Rules v1.2.2


Jovian Wars is an alternating activation, pre-measure, d6-based, spaceship game.

Turns are made up three phases:

The Deployment and End phases are pretty straightforward, so we'll spend a little extra time on the Activation Phase in this summary.

At the start of a Model's activation, you must first declare which Action you intend to use, if any.

  • Movement - Change position/facing
  • Declare and Resolve an Attack - Expend Fire Control rating to fire its weapons at legal targets.
  • Perform one Action - Resolve the declared Action, e.g. a Squadron may Boost for extra movement, etc.

You may Attack as many times as your Fire Control rating allows, but you may only declare one Action an activation.

Attacks and Actions may be resolved before, after, or while interrupting a Move.

Component Overview

  • Fleet - Your Fleet is the forces you bring to table to fight, and is made up of Models.
  • Models - These are the physical things you bought, glued together, and eventually will paint. There are a few main types of models:
    • Squadrons - Light, small spacecraft with small crews. Engines to go fast and guns to blow stuff up. You'll see both traditional Fighter craft as well as Exo-Armor suits which are humanoid exo-skeletons, i.e. mecha!
    • Capital Ships - Anything bigger than a Squadron.

You'll also need Unit Cards, which have all the relevant information you'll need for your Models.