Rules v1.2.2
Terrain has some tactical effects in Jovian Wars. Terrain cannot be destroyed in the time frame of the game. Some terrain can be overlapped by models and do not follow the standard overlapping rules.
Any model may choose to avoid terrain by treating it as an overlapping model which is larger.
Each terrain has a type, size, and potential hazards or other effects for moving through or overlapping it. If a Move or Overlap effect has an AC or AS rating, resolve an Attack on the model moving through or overlapping the terrain.
The various types of terrain are:
Type | Size | Move | Overlap |
---|---|---|---|
Area | Variable | AC:2 | Defense +1 |
An Asteroid Field represents an area of small rocks and other particulate matter of enough density to be relevant. Squadrons can move through safely, but Capital Ships will suffer an AC:2 attack when moving through the Field.
Models in the Asteroid Field gain a Defense rating when defending against Attacks, including Assault and Bombing attempts. This represents the difficultly of plotting a safe course at speed through the asteroids for Squadrons or Missiles.
Type | Size | Move | Overlap |
---|---|---|---|
Area | 3-6" | AC/S:2,Speed -1 | ECM +1 |
A Planet or Large Moon may have an atmosphere. If you have a Planet or Large Moon represented by a table edge in your game, you may add a Atmosphere terrain element by defining a area terrain region extending 3-6" out from the table edge in a rectangular band. If you wish, you may use Random Selection by rolling 1d3 to determine the Atmosphere "thickness."
Models moving in Atmosphere reduce their Speed rating by 1 and suffer an AC/AS Attack with rating 2 to represent the hazards of interacting with the atmosphere at speed.
Additionally, due to the heating, it is difficult to pinpoint the exact location of a Model interacting with the Atmosphere, so Models within Atmosphere gain +1 to their ECM trait or gain ECM:1 if they did not already have ECM.
Part | Type | Size | Move | Overlap |
---|---|---|---|---|
Body | Model | 2-4" | -- | AC:6 |
Tail | Area | Variable | AC/AS:2 | Defense +1 |
A Comet is essentially a two-part terrain piece consisting of the Comet's Body and a Tail. The Body of the Comet is essentially a [Large Asteroid] and the Tail of the Comet is essentially a Particle Cloud.
When placing a Comet, place the Body anywhere on the table and place the Tail touching the Body.
At the end of each Deployment Phase, resolve a Movement of the Comet. It speed is 2d6, and it moves in a direction directly opposite the tail, i.e. the tail is behind it as it moves. Models that would be overlapped by the Body are moved out of the way. Models overlapped or moved over by the Tail are attacked as if they had moved through the tail themselves.
Type | Size | Move | Overlap |
---|---|---|---|
Model | 2-4" | -- | AC:6 |
Large Asteroids are represented a piece of terrain or an area template 2-4" in diameter. Large Asteroids represent a single large rock as opposed to a collection of smaller rocks.
Large Asteroids can be used for cover. Any model within 3” of a Large Asteroid gains the Stealth:1 trait or adds +1 to its current Stealth trait. A Capital ship model that ends its movement overlapping a Large Asteroid will suffer a AC:6 attack.
Type | Size | Move | Overlap |
---|---|---|---|
Token | 40mm | 3" AC:3 | -- |
Mine Tokens are 40mm in diameter and represent numerous smaller munitions scattered across local space intended to deny an area to enemy Capital Ships.
Resolve an AC:3 Missile attack on any enemy capital ship that moves within 3" of the token.
Mine Tokens are considered Squadrons for the purposes of being attacked and have a Structure rating of 2.
Type | Size | Move | Overlap |
---|---|---|---|
Area | Variable | AC/AS:2 | Defense +1 |
Particle Clouds are formed of Dust and Ice and are indicated by an area template. Any model moving though it will suffer an AC/AS:2 Attack regardless of distance moved through.
Models within an area of Dust/Ice Clouds add +1 to their Defense rating for attacks targeting them and Beam or Particle attacks that target a model in a Dust/Ice Cloud, or that pass through a Dust/Ice Cloud, suffer -1d6 to the attack roll.
Type | Size | Move | Overlap |
---|---|---|---|
Edge | -- | -- | -- |
A planet or large moon is represented by a table edge. If at the start of a Movement the table edge is entirely within the Front Arc of a Capital Ship, that ship gains Speed +2. Conversely, if table edge is entirely within the Aft Arc of a Capital Ship, that ship gains Speed -1.
A planet may not be overlapped or moved through.
Type | Size | Move | Overlap |
---|---|---|---|
Area | 4-18" | -- | Speed +2 |
Small Moons come in various sizes from 4” to 18”. A Moon follows the rules for Large Asteroids except that a Moon may be overlapped without causing damage.
A model starting a Movement while overlapping a Moon gains Speed +2.
All combat is considered to be taking place on one side of a moon.
Type | Size | Overlap |
---|---|---|
Model | -- | AC/AS:2 |
A Space Station is a model and will have a list of attributes and ratings just like any other model. Before a game players must roll 2d6 for each station. This is the Structure rating of the station.
Type | Size | Move | Overlap |
---|---|---|---|
Model | 2-4" | -- | AC:6 |
Wrecks are the remains of a destroyed Capital Ship. You may represent them with a Large Asteroid marker. They are mechanically the same as Large Asteroids.
Type | Size | Move | Overlap |
---|---|---|---|
Model | Variable | -- | -- |
Os are of deep curiosity to spacers though most are jokingly creative projects by nomads hoping to fool earth spacers. Treat Unidentified Objects (UIOs) as a model that can be boarded for scenarios that include them. Roll 1d6 for the Structure rating of the UIO.