Rules v1.2.1

Scenarios

Victory Conditions

  • Standard Scenario: In a standard scenario the game immediately ends when one fleet has all its remaining capital ships destroyed or withdrawn.
  • Special Scenario: In a special scenario the game ends the when one player achieves their primary objective.

Victory Points

Players gain victory points (VPs) by:

  • Destroying Enemy Capital Ships - Destroyed Capital Ships are worth VPs equal to the points value of the ship plus its upgrades and modules. Withdrawn ships are worth 1/2 the VP.
  • Capturing Enemy Capital Ships - Captured enemy Capital ships are worth 1.5x the VP.
  • Destroying Enemy Squadrons - Destroyed Squadrons are worth VPs equal to the points value of the Squadron plus its upgrades. Withdrawn Squadrons are worth 1/2 the VP.
  • Objectives - Objectives are worth VPs defined by the scenario.

Deployment Types

Fleet Deployment

In Fleet deployment the entirety of both fleets deploy within their deployment zone (or up to 1/4 the width of the table). The attacker deploys all their Capital ships first, then the Defender deploys all their capital ships. The attacker then deploys all their Exo-Armor and Fighters models, then the defender deploys their Exo-armor and Fighter models. Exo-Armor and Fighters may be kept back in reserve and enter the game in any deployment phase.

Random Deployment

In Random Deployment each player places four markers anywhere on the table at least 12” from another marker and not within the opponent’s deployment zone. At least two of a player’s markers must be placed at least 6” outside their deployment zone if possible. The player with the most models is the attacker. The players alternate placing markers starting with the attacker.

During the first deployment phase each player divides their fleet into four groups and numbers them 1-4. Each group must contain at least one Capital ship and two Exo-armor or Fighter models and may not contain more than 50% of the fleet measured by points. Randomize each group to a marker. Players take turns starting with the attacker deploying all the model in a group with at least part of each base within 3" of the marker.

Escalating Deployment

Before the Game

The player without initative deploys one Capital Ship with up to two Exo-Armor or Fighter models. The Capital Ship is deployed within 12" of a friendly table edge. The Exo-Armor or Fighter models are deployed within 6" of the Capital Ship. Note that a second capital ship with the Escort trait can replace one of the Exo-Armor or Fighter models.

Turn 1 Deployment Phase

In their first turn deployment phase the player with initiative deploys one Capital Ship within 12" of their friendly table edge. Up to two Exo-Armor or Fighter models may be deployed within 1" of the Capital Ship. Note that a second capital ship with the Escort trait can replace one of the Exo-Armor or Fighter models.

In their first turn deployment phase the player without initative does not deploy any additional models.

Turn 2 Deployment Phase

In the second turn during their deployment phase the active player may deploy two Capital Ships or Squadrons. Up to two additional squadron models may be deployed within 1" of each of these newly deployed models. Note that a capital ship with the Escort trait can replace one of the Squadron models.

In their Second turn each player may roll skill to deploy squadron models that were not deployed escorting capital ships. This requires a [D+]. These deploy using the unoccupied Hangers of deployed ships as noted by the Hanger Trait.

Scenarios

Escalating Engagement

Two fleets are hunting for each other. As scouting ships discover the location of enemy ships they call in reinforcements and prepare to engage.

  • Deployment: Escalation.
  • Victory Conditions: Victory Points.
  • Special Rules: None.

Solar Storm

A powerful solar eruption has blanketed the area with powerful solar winds, blinding sensors and forcing crews into hardened shelters deep within ships. The Admiral has spread the fleet out to prevent accidental collisions. As the solar storm starts to ebb two fleets realize that they are suddenly within striking distance.

  • Deployment: Random.
  • Victory Conditions: Victory Points.
  • Special Rules: Blinded by the Light
    • All models are reduced to short range sensors only until the third round.
    • Boarding actions by Marines may not be attempted until the third round.

Fleet Engagement

The fleets have been maneuvering for weeks and now a major engagement is shaping up. This will be one for the history books.

  • Deployment: Fleet
  • Victory Conditions: Victory Points.
  • Special Rules: No Quarter Given
    • No model may make a withdraw special action until it has only one structure or damage point remaining.

Break the Truce

A truce has been called to allow both sides to search for escape pods. While searching two ships fire upon each other and restart the conflict. Finding survivors will aid in future victories!

  • Deployment: Escalation.
  • Victory Conditions: Victory Points.
  • Special Rules: Search for Escape Pods
    • Special Action: Any model may use a special action to search for escape pods. Roll Skill. Add one boost dice for each point of sensor rating.
      • Each [D] result is worth 5 bonus VPs.
      • Each [T] result is worth 10 bonus VPs.
    • Mark these VPs on the model that used the action.
    • Exo-Armor and Fighter models within 3” of a friendly capital ship may transfer their bonus VPs to the Capital ship using a special action.
    • Models that survive the game may claim the extra VPs for their side’s VP total.

Water War

Water is everything in space. It is fuel and air. Whoever controls the water controls space.

  • Deployment: Escalation.
  • Victory Conditions: Victory Points.
  • Special Rules: Mine the Comet
    • Deploy one Comet to the center of the board.
    • This comet does not move during the game.
    • The comet may be mined by Capital ships and Exo-Armor.
    • Mining is a boarding action where the comet rolls 3D6 for point defense representing hazards.
    • A boarding action that succeeds against the comet is worth bonus VPs equal to the value of the set of the attack dice rolled.
    • Marines roll their rating.
    • Exo-Armor rolls dice equal to their starting damage.

Example: A model that rolls [D2, T4] result gains 6VPs. Roll the hazard point defense each round that a model or marines continues the boarding action. The VPs an Exo-Armor model gains can be transferred to a capital ship within 3” using a special action.

Scavenger Hunt

Reports of valuable intelligence or technology have triggered a rush of interest at high command. Ships are rushing into the area and conflict is unavoidable.

  • Deployment Zone: Opposite table edges.
  • Deployment: Escalation.
  • Victory Conditions: Victory Points
  • Special Rules: Valuable Wrecks
    • Draw a line between the deployment zones.
    • Place three wreck markers on the centerline before deployment.
    • The markers should in the center of the line and halfway to each end of the line.
    • To search a wreck it may be boarded by up to 5 rating worth of marines.
    • Each time a wreck is searched roll skill for the searching model using the rating of Marines used as the base roll.
      • A result of [D] is worth 10VPs, [T] is worth 30VPs, a result of [Q+] is worth 50VPs.
      • Only VPs gained from searching wrecks count at the end of the game.

Ambush!

Attack where you are strong, and your enemy is weak. This scenario should not be played in a one-off game, only as part of a campaign.

  • Deployment Zone:
    • Attacker: opposite table edges.
    • Defender: within 6” of center line of table between attacker table edges, all ships facing to the same end of the centerline but not within 12” of the table edge.
  • Deployment: Fleet
  • Victory Conditions: Victory Points.
  • Special Rules:
    • Escape!
      • The attacker gains no VPs for defender ships that Withdraw.
      • The Defender gains 1/2 VPs for their ships that withdraw.
    • Divided fleet: Before Deployment the Defender divides their fleet into three parts, each which must have at least 25%. Randomize one part of the fleet. This part will not participate in this battle.