Rules v1.2.1

Types of Attacks

There are several types of attacks with differing resolution mechanics.

Normal Attack

This by far the most common type of attack in the game. To perform a Normal Attack:

  1. First, expend one Fire Control Rating.
  2. Determine the target type, either Capital Ship of Squadron.
  3. Consult the chosen weapon's Anti-Capital (AC) or Anti-Squadron (AS) rating, and use that to generate the Base Pool for the attack.
  4. Determine if any Flex Dice or Macro Dice are added from bonuses and Traits.
  5. Roll the dice and determine the Result.
  6. Apply Damage normally, based on the Result.

Missile Attack

Missiles are a different type of attack than one using direct fire weaponry, as the warhead-carrying drones may be shot down by Point Defense or nearby Squadrons on the way to their target.

The initial procedure is the same as that of a Normal Attack:

  1. First, expend one Fire Control Rating.
  2. Determine the target type, either Capital Ship of Squadron.
  3. Consult the chosen weapon's Anti-Capital (AC) or Anti-Squadron (AS) rating, and use that to generate the Base Pool for the attack.
  4. Determine if any Flex Dice or Macro Dice are added from bonuses and Traits.
  5. Roll the dice and determine the Result.

However, the target of a Missile Attack may defend against the attack using its Point Defense rating. Friendly models may support the target with their own Defense as well.

  1. Draw a line along the shortest distance between the attacking model's base and the defending model's base. Non-target friendly models within 3" of the line may support the target by adding +1 to the Defense rating of the target model if the supporting Model has at least 1 Defense rating.
  2. Make a Point Defense roll with base pool of Xd6, where X is the target's Defense rating (with any bonuses from nearby non-target friendly models calculated in step 6).
  3. Diminish the attacker's Results calculated in step 5 as follows, with the dimished Results chosen by the defender:
    • Each [D] result reduces one attack Result once.
    • Each [T] result reduces one attack Result twice, or two attacks once.
    • Each [Q+] result completely negates the Missile Attack, dimishishing all Results to [N].
  4. If any successful Results remain for the attacking player's Missile Attack after step 8, apply Damage.

Note that the attacking player may choose the value of the result, i.e. they may choose to apply a [D2] as a [D3] if desired. They may also diminish the result if they so desire, also choosing the value, i.e. a [Q4+] may become a [T3] or a [T5] may become a [D1].

Example 1: A capital ship is attacked by a missile attack with AC:5 which rolls a [T, D] result. The target ship has a point defense rating of 4. It rolls Point Defense and gets [D] which can reduce the missile attack from a [T, D] result to either a [D, D] result or a [T] result.

Example 2: A missile attack roll has a result of [D]. The defender rolls point defense and gets a [T] result. The attack does no damage.

Point Defense Attack

In some cases, you may be asked to roll a Point Defense Attack to represent using the automated turrets used to shoot down incoming missile drones being used against incoming boarding parties or harassing Squadrons.

  1. First, expend one Fire Control rating.
  2. Determine legal targets. The rule prompting a Point Defense Attack will clearly define which targets are legal.
  3. For each target, generate the Base Pool for the attack using the attacking model's Defense rating.
  4. Determine if any Flex Dice or Macro Dice are added from bonuses and Traits. Generally there will be no Flex or Macro dice used in this case.
  5. Roll the dice and determine the Result.
  6. Apply Damage normally, based on the Result and the target type.