

Requirement Entering Cancellation
Thrusters: 1+ Station Keep Action End Phase

Station Keeping sets a ship's Speed to 0" and grants a bonus of one [Flex Die] to all attacks targeting this ship.

Suppressing Fire

Requirement Skill Test
[Kinetic Cannons], Capital Ship Target No

During this ship's activation, it may make a Kinetic Cannon attack against any Capital Ship model without Cloak(/traits#cloak) in the Kinetic Cannon's arc, at any distance away, ignoring Sensor Range. Do not apply any Attack Modifiers from arc or range, but the Link(/traits#link) trait may be used to gain additional Anti-Capital rating.

Expend Fire Control and consider any weapons to be used as if they had participated in a normal attack.

Instead of resolving the attack, put the targeted Capital Ship into the Suppressed:X state, where the X is the AC value of the Kinetic Cannon attack.

If the targeted ship is already in the Suppressed state, upgrade the state by one regardless of the AC value of the current Kinetic Cannon attack, i.e. if the ship is in Suppressed:2 and you make an AC:4 attack, the ship enters the Suppressed:3 state.

Suppressed

Requirement Entering Cancellation
Suppressing Fire Action End Phase, Attack Resolution

A ship in the Suppressed:X state has its Thrusters rating reduced by X-1, to a minimum of 0. At the start of the ship's activation, the controlling player may decide to use the ship's actual Thrusters rating instead of its reduced one. If this decision is made, immediately resolve an AC:2 Kinetic Cannon attack on the ship with a Macro value of X.