Rules v1.2.1


All models have a Rating that indicate how much damage they can sustain. Capital Ships and terrain have a Structural. Squadrons have a Damage rating.

Squadron Damage

Anti-Squadron Attack results only use the Magnitude of the Result, not the Value. Apply each result individually.

Result Damage
[N]: No Result No Effect
[D]: Double -1 Damage Rating
[T]: Triple -2 Damage Rating
[Q+]: Quad+ Destroyed

Example: A Jovian Pathfinder Exo-Armor Squadron is under attack from a massive Missile Attack from a CEGA Uller. The Uller rolls a [D2,T3], and the Pathfinders fail to reduce the Uller's results with their Point Defense. The Pathfinders suffer a total of 3 damage, and must mark off 3 total Damage rating.

Squadron Damage

Damage to squadrons is marked from right to left. models whose Damage rating is reduced to zero are removed from the table as casualties. Exo-Armor and Fighter models that suffer a [Q+] result are destroyed regardless of damage rating remaining.

Crippled Squadrons

Exo-Armor and Fighter models that only have small damage boxes remaining are Crippled. A Crippled Squadron suffers the following penalties:

  • Reduced to Fire Control: 1
  • Cannot Boost,
  • May only select from the following Special Actions:
    • Repair (requires Repair Trait)
    • Withdraw

Capital Ship Damage

Both the Magnitude and the Value of the Result are relevant for resolving Capital Ship damage.

  • [N]: All unique dice results: The Attack has no effect.
  • [D]: Each [D] set reduces a system by 1 rating. A system is either Defense, Sensors, or Thrusters. Which system is damaged is determined by the Result value.
  • [T]: -1 Structure rating. In addition note the value of the number of the set and consult the critical damage table for additional critical damage effects.
  • [Q+]: Resolve two [T] results, using the Value of the [Q+] result.

Example: A CEGA Wyvern targets a capital ship with its Mass Drivers. The Wyvern’s Mass Driver has a AC:2 rating. The CEGA player rolls 2D6 for the attack rolling [2, 2]. The [D2] results reduces the target’s point defense system rating by 1, then the Wyvern may continue to attack with its AC missiles.

Result Value 1-2 Value 3-4 Value 5-6
[N]: No Result No Effect
[D]: Double -1 Defense -1 Sensors -1 Thrusters
[T]: Triple -1 Structure, 1 Critical of Value
[Q+]: Quad+ -2 Structure, 2 Critical of Value


A model that is reduced to 0 Structure Rating is Crippled. A model cannot be reduced to less than zero structure rating.

Damage Effects

Systems Damage Effects

  • When a system has zero rating remaining further hits to that system are randomized to any remaining systems.
  • A hit to a system that has been reduced to zero rating will cause the hit to Escalate.
  • Doubled value boxes are redundant system boxes which increase the damage required to reduce the rating of a system.
  • The current rating of a system is always the rightmost unmarked box.

Capital Damage

  • Defense - Damage to the Point Defense system reduces its effectiveness. A ship 0 Defense rating may not support friendly Models that are the target of Missile Attacks
  • Sensors - Damage to Sensors reduces the effective range of weapons by 3" per rating of Sensors lost. This only affects the Long Range of weapons.
  • Thrusters - A ship may only turn as many times as its current Thrusters rating.
    • Most ships may turn only once, so having a Thrusters rating over 1 represents redundant thrusters.
    • Ships with 0 Thrusters may only turn after passing a Skill check with a [D+] result.

System Traits

Some Capital Ships have additional systems that can be damaged in addition to hits to the Defense, Sensor, or Thruster damage.

  • These additional systems generally come from Traits the ship has.
  • System Traits are damaged by critical damage effects.
  • Each critical damage effect reduces a System Trait raiting by one.
  • A System Trait with a rating of zero may not be used.
  • One rating of a System Traits may be Repaired on a [D+] result.


  • Weapons are damaged by critical damage effects.
  • The damaged weapon is determined randomly.
  • Damaged weapons may not be used to attack.
  • Weapons may be Repaired on a [D+] result.
  • Mark the weapon as damaged on the box provided on the data care.


  • Marines can only be damaged by critical damage effects or attrition from boarding actions.
  • Lost Marine ratings may not be Repaired
  • Marine rating should be tracked by marking lost rating on the boxes provided.


  • Speed may only be reduced by critical effects and represents engine damage.
  • Engine damage may be Repaired with 1” of speed rating returned with a successful [D] repair roll and 2” of speed rating returned for each [T+] result.

Critical Damage

When a Capital Ship is damaged by a [T] result refer to the table below to determine the effect of the attack

Value Name Effect
1 Hull Breach -1 Marine Rating
2-3 Engine Hit -2" Speed
3-4 Weapon or System Trait Hit Damage 1 Weapon (random) OR Damage 1 System Trait (attacker's choice)
6 Severe Damage -1 Structure, -1 Marine Rating, Damage one System Trait (attacker's choice)

Capital Damage Example

Crippled Capital Ships

When a Capital ship is Crippled (reduced to 0 Structural Rating) it is Crippled. If a Crippled ship remains on the table, i.e. it is Adrift not Dead or Exploded, it obeys the following rules:

  • A Crippled ship counts as Destroyed for objective point purposes.
  • A Crippled ship is reduced to Fire Control: 1.
  • During its activation:
    1. Randomly choose a turn direction by rolling 1d6:
      • 1-2: Port - The ship turns 45 degrees to port at the start of its move.
      • 3-4: Straight - The ship may not turn.
      • 5-6: Starboard - The ship turns 45 degrees to starboard at the start of its move.
    2. Move 2". You may not interrupt this move to attack or perform a Special Action.
    3. Declare Attacks or Special Actions
  • A Crippled ship may only take the following Special Actions:
    • Repair
    • Withdraw

Each Crippled ship rolls on the Catastrophic Damage table when:

  • The ship loses its last Structure and enters the Crippled state for the first time.
  • You start the Deployment Phase of a turn.
  • The ship would lose another point of Structure (ships cannot be reduced below zero Structure).

Catastrophic Damage Table

Roll 1d6 + the number of Systems that have been reduced to 0 rating and consult the appropriate line in the table below:

Roll Result Effect
1-5 Adrift See above
6-8 Dead The model is destroyed, remove it from the table and replace it with a 2" Wreck marker
9+ Explode The model is destroyed, remove it from the table and resolve the effects of an Explosion as below


  • All models within 3" of the exploding ship suffer an AC/AS attack with Base Pool equal to the starting Structure rating of the ship +1.
  • All models within 3" + 1d6" suffer an AC/AS attack with Base Pool equal to half of the ship's starting Structure Rating.

Example: An Uller Capital ship is reduced to 0 Structure rating and Crippled. It has zero point defence and thrusters. The attacker rolls 1D6 and gets a [5]. Adding 2 for the system ratings at zero gives a result of 7 and a result of "Dead". The Ullers owner removes it from the table and replaces it with a 2" diameter Wreck marker.