Rules v1.2.2


Attacking is the most common way to cripple, damage or destroy enemy models.

Attack Window

There are four possible Attack Windows during which a Model may declare attacks:

During an Attack Window,

  1. Choose a weapon to declare an attack with. Weapons may not be used more than one time per Attack Window.
  2. Expend one Fire Control rating. If a Model has no Fire Control remaining, you may not declare the attack.
  3. Determine the type of target and check range to the target. If the target is out of range, you may not declare the attack.
  4. Consult the weapon's Anti-Capital (AC) or Anti-Squadron (AS) rating, and use that to generate the Base Pool for the attack.
  5. Determine if any Flex Dice or Macro Pool bonuses or penalties.
  6. Resolve an Unopposed Roll and determine the Result.
  7. Apply Damage

Repeat the above procedure as many times as you wish during an Attack Window. At the end of an Attack Window, replenish a unit's Fire Control rating, accounting for any States or Actions which reduce the Fire Control rating.

Note that some weapon types, particularly Missile may modify the above sequence.


Some Capital Ships have Armor among their Defense Ratings! This means these ships are harder to damage in when attacked from the appropriate arc.

Armor in the Fore arc protects against attacks from the front, P/S protects against attacks from the Port or Starboard (left or right) sides of the ship, and Aft from the rear.

If a ship has a non-Zero Armor rating, apply that rating as a negative Macro Rating, reducing the Macro Pool of all attacks affecting that arc. This does not apply to Assault or Bombing actions.

Note that the Macro Pool may go negative as a result of Armor!

Example: A Jovian Alexander is being attacked by a CEGA Wyvern from the front at Long Range, i.e. not in an Assault or Bombing action. The Wyvern's controller chooses to use the Mass Driver, which has a Macro Rating of 1, and the Missiles: AC, which has a Macro Rating of 0.

The Alexander's Fore Armor of 1 reduces the Mass Driver's Macro Pool to 0, meaning the attack has no Macro dice, so the CEGA player only rolls 2d6 for the Base Pool.

In contrast, the Missiles: AC attack is reduced to a negative Macro Pool of -1, meaning that the CEGA player must roll a Macro die and apply the Negative Macro Rating rules in the Macro Pool rules.

Attack Bonus

There are a number of scenarios in which an attack might get bonus Flex Dice based on its position relative to the target. When noted, these bonuses may stack.

Scenario Bonus Attack Window
Target in Short Range 1 Flex Die Activation
In Target's P/S Arc 1 Flex Die Activation
In Target's Aft Arc 2 Flex Die Activation
Target is Station Keeping 1 Flex Die All
Ace 1 Flex Die All
Sniper 1 Flex Die Activation
Dogfight 1 Flex Die Dogfight
Assault 2 Flex Die Assault
Bombing 1 Flex Die Bombing

Fire Control

Each model has a Fire Control rating. Some Action affect the Fire Control rating, which is why you must declare your intent to use an Action at the beginning of a Model's activation.

Each usage of an individual weapon system requires the expenditure of a single Fire Control rating. When a Model is out of Fire Control rating, it may not fire weapons even though some weapons remain unused during this Attack Window.

Fire Control refreshes at the end of an Attack Window.

Sensor Range

There are no weapon-specific ranges in Jovian Wars. It is assumed that weapons systems are designed to operate in the vast expanse of space. Instead, we model the effective range of weapons based upon a Model's Sensors rating.

Anti-Capital Ship (AC) attacks have a default range of 6". Anti-Squadron (AS) attacks have a default range of 3". These default ranges are termed "Short Range."

Any distance beyond Short Range is "Long Range." Models with Sensor ratings of 1 or more add 3" to long range for each point of Sensor rating. Some special actions allow ships to temporarily increase their Sensor ratings.

Range AC Attack AS Attack
Short 6" 3"
Long 6" + 3" x Sensor 3" + 3" x Sensor

It is therefore possible for a Model to attack a Capital Ship but not a Squadron that are equidistant from the firing Model.

Here is an example of an Alexander-class Destroyer, which has a Sensors rating of 3.

Range Diagram

The maximum Sensors Range of the Alexander is 15" for Capital Ship targets and 12" for Squadron targets.

Model Arcs

All models have four arcs that define the directions their weapons can attack in and any attack bonuses that attackers targeting them receive.


Weapons mounted on squadron models can fire in any direction. Squadrons do not have a defined facing for movement or attacks.

Capital Ships

Weapons mounted on Capital Ships have restricted weapon arcs.

  • Turret (T) - Weapons mounted on Turrets may fire in any direction.
  • Fore (F) - A weapon with an arc of Front (F) may fire at a target either on or between the arc lines defined by the front of its base. This is normally a 90 degree arc.
  • Aft (A) - A weapon with an arc of Aft may fire at a target either on or between the arc lines defined by the back of its base. This is normally a 90 degree arc.
  • Port (P) or Starboard (S) - Weapons with an arc of Port or Starboard may fire only either to port or starboard at a target either on or defined by the arc markings on the side of its base.

A weapon can have multiple arcs. If it does it may only select a target in one of those arcs.

Arcs Diagram

Point Defense

Every model has access to some form of Point Defense, be it laser arrays or low caliber kinetic cannons, to defend itself from either Missile or Squadrons in a Assault, Bombing, or Dogfight.

To model this type of attack:

  1. Consult the Model's Defense rating, and use that to generate the Base Pool for the attack.
  2. Add +/- 1d6 [Flex Die] to the dice pool for each friendly ship within 3" of the defending Model.
  3. Resolve an Unopposed Roll and determine the Result.
  4. Apply Damage

Unless otherwise noted resolving a Point Defense attack does not require expending Fire Control.