Вы находитесь на странице: 1из 36

A CLEAR AND PRESENT

ANGER

SCIENCE-FICTION SPACE BATTLES WARGAME RULES


Ezekiel Hartman (order #8401367)

CpD

www.agema.org.uk

Page number

Contents

Preparation

Playing the game

Spaceship basics

Actions

13

Grappling

14

Special actions

15

Radiation and debris

16

Scanning

18

Energy weapons

21

Damage

23

Anomalies

26

Sample designs

29

Scenario generator
SCENARIOS ARE A GOOD IDEA once
youve grasped how the game works
in order to prevent battles turning
into slogging matches and nothing
more!

AGEMA 2013 All Rights Reserved (images used with permission) Richard D. Watts

#1
Ezekiel Hartman (order #8401367)

CLEAR + PRESENT DANGER


SCI-FI SPACE COMBAT RULES

THE CARD DECK

ing, a minus marker is used, so for example


moving downward would mean the RSD marker
should be -3 if moved down three million spacials. If however a positive RSD is in place then
the downward RSD is deducted off it, so a
spaceship with a +2 RSD moving three million
spacials downward would replace that marker
with a -1 RSD marker (2 -3 = -1).

For each spaceship model in the game prepare


one card you can copy or print and use the
starship record sheets provided with these rules
and cut them out, or may prefer to design you
own. The important thing is that the spaceship
cards for your own spaceships and your opponent in the same game look the same. A good
idea is to get a set of traditional playing cards, When working at the range to a target, measure
print the provided record sheets and cut them it in inches and then add the RSD value (it is
out to stick onto the picture side of the playing always added whether it is a minus or positive,
cards. This makes them robust and guarantees it is never deducted off the range!). However, if
the shooting starship and the target has an RSD
they look the same.
marker, work out the difference between the two
If you are going to operate units of spaceships and added that to the range instead. So for
in a division, cards must also be prepared for example, a spaceship with a +5 RSD shooting
each division showing which spaceship is the at one with a -1 RSD four inches away would
flagship and which other spaceships belong to add 6 to the range (5+1) of four inches, for a
total range of 10 inches (or, to be more accurate,
that division.
ten million spacials). To take another example,
GAME SUPPOSITIONS
a spaceship with a +2 RSD shooting at one with
a +4 RSD would use the difference - that is two,
1 model spaceship represents 1 real spaceship. so at a range of four inches it would be actually
1 inch on the tabletop = 1 million spacials of shooting at six inches/six million spacials.
space.
This represents the 3D nature of space and
Where a die (a singular dice) or dice are referred allows for that to be represented in the game.
to in these rules they are always conventional
Game tip if you
six-sided dice.
dont want the comSPACIALS
plication of representing
relative
Spacials are the measure unit used in space. spatial
distance
One million spacials is represented on the table- then just agree betop by one inch.
tween yourselves
not to use it; then all
Each spaceship can also move up or down, spaceships will be
without moving it on the tabletop. Instead a on a flat surface
relative spatial distance marker (RSD) is placed with no other dimenagainst it: if one million spacials moved up, a +1 sion involved.
marker is used, or for example if a total of seven
million spacials, a +7 marker instead. In the
same way, if moving downward, relatively speak-

#2
Ezekiel Hartman (order #8401367)

POWER PLANTS
Each spaceship has an energy value (EV) available each turn which is the same as the power
plant rating (PPR) of the spaceship at the beginning of the game turn:
Planetary craft 3 PPR.
Orbital vessel 5 PPR.
System ship - 7 PPR.
Starship 9 PPR.
Universe class 12 PPR.
Galaxy class 15 PPR.
Each spaceship permanently loses 1 PPR from
its rated number for each Chaff cylinder array it
carries.
If it has a drone vessel it loses 1 PPR from the
rated PPR number given.
A spaceship can be equipped with a tractor
beam which negates attempts to avoid being
grappled. 1 PPR is also lost if a spaceship is
fitted with a tractor beam.
System ships, starships, universe and galaxy
class spaceships can lose 1 PPR for each 1
carrying capacity unit (carrying capacity units
allow the carriage of bulk cargo or people such
as troops; in the latter case a carrying capacity
unit can carry 100 troops or five vehicles, for
example).
In addition any spaceship can replace any of the
following with a carrying capacity unit instead:
Energy weapons so the spaceship cannot use the Energise weapons and
Shoot energy weapons actions.
Missile banks so the spaceship cannot
use the Fire missile banks action.
Point defence so the spaceship cannot
use the Point defence ready action.
Shields so the spaceship cannot use the
Engage shields action (one carrying capacity unit is gained for each counter not
used, since 1,2 or 3 maximum can be
usually used).

Each spaceship has by default 1 energy weapon battery, and 1 missile bank (except planetary
craft only have one, either a missile bank or an
energy weapon battery). Warships can have
multiple energy weapon batteries or missile
banks by losing 1 PPR from the ship design for
each extra one carried, then the spaceship captain can choose to use either one or more energy weapon batteries up to the maximum number
the spaceship is fitted with as a single action.
However for each battery or missile bank shooting the EV cost has to be paid, so to Shoot
energy weapons for three energy weapon batteries will cost 6 EV to do instead of 2 EV, so
using less can make sense if you want to retain
some EV this turn for other things. To take a
second example, Fire missile banks if applied
to two missile banks will cost 2 EV to do instead
of 1 EV.
The designation refers to their role, system ships
also being called cruisers and starships also
being known by old hands as battlecruisers,
while Universe and Galaxy class craft are known
as battleships when it relates to vessels of war.
Merchant trader spaceships have the same energy values but put them to different use, as
shown above.
Basically the EV or energy value depends on
the capacity of the reactor fitted to a spaceship,
and the more powerful the power plant, the
larger the spaceship carrying it has to be, so
available energy values have a direct correlation
to ship size.

This allows freighters and troop transports to be


designed.

#3
Ezekiel Hartman (order #8401367)

or each spaceship (or division) in your fleet


and that of your opponent(s) there needs to
be one card specifically for that spaceship. All
the cards from both sides are shuffled together,
and either player turns over the top card without
knowing which spaceship is for. The player controlling the named spaceship can then use it;
once he has done an action the next card is
turned over until they all have been.

is generated, but unless the spaceship captain


uses it the energy generated is lost.

The top card is always played next. This means


a target may move out of range before your
blasters are cleared for firing, for example.

Where a spaceship is destroyed or otherwise


leaves the battle its card should be permanently
removed from the card deck for the rest of the
game.

Each time your spaceships card is revealed


from the deck it may carry out one action. Most
actions require the use of energy value points
(EV). The number of EV available each game
turn is equal to the power plant rating (PPR) the
starship had at beginning of this game turn.

If a card is played for a spaceship which you do


not want to do anything more with this turn,
either out of choice or due to insufficient remaining EV for this turn, remove the card from the
pack until the next turn (when it should be returned to the deck with all the other cards).

SEQUENCE OF PLAY

For this turn only the available EV or energy


value of the spaceship is reduced by the EV cost
of the action. It is therefore vital each game turn
to either have a sheet of paper to note down
how EV has been used by each your spaceships, or record these by having one or more
dice next to the starship model in the game to
show how many EV are left to use this game
turn (which is our preferred method).
When the spaceship card deck has all been
played, reshuffle the cards and use them again
in the same game turn. This continues until all
players have done what they want this game
turn, or they have no more EV left to expend. At
that point the game turn ends, the card deck is
reshuffled and EV points are reset to their spaceships current PPR rating, and a new turn begins.
Any power not used that turn is not carried
forward to future turns (it is energy generated for
immediate use, any not used is lost). The power

#4
Ezekiel Hartman (order #8401367)

1. Reset the EV available to each starship

2.

3.
4.

5.

6.

to be the same as its current PPR. Place


dice next to each spaceship model showing the available EV.
Shuffle the card deck of divisions and all
individual spaceships not in a division.
Place deck face down.
Turn over the top card.
Roll against crew drill to see if the card is
to be acted on or not used and instead
put into the discard pile.
If the crew is exhausted fail on
1-3.
Otherwise check against the crew
drill level:
Poor fail on 1-2.
Normal fail on 1.
Good No roll required.
If acted on, choose an action to perform
and do it. Deduct the EV cost which must
always be at least 1 EV unless the card
is placed voluntarily into the discard pile
after being played instead of the used pile.
Put the card in the used pile for this game
turn (but if the spaceships player has no
EV left for it for this turn, or doesnt want

to use any more EV in doing actions, put DIVISIONS & SQUADRONS


it in the discard pile).
7. Turn over the next card and repeat 4-6
If you prefer, instead of having a card for each
above until no cards remain in the deck.
spaceship in your fleet you can form the space8. Shuffle the used pile and start a new
ships into units called either divisions, squadphase, repeating the sequence of play rons or flotillas. The name used is immaterial to
again until all cards have been discarded. the rules, but the card should have listed upon it
Once that has happened, shuffle the dis- the name of the formation and the constituent
card pile back into the deck and start the spaceships.
next game turn.
9. This continues until one side concedes When it is played, all ships of the formation act
rather than just individual ships, granting a more
the game.
unified series of actions.
CARD DECKS
If you really want to do so your entire fleet can
To clarify, in the game there are three card decks: have just one card as a single formation!
1. The active deck. This is the face down

set of cards used in the game.

For each formation a spaceship must be designated as the flagship.

2. The used pile. These are cards played

for this phase but still in play this game However, where a spaceships comms link to
turn. When the phase ends, this card the flagship isnt working then individual cards
deck is reshuffled, turned face down, and for such ships must be used instead. If the
becomes the active deck for the next flagship itself suffers a comms link failure then
phase of the game turn. When there are the formation card has to be removed and be
no cards in the used pile, the game turn replaced with a card for each spaceship instead.
ends, and the discard pile is used in- Where during a game turn a comms link failure
occurs, the formation card is kept and vessels
stead:
3. The discard pile. These are cards dis- not in comms link with the flagship cannot do
carded this game turn. They are out of anything if the card is played. For example if the
play until the end of each game turn when flagship suffers comms links failure and its forthey are reshuffled, turned face down, mation card is played that would mean only the
and become the active deck for the next flagship itself can do an action. However once
the deck needs reshuffling the spaceships not in
game turn.
comms link have their individual spaceship
cards added to the deck, and cannot do anything when the formation card turns up/is played
but shall when their own spaceship card turns
up. This does mean the spaceships with broke
comms may be able to do actions this same
game turn, but only once the card deck is reshuffled.

#5
Ezekiel Hartman (order #8401367)

POWER PLANTS

RUNNING OUT OF EV

Each spaceship has a power plant, which has a


rating. The power plant rating (called PPR) is the
amount of energy (called EV points) which can
be produced by the spaceship each game turn.

If the current EV score for the starship involuntarily goes into a minus figure for this game turn
then it breaks up in flight and is destroyed.

Damage is taken off the power plant rating,


permanently reducing the amount of energy
which can be produced each game turn.
If the power plant rating hits 0 or less, the starship is destroyed (explodes, or breaks up), and
removed from play.

This is not the same as running out of EV, so


having none left this turn isnt a problem, but
then taking a loss of EV due to (for example) a
critical hit causing the engines to go into overdrive and making the EV go into the minus does
mean the starship will be wrecked.

CREW DRILL
While technology such as battle computers automate many processes the human element may
still prove to be the weakest link, especially if the
crew either do not know how to operate the
spaceship computers properly from the bridge,
or they are exhausted.
To represent this, each time a spaceship card is
turned over, next roll a die. If the following score
occurs, then the card is not acted upon this
phase but added to the discard pile of the game
turns deck without anything having happened:
If the crew is exhausted fail on 1-3.
Otherwise check against the crew drill level:
Poor fail on 1-2.
Normal fail on 1.
Good No roll required.

#6
Ezekiel Hartman (order #8401367)

ach phase, that is each time a spaceships


playing card is turned over (or that of the
division to which it belongs), one action can be
performed from this list:
Battle stations!

Until this action is ordered the spaceship


may not use many of the other actions. Actions noted as cannot be used until the
spaceship is at Battle Stations! may not
be used until this happens.

Apply thrust -

Ship can move forward, downward or upward 1 million spacials.


EV1.
The movement must be in a straight line on
the tabletop (to change direction Manoeuvre
is used). However, when within 1 million
spacials of a planet (including moons but not
asterioids) the movement may follow the
curve of the planet for as long as necessary
in order to change direction (so, move the
model spaceship around the planet up to its
maximum movement rate of 2 million spacials, and at any point it can be moved in a
straight line): this is called performing a slingshot manoeuvre.

At the start of the game each spaceship on


the tabletop should have a cruising counter
of some sort next to it. Once battle stations
is actioned, then the counter is removed from
play. Before this can happen a successful
scan identifying an enemy must have been
made by your side (not necessarily by this
spaceship). A spaceship can attempt a scan
with this in mind at the start of a phase and
then if successful go to Battle stations! A
heat signature reading is sufficient. If the
scan fails another action not requiring Battle
stations! can be carried out immediately
using the drawn card.

Time Distort Ten -

Point defence ready

Point defence batteries against incoming


missiles and hostile ships attempting to grapple must be kept charged in case they are
needed. Each time point defence is used the
energy powering them is discharged. Recharging them requires this action to be done
again. Once charged place a counter
marked point defence ready adjacent to the
spaceship; you can play it whenever a missile is about to hit and an enemy tries to
grapple, and then the counter is removed.
Point defence batteries no not usually start
the game charged, so a spaceship taken by
surprise may not have time to charge them
up!
EV1. Cannot be used until the spaceship
is at Battle stations!

#7
Ezekiel Hartman (order #8401367)

Ship can move forward, downward or upward 2 million spacials.


EV2. Cannot be used by Planetary craft.
The movement must be in a straight line on
the tabletop (to change direction Manoeuvre
is used). However, when within 1 million
spacials of a planet (including moons but not
asterioids) the movement may follow the
curve of the planet for as long as necessary
in order to change direction (so, move the
model spaceship around the planet up to its
maximum movement rate of 2 million spacials, and at any point it can be moved in a
straight line): this is called performing a slingshot manoeuvre.

Engage Photonic Drive

Hyper Jump

Ship can move forward, downward or upward 3 million spacials.


EV3. Cannot be used by Orbital vessels
or Planetary craft.
The movement must be in a straight line on
the tabletop (to change direction Manoeuvre
is used). However, when within 1 million
spacials of a planet (including moons but not
asterioids) the movement may follow the
curve of the planet for as long as necessary
in order to change direction (so, move the
model spaceship around the planet up to its
maximum movement rate of 2 million spacials, and at any point it can be moved in a
straight line): this is called performing a slingshot manoeuvre.

Ship is removed off the tabletop and is removed from play, having escaped! On attempting this on a roll of 1-2 it fails, and the
energy cost is used but nothing happens! If
the spaceship escapes, place an ion storm
marker were it had been.
EV5. Cannot be used by System ships,
Orbital vessels or Planetary craft.
Cannot be used until the spaceship is at
Battle stations!
Star Jump

Ship is removed off the tabletop and are


removed from play, having escaped! On
attempting this on a roll of 1 it fails, and the
energy cost is used but nothing happens! If
the spaceship escapes, place an ion storm
marker were it had been.
EV10. Can ONLY be used by Universe or
Galaxy class spaceships.
Cannot be used until the spaceship is at
Battle stations!

Standard By Twelve -

Ship can move forward, downward or upward 4 million spacials.


EV4. Cannot be used by System ships,
Orbital vessels or Planetary craft.
The movement must be in a straight line on
the tabletop (to change direction Manoeuvre
is used). However, when within 1 million
spacials of a planet (including moons but not
asterioids) the movement may follow the
curve of the planet for as long as necessary
in order to change direction (so, move the
model spaceship around the planet up to its
maximum movement rate of 2 million spacials, and at any point it can be moved in a
straight line): this is called performing a slingshot manoeuvre.

Manoeuvre

To change direction faced (turn the model


ship, swivelling it on the spot).
EV1.
Energise weapons

#8
Ezekiel Hartman (order #8401367)

Place an energise weapons counter against


the spaceship; next time you get to fire energy weapons then +1 modifier is applied to
the damage done as maximum energy
charge used. This isnt necessary to have
before shooting energy weapons, but just
gives a damage boost.
EV1. Cannot be used until the spaceship
is at Battle stations!

Shoot energy weapons

Fire missile banks

Energy bolts/lasers can be fired at an enemy


target. Check the shooting results to see what
happens. Each energy weapon battery can
fire once per game turn.
EV2. Cannot be used until the spaceship is
at Battle stations!

Missile batteries fire their missiles at a chosen


target. Check missile tracking to see what
happens. Each missile battery can fire once
per game turn.
EV1. Cannot be used until the spaceship is
at Battle stations!

Energy weapons/lasers may not shoot at targets from a spaceship which has its line of
sight blocked to a target.

Missiles can shoot at a target out of line of


sight which a scanner on an allied spaceship
with working comms has located.

Follow this procedure:

Follow this procedure:

1. Locate via scanners.


2. Target can be a spaceship, planet, space station,
or a launched missile.
3. Scanners used are usually physical scanners for
warships, and heat signature scanners for civilian
spaceships. Warships can use heat signatures
where physical scanners arent working, or either
can use visual scanners.
4. Checks on direct line of sight (necessary for energy weapons).
5. Check if target found by blast (see Energy Weapons Shooting section).
6. Check defensive measures (in the order shown):
7. Deploy chaff played (remove counter, discard it
for the rest of this game: only usable if at Battle
Stations! saving throw 2-6).
8. If target is at Battle Stations! it can decide to
Take Evasive Action once (special action using up
1 EV: saving throw 5-6).
9. If target is at Battle Stations! it can decide to Roll!
Roll! once (special action using up 2 EV: saving
throw 4-6).
10. Engage Shields played (maximum 3. Remove
counter: only usable if at Battle Stations! saving
throw 2-6).
11. If target is at Battle Stations! it can decide to
Brace for impact! once (special action using up 1
EV: saving throw 6).
12. Naval armoured spaceships (not civilian types)
have a saving throw of 6.
13. Check damage.
14. If target is Battened down! reduces the temporary
energy loss suffered (only usable if at Battle Stations!).

1. Locate via scanners (can be via a friendly spaceship in comms contact).


2. Target can be a spaceship, planet, space station,
or a launched missile.
3. Scanners used are usually physical scanners for
warships, and heat signature scanners for civilian
spaceships. Warships can use heat signatures
where physical scanners arent working, or either
can use visual scanners.
4. Move missile counter 5 spacials at a time directly
toward the target.
5. If not hitting target this turn, repeat in following
turns until missile destroyed or target reached.
Move each time at the beginning of the game turn
before any cards are played. Before moving a
missile counter (except for the turn it is fired in),
roll for each; 1 = missile runs out of propulsion or
prematurely explodes, remove from play.
6. Check defensive measures (in the order shown):
7. Deploy chaff played (remove counter, discard it
for the rest of this game: only usable if at Battle
Stations! saving throw 2-6).
8. If target is at Battle Stations! it can decide to
Take Evasive Action once (special action using up
1 EV: saving throw 5-6).
9. If target is at Battle Stations! it can decide to Roll!
Roll! once (special action using up 2 EV: saving
throw 4-6).
10. Point defence ready played (remove counter:
only usable if at Battle Stations! saving throw
3-6).
11. If target is at Battle Stations! it can decide to
Brace for impact! once (special action using up 1
EV: saving throw 6).
12. Naval armoured spaceships (not civilian types)
have a saving throw of 6.
13. Check damage.
14. If target is Battened down! reduces the risk of
suffering a critical hit (only usable if at Battle
Stations!).

#9
Ezekiel Hartman (order #8401367)

Attempt Cyber-attack

The spaceships battle computer attempts to


take over the computer of a hostile spaceship. Only possible for warships (not for civilian craft).
EV0. Cannot be used until the spaceship
is at Battle stations!

The attack description refers to the tech level


of the spaceship carrying out the cyber-attack, the defence description the tech level
of the spaceship under attack.
5. Electronic counter-measures The defend-

ing computer will attempt to prevent the takeover. Roll a die; 4-6 means it succeeds in
this and the attack fails, except the score
needed is improved to 3-6 if the defending
computer possesses a superior firewall (that
is, the defending computer has a higher tech
level). However in all cases if the defending
computer is poorly maintained a roll of 5-6
is necessary.

Follow this procedure:


1. Check range The intended target must be

within 5 million spacials.


2. Locate target Physical scanners must lo-

cate the target before a cyber attack can be


attempted. Other types of scanner cannot be
used for this purpose, which as only warships have physical scanners means only
they can perform cyber attacks.

6. Result If the counter-measures fail to stop

the attack, the spaceship now comes under


enemy control. This means that the next time
it is issued orders, the enemy player gets to
decided what the spaceship will do! After
each action like this, roll a die:

3. Activate Cyber attack First of all check to

see that your own spaceships battle computer is ready to carry out such an attack when
called upon to do so. Fail-safes mean such
an attempt will be cancelled unless the system is entirely prepared: on a roll 1 (1-2 if
poorly maintained) the system is not ready
and the attack is cancelled. However this still
counts as an action, so the spaceships deck
card is counted as having been used.

If the crew is exhausted 5-6 problem fixed.


Otherwise check against the crew drill level:
Poor 4-6 problem fixed.
Normal 3-6 problem fixed.
Good 2-6 problem fixed.
If the problem is fixed, control of the spaceship returns to the owner player, assuming
the enemy player hasnt already driven the
spaceship into a sun or planet!

4. Pinpoint data files The computer attempts

to lock-on to the enemy computers data


banks and processing units. Roll a die and
compare to his table to see if the required
score is rolled:
Primitive tech
attack

Low tech
attack

Normal tech
attack

High tech
attack

Superior tech
attack

Primitive

4 -6

5-6

FAILS

FAILS

Low tech

3-6

4-6

5-6

FAILS

Normal

2 -6

3 -6

4-6

5-6

High tech

SUCCEEDS

2 -6

3-6

4-6

5-6

Superior

SUCCEEDS

SUCCEEDS

2-6

3-6

4-6

Defence type

#10
Ezekiel Hartman (order #8401367)

Engage Shields.

To dissipate incoming energy weapon fire.


You can have up to three engage shields
counters for each spaceship, so that at full
strength a spaceship can end up with three
such counters adjacent to it. Each time one
has is paid for you put it adjacent to the
spaceship in question, and can play it
against any energy weapon fire directed at
the spaceship to try and stop it. Each time a
counter is played remove it from play.
Up to three engage shields counters.
EV1. Cannot be used by Planetary craft.
Cannot be used until the spaceship is at
Battle stations!

* The net gain is 2 EV; so you need 1 EV


available to supercharge the reactor, losing
1 EV, but then gain +3 EV and so end up with
a net gain of +2 EV.
Battened down!

No more shooting is possible by the spaceship for the rest of the turn, but this reduces
damage caused by the next enemy hit taken
by -1. A batten down counter is placed
against the spaceship until the player controlling it decides to remove it, which is an action.
Cannot be used until the spaceship is at
Battle stations!
Auto-repair

Supercharge reactor

This increases the EV available immediately


this turn by 2 EV*. However it is not without
risk. Roll a die, on a 1 this fails and the
reactor malfunctions. All the spaceships remaining EV is lost for this turn; roll again, if
another 1 is rolled the reactor has been
damaged and the spaceship cant do anything until it is repaired. Each time the spaceships card is played from the card deck, roll
a die; 4-6 means it has been repaired and
normal EV restored from next game turn
(NOT this game turn!). However before that
upon initially having rolled two 1s, roll again;
a third 1 means there has been a major
malfunction; a backwash of energy has
caused the reactor to explode! In that case
your spaceship has been blown up and is
completely destroyed!
EV1*. Cannot be used until the spaceship
is at Battle stations!

#11
Ezekiel Hartman (order #8401367)

Spacecraft have the ability to repair themselves, but with smaller or drained spaceships this can prove difficult. If repairs are
attempted, roll a die. This is the cost to repair
1 PPR this phase (that is, between 1-6 EV)
its a random amount because different repairs have different requirements. If the
spaceship has enough EV left to carry out
the repair, the EV is reduced by the die roll
amount and 1 PPR is restored. If however
the die roll is greater than the available EV,
the amount of remaining EV is reduced to 0
but no PPR is repaired (the attempt failed,
and in attempting the repair the power plant
was drained of energy for this game turn!).
EV1.

RESISTANCE IS FUTILE SCI-FI RULES

RIF II
SCIENCE-FICTION
WARGAME RULES
for 28mm
or 15mm
figures

2nd Edition
Available from www.agema.org.uk

#12
Ezekiel Hartman (order #8401367)

Agema
#1

n attempt to grapple and board a hostile


spaceship is an unusual action because it
can result from just moving your spaceship into
contact with the target. It costs no EV (other than
to move) and having moved the commanding
player can just announce he is attempt to grapple and board.
Follow this procedure:
1.

Move adjacent.

Defending spaceship takes any defensive tactical measures:


a. If target is at Battle Stations! it can decide to Take Evasive Action once (special
action using up 1 EV: saving throw 5-6
useless if the enemy spaceship has a
tractor beam).
b. If target is at Battle Stations! it can decide to Roll! Roll! once (special action
using up 2 EV: saving throw 4-6 useless if the enemy spaceship has a tractor
beam).

2.

Grapple dock to the hostile ship if the


above countermeasures fail.

3.

4.

5.

Check defensive measures.


a. Point defence ready counter played (remove counter: only usable if at Battle
Stations!).
b. De-grapple attempt.
Boarding attempt.
a. Repel boarders attempt.
b. Check for self-destruct sequence if de-

sired (special action).


When a spaceship successfully grapples an
enemy spaceship it can immediately attempt to
board it via connecting tube walkways.

Each spaceship rolls the following number of


dice. Add up the totals and if the attacker has a
higher number he has captured the enemy
spaceship:
Planetary craft 1 die.
Orbital vessel 2 dice.
System ship - 3 dice.
Starship 4 dice.
Universe class 5 dice.
Galaxy class 6 dice.
ADD
x1 die for every 100 troops carried on your
spaceship.
x1 die if the attacking ship has a teleport facility.
x1 die if you are defending.
It therefore possible for an intrepid crew of a
mere planetary craft to capture a starship, but
extremely unlikely!
If the score comes up as a draw the defending
spaceship is about to be taken when a selfdestruct sequence is activated blowing the defending spaceship apart! The spaceship grappled to it will sustain damage as if the following
number of missile-attacks had hit home:
Exploding ship is a Planetary craft x1.
Orbital vessel x2.
System ship - x3.
Starship x4.
Universe class x5.
Galaxy class x6.
If a boarding attempt is thwarted the attacking
ship automatically degrapples.

#13
Ezekiel Hartman (order #8401367)

hese are not actions done because your


spaceships card or its formation card is
played, but these are reactions to an enemy
action which can be done immediately. Each of
these can be done once each against each bout
of incoming fire, or in other words you can attempt all four if you have chaff available and
sufficient EV to use the other three, but each
action can still only be used once against each
incoming attack. However, they must be used in
the order shown if more than one is going to be
attempted (you cant take evasive action and
then deploy chaff, for instance).

darting all over the place locally to avoid


being hit.
Cannot be used until the spaceship is at
Battle stations!
Roll! Roll!

This uses up EV2 immediately but allows a


saving roll of 4-6 against every incoming
missile or energy weapon attack for the rest
of the turn. The spaceship is not moved but
is assumed by tactically darting all over the
place locally to avoid being hit.
Cannot be used until the spaceship is at
Battle stations!

Deploy chaff

In return for reducing EV of a spaceship by 1,


so for example a System ship would have 6
EV instead of 7 EV, chaff ejector cylinders
can be carried as part of a spaceships design. One chaff ejector cylinder deployment
is available for every EV lost. When missiles
or energy weapon fire reaches a target carrying chaff ejectors one can be deployed to try
and destroy the missiles by prematurely exploding them before they reach their destination, or in the case of energy weapons by
deflecting the beam. This is done by immediately announcing you are deploying chaff
card, at which point a chaff counter adjacent
to the spaceship is removed from play. One
counter is available per game for each deployment carried (so, for example, a System
ship design having lost 2 EV to carry chaff
would have two counters available to deploy,
and have 5 EV instead of 7 EV).
Cannot be used until the spaceship is at
Battle stations!

Brace for impact!

This uses up EV1 immediately but allows a


saving roll of 6 against every incoming missile or energy weapon attack for the rest of
the turn.
Cannot be used until the spaceship is at
Battle stations!

Take Evasive Action

This uses up EV1 immediately but allows a


saving roll of 5-6 against an incoming missile or energy weapon attack. The spaceship
is not moved but is assumed by tactically

#14
Ezekiel Hartman (order #8401367)

ach time a spaceship is destroyed, or missiles hit a target and cause damage, a radiation cloud or space debris marker is placed on
the spot. In addition radiation and space debris
markers can already be present, in the case of
radiation it may naturally occurring; space debris
could be present from previous battles or could
just be jettisoned waste or abandoned hulks.

If you shoot with energy weapons through such


a marker then roll a die for each marker the laser
beam passes through; on a 1 it deflects or
messes up the beam in some manner, the attack fails before it reaches the intended target.
They do not change movement rates or effect
missiles.

Radiation clouds and space debris markers can


be modelled differently but have the same effect
in the game.

#15
Ezekiel Hartman (order #8401367)

efore shooting at a target in any form a


spaceship scanners and sensors must
have located the target. It is possible that a form
of scanner available to a spaceship becomes
inoperative, in which case it cant be used until
or unless it is fixed first!
A spaceship can also attempt a scan with this in
mind at the start of a phase and then if successful go to Battle stations!

to fool. These are available to navy


spaceships but not to civilian spaceships.
3. Visual scan. Line of sight, using telescopes aboard ship or via a friendly ship
in comms contact with to identify to spot
and observe a spaceship. Line of sight
required, and distance is limited. Impossible to fool.
Heat signature scanning

So, scanner contact has to be successful to


either shoot in the same phase or to go to battle
stations in the same phase. If scanner contact
fails when attempting to go to Battle stations!
another action can be attempted without loss of
any EV for the attempt to go on Battle stations
(except that no attempt can be made to either
use scanners again or go to battle stations until
after the card is discarded and the pack reshuffled). However, if the scan fails during a shooting attempt, the card is discarded and the next
one drawn.
SCANNER TYPES
1. Heat signature. Establishes the size of a

target by the heat it gives off, the larger


the heat produced the greater the signature, so useful to indicate how powerful
a spaceship is rather than how big it is
(so shall indicate a spaceships PPR).
Needs direct line of sight for the signal to
reach target and bounce back, but can
be fooled by drones and anomalies.
Long range.
2. Physical signature scan. Scans space
for instances of a physical body in space,
and judging by its form to distinguish
what it is (or battle computers make an
educated guess). Long range, but requires line of sight so that scan signal
can bounce to the object and back. Hard

#16
Ezekiel Hartman (order #8401367)

This is deemed to be passive, meaning


that the scanning is carried out all the
time. Any spaceship on the tabletop,
unless in orbit or out of line of sight, is
spotted by the heat signature reading. A
drone is also spotted, but as a spaceship
not as a drone.
If a ghost reading results then this
means, in game terms, that a spaceship
does not go to Battle stations! because
the computers have not confirmed the
target as hostile, or when shooting the
target is assumed to be a false target
and misses. Check below to see if this is
the case:Primitive tech
1-4 = ghost reading shot at instead, discard card and no shooting but the EV cost is still deducted.
Low tech
1-3 = ghost reading shot at instead, discard card and no shooting but the EV cost is still deducted.
Normal tech
1-2 = ghost reading shot at instead, discard card and no shooting but the EV cost is still deducted.
High tech
1 = ghost reading shot at instead,
discard card and no shooting but
the EV cost is still deducted.

However before deciding that, check if


the physical scanner is working this time:

Superior tech
No ghost readings, engage target.
A ghost reading is a false sensor reading
making the ships battle computer believe
there is a spaceship where this is none.
Instead it is a false reading from an anomaly.

Primitive tech
1-3 = temporary malfunction, card
is discarded without shooting. No
EV used.
Low tech
1-2 = temporary malfunction, card
is discarded without shooting. No
EV used.
Normal tech
1 = temporary malfunction, card is
discarded without shooting. No EV
used.
High tech or Superior tech
Always works.

If a ghost reading doesnt interfere, any


drone targeted must then be revealed as
being such and is removed from play.
A successful heat signature scan is sufficient to attack a target or order going to
Battle stations!
Physical scanning
Before shooting a physical scan can be
attempted to clearly identify the target. If
done the heat signature passive scanning has to be turned off, so this must be
announced before rolling to see if a ghost
reading spoils the attempt attack using
passive heat signature scanners.
Typically spacecraft intended for war are
fitted out with physical scanners, but merchant vessels and other civilian craft usually only possess heat signature
scanners (although any ship can do a
visual scan).

Visual scan
Gunnery can employ a visual scan at a
target within 5 million special and on
which you have line of sight. This is automatically successful, any drone is identified and removed and if one was targeted
another target within visual scan range
can be chosen instead.
Indirect scanning

Any spaceship on the tabletop, unless in


orbit or out of line of sight, is spotted by
the physical scanner. A drone is also
spotted, and is immediately identified as
being a drone and removed from play.
However only one spaceship can be identified by a scanner each time, so if the
intended target was a drone, while it is
removed from the game the card played
to shoot is discarded as a false target
was being tracked.

#17
Ezekiel Hartman (order #8401367)

If your spaceship wants to fire missiles


but cannot see the intended target but a
friendly spaceship is in line of sight of our
spaceship and can see a target your
spaceship cannot, you can test before
firing missile banks using that friendly
spaceships scanners instead of your
own against a target it can see. If successful, missiles can then be launched
against the target (even though the
spaceship launching them cannot see the
target itself).
This cannot be done for energy weapon
shooting.

ange the further away a target is, the


harder it is likely to be for energy weapons
to hit it, although the size and type of the target
is also relevant.
Dispersal pattern energy weapons can be
fired in three ways:
1. Concentrate fire.
2. Standard fire.
3. Shoot wide.
The player should announce which is being used
upon shooting, but if nothing is said is assumed
to be shooting using standard fire.
Standard Fire Dispersal chance to hit:
- if hits, two energy weapon hits go in
against the target.
Target is a launched missile
Range:
5 million spatials, 4-6 to hit.
10 million spatials, 5-6 to hit.
15 million spatials, 6 to hit.
Target is a Planetary craft
Range:
5 million spatials, 3-6 to hit.
10 million spatials, 4-6 to hit.
15 million spatials, 5-6 to hit.
20 million spatials, 6 to hit.
Target is an Orbital vessel
Range:
5 million spatials, 2-6 to hit.
10 million spatials, 3-6 to hit.
15 million spatials, 4-6 to hit.
20 million spatials, 5-6 to hit.
25 million spatials, 6 to hit.

Target is a Universe or Starship class


Range:
10 million spatials, 2-6 to hit.
15 million spatials, 3-6 to hit.
20 million spatials, 4-6 to hit.
25 million spatials, 5-6 to hit.
30 million spatials, 6 to hit.
Target is a Galaxy class
Range:
15 million spatials, 2-6 to hit.
20 million spatials, 3-6 to hit.
25 million spatials, 4-6 to hit.
30 million spatials, 5-6 to hit.
35 million spatials, 6 to hit.
Target is a Space station
Range:
20 million spatials, 2-6 to hit.
30 million spatials, 3-6 to hit.
35 million spatials, 4-6 to hit.
40 million spatials, 5-6 to hit.
45 million spatials, 6 to hit.
Target is a Planet
Range:
30 million spatials, 2-6 to hit.
35 million spatials, 3-6 to hit.
40 million spatials, 4-6 to hit.
45 million spatials, 5-6 to hit.
50 million spatials, 6 to hit.
Target is a Gas giant
Range:
35 million spatials, 2-6 to hit.
40 million spatials, 3-6 to hit.
45 million spatials, 4-6 to hit.
50 million spatials, 5-6 to hit.
55 million spatials, 6 to hit.

Target is a System ship


Range:
5 million spatials, 2-6 to hit.
10 million spatials, 3-6 to hit.
15 million spatials, 4-6 to hit.
20 million spatials, 5-6 to hit.
25 million spatials, 6 to hit.

#18
Ezekiel Hartman (order #8401367)

Shooting use Wide Dispersal chance to hit:


- if hits, one energy weapon hit goes in
against the target.
Target is a launched missile
Range:
5 spatials, 3-6 to hit.
10 spatials, 4-6 to hit.
15 spatials, 5-6 to hit.
20 spatials, 6 to hit.
Target is a Planetary craft
Range:
5 million spatials, 2-6 to hit.
10 million spatials, 3-6 to hit.
15 million spatials, 4-6 to hit.
20 million spatials, 5-6 to hit.
25 million spatials, 6 to hit.
Target is an Orbital vessel
Range:
10 million spatials, 2-6 to hit.
15 million spatials, 3-6 to hit.
20 million spatials, 4-6 to hit.
25 million spatials, 5-6 to hit.
30 million spatials, 6 to hit.
Target is a System ship
Range:
10 million spatials, 2-6 to hit.
15 million spatials, 3-6 to hit.
20 million spatials, 4-6 to hit.
25 million spatials, 5-6 to hit.
30 million spatials, 6 to hit.
Target is a Universe or Starship class
Range:
15 million spatials, 2-6 to hit.
20 million spatials, 3-6 to hit.
25 million spatials, 4-6 to hit.
30 million spatials, 5-6 to hit.
35 million spatials, 6 to hit.
Target is a Galaxy class
Range:
20 million spatials, 2-6 to hit.
25 million spatials, 3-6 to hit.
30 million spatials, 4-6 to hit.
35 million spatials, 5-6 to hit.
40 million spatials, 6 to hit.

Target is a Space station


Range:
30 million spatials, 2-6 to hit.
35 million spatials, 3-6 to hit.
40 million spatials, 4-6 to hit.
45 million spatials, 5-6 to hit.
50 million spatials, 6 to hit.
Target is a Planet
Range:
35 million spatials, 2-6 to hit.
40 million spatials, 3-6 to hit.
45 million spatials, 4-6 to hit.
50 million spatials, 5-6 to hit.
55 million spatials, 6 to hit.
Target is a Gas giant
Range:
40 million spatials, 2-6 to hit.
45 million spatials, 3-6 to hit.
50 million spatials, 4-6 to hit.
55 million spatials, 5-6 to hit.
60 million spatials, 6 to hit.
Concentrated Fire Dispersal chance to hit:
- if hits, three energy weapon hits go in
against the target.
Target is a launched missile
Range:
5 million spatials, 5-6 to hit.
10 million spatials, 6 to hit.
Target is a Planetary craft
Range:
5 million spatials, 4-6 to hit.
10 million spatials, 5-6 to hit.
15 million spatials, 6 to hit.
Target is an Orbital vessel
Range:
5 million spatials, 3-6 to hit.
10 million spatials, 4-6 to hit.
15 million spatials, 5-6 to hit.
20 million spatials, 6 to hit.
Target is a System ship
Range:
5 million spatials, 3-6 to hit.
10 million spatials, 4-6 to hit.
15 million spatials, 5-6 to hit.
20 million spatials, 6 to hit.

#19
Ezekiel Hartman (order #8401367)

Target is a Universe or Starship class


Range:
5 million spatials, 2-6 to hit.
10 million spatials, 3-6 to hit.
15 million spatials, 4-6 to hit.
20 million spatials, 5-6 to hit.
25 million spatials, 6 to hit.

Target is a Planet
Range:
25 million spatials, 2-6 to hit.
30 million spatials, 3-6 to hit.
35 million spatials, 4-6 to hit.
40 million spatials, 5-6 to hit.
45 million spatials, 6 to hit.

Target is a Galaxy class


Range:
10 million spatials, 2-6 to hit.
15 million spatials, 3-6 to hit.
20 million spatials, 4-6 to hit.
25 million spatials, 5-6 to hit.
30 million spatials, 6 to hit.

Target is a Gas giant


Range:
30 million spatials, 2-6 to hit.
35 million spatials, 3-6 to hit.
40 million spatials, 4-6 to hit.
45 million spatials, 5-6 to hit.
50 million spatials, 6 to hit.

Target is a Space station


Range:
15 million spatials, 2-6 to hit.
20 million spatials, 3-6 to hit.
30 million spatials, 4-6 to hit.
35 million spatials, 5-6 to hit.
40 million spatials, 6 to hit.

#20
Ezekiel Hartman (order #8401367)

f an energy weapon attack or missile strike


gets through all the defences, then you need
to work out what damage has been suffered for
each hit going in against the target. If the PPR
goes to a minus score, for example a spaceship with 3 PPR left losing 3 PPR or more in
damage, then the spaceship is destroyed.

CRITICAL HITS
Roll another die:

DAMAGE AGAINST PLANETS

2 = Weapons down! A weapon battery is


knocked out if the spaceship has more than
one, the owning player can choose which one
is no longer functioning.

Hitting a planet is easier then hitting a target on


a planet, so where a hit against a planet is
achieved, the target base or city has a saving
roll: on a roll of 3-6 the strike lands somewhere
harmless rather than destroying the target. However on a roll of 1-2 the target is deemed to have
been destroyed (such targets could be a missile
silo, a laser defence battery, or in a wargames
campaign prior to landing serious damage to
either a targeted city, planetary headquarters,
spaceport, or planetary ground forces).

1 = Reactor breach! PPR is reduced by 1-6


PPR immediately; if the result is a zero or minus PPR score, the spaceship blows up immediately!

3 = Engines hit! The engines go into overdrive;


the spaceship is not responding to commands
but must move straight forward at a speed of 1
million spacials (automatically using 1 EV) immediately. Then roll a die;

Per energy weapon attack hitting home:


-2 PPR off the spaceships power plant rating,
except if target is Battened down! (then -1 PPR
instead).
Roll a die to see if a critical hit has been
achieved: 6 means yes!

If the crew is exhausted 6 problem


fixed.
Otherwise check against the crew drill
level:
Poor 5-6 problem fixed.
Normal 4-6 problem fixed.
Good 3-6 problem fixed.
If the problem is not fixed, move the
spaceship forward immediately at a
speed of 2 million more spacials (automatically using 2 EV). Then roll to see if
the problem is fixed as above again, and
if not move at 3 million spacials immediately (at a cost of 3 EV): then again see
if it can be fixed.

Per missile hitting home:


-1 PPR off the spaceships remaining power
plant rating.
Roll a die to see if a critical hit has been
achieved: 4-6 means yes, except if target is
Battened down! the roll need is 5-6 instead.

This pattern is continued, increasing the


speed (and EV cost) by a factor of one
until either the spaceship slams into a
planet and destroys itself, or it runs out
of EV and breaks up in flight, or the problem is fixed.

#21
Ezekiel Hartman (order #8401367)

4 = Bridge hit! Command and control is lost, so


while the bridge is inoperable the spaceship
cannot do anything until a secondary bridge is
rigged up and working. To represent this, no
further actions can be done this turn; next turn,
when the spaceships card is turned over, roll a
die to see if damage control has fixed the problem:
If the crew is exhausted 5-6 problem
fixed.
Otherwise check against the crew drill
level:
Poor 4-6 problem fixed.
Normal 3-6 problem fixed.
Good 2-6 problem fixed.
This counts as carrying out one action,
so the spaceship card has been used
(until the card deck is reshuffled).
If the bridge is not repaired, a new attempt can be made into time the spaceship card is turned over during play.
Nothing can be done by the spaceship
until the bridge is operational the
spaceship is a sitting duck, crippled and
so vulnerable!
5 = Hull breach! The integrity of the spaceship
has been permanently damaged; -1 PPR extra
is lost immediately.
6 = Comms link failure! Prevents the spaceship
being part of a formation, and if it is the flagship
of a formation causes the formation to cease
functioning as one.

#22
Ezekiel Hartman (order #8401367)

ION OR GEOMAGNETIC STORMS


These are deemed to be an area of intense
electric current in space to such a degree that
power may be disrupted aboard spaceships and
damage caused.
They can be naturally occurring, but also a marker should be put into play behind a spaceship
each time it carries out a Hyper Jump or Star
Jump (representing an ionic backwash being
created).
Any spaceship or missile in or passing through
an ion storm rolls a die, on a 1 all remaining EV
is lost for this turn and the spaceship stops
inside the storm. Next turn it can operate as
normal unless a 1 is rolled again in which it
remains where it is with no EV again.
A spaceship starting the game in Close Orbit is
not put on the tabletop until it either shoots or
moves!

PLANETS
Planets should be represented by model planets.
They block line of sight between spaceships,
which while a simplification given the 3D nature
of space is the easiest solution without creating
headaches and besides makes them tactically
interesting.
Gas giants, also called jovian planets or giant
planets, are treated in the same manner and any
planet which is larger than the norm for your
games should be designated as such.
CLOSE ORBIT
A spaceship moved adjacent to a planet is considered to be in Close Orbit and stops movement immediately for this turn. Further
movement this turn is not possible. However a
spaceship heading into Close Orbit while suffering from Overdrive and crash into the planet and
is destroyed!

TELEPORTATION
A spaceship fitted with a teleport facility can
send people in small numbers from within 3
million spacials of a planet or other spaceship or
base to such a place, or can teleport back individuals wearing teleport devices.
If a boarding action is attempted without grappling first it need just be announced, but the
most the boarding party can have is one die roll
(otherwise follow the procedure given under
Boarding attempts).
ASTEROIDS
An asteroid belt blocks line of sight. A spaceship
moving through it loses 1 PPR for each special
it is in or passing through asteroids. If it does not
have sufficient PPR left to absorb this loss left
available then the spaceship is destroyed.

#23
Ezekiel Hartman (order #8401367)

However, to avoid such a fate a Point defence


ready can be played to cancel 1 PPR loss, or
Engage Shields cards in your spaceships hand
can be played with 1 PPR loss cancelled for
each one used.
DETECTION BUOYS & EARLY WARNING
STATIONS
In space a buoy, or a line of them, can be used.
These are like unmanned satellites and can be
deployed on their own, say off a planet or moon
for example, or in a line to form a kind of frontier
barrier.
Each has no PPR value and if a hostile spaceship passes over a buoy model then the buoy is
removed from play immediately with no damage
to the spaceship.

Drones are remote-control devices giving off


signatures to fool others that they are a spaceship.
A successful heat signature scan will not reveal
that a drone is a drone, but a physical signature
or visual scan will and once such a scan recognises it for what it is the drone should be removed from play.
EQUIPMENT DEGRADATION
Scanners need regular maintenance, so if your
spaceship is a high tech sort but the scanners
havent been serviced by fifty years itll make
sense to treat them like a normal tech system
(downgrading its ability a level, or two).
BRIDGE DETACH

At the beginning of a game turn the player own- For the loss of 1 PPR off the ship design, a
ing the buoy can carry out a heat signature scan spaceship can as part of its design have a
against an enemy target. Assuming the buoy detachable bridge.
manages this, it can transmit scan information
about it through this game turn to friendly space- When a spaceship with a detachable bridge is
ships to let them go to Battle stations! in their taken by an enemy boarding party action, or
phase without having to carry out a successful when it receives sufficient damage to destroy
the spaceship, the owning player can order
scan of their own in order to do so.
Bridge - Detach! This saves the captain and the
MINEFIELDS & DEFENCE SATELLITES
bridge crew by, at the last minute, detaching the
bridge. The bridge then becomes a lifeboat a
Minefields are considered to be small space spacecraft in its own right and has an PPR of 1,
stations with just enough PPR to shoot at an and no weapons. The chances are it wont get
incoming enemy target (PPR1 if armed with very far before being picked off, unless your
missiles, PPR2 if armed with energy weapons), enemy is feeling generous! Usually this is only
and with no means of moving.
viable if a planet or friendly spaceship is close
by to which they can escape.
DRONES
The spaceship it detaches from its unaffected by
A drone vessel is part of a spaceships design. If the loss of the bridge other than it no longer has
used, the spaceship having one begins the the detachable bridge option available to it.
game represented by two spaceships identical
to each other. One is the real ship but the other MOTHER SHIPS & PLANET KILLERS
represents the drone. Obviously the controlling
player must know which the drone is and write Huge spaceships even bigger than Galaxy class
this information down somewhere as proof.
ships - while represented by a single spaceship
model count as being two or more Galaxy
They move as they wish, dictated by the cards class spaceships. This means that part of a
played, although once the real spaceship shoots planet killer vessel can be destroyed but another
the drone should be removed from play since it part remain operative. The vessel has to move
is then obvious that it is the false one (drones as one as it is a single spaceship, but can shoot
cant shoot!).

#24
Ezekiel Hartman (order #8401367)

and fight as being several vessels in all other


regards.
The main disadvantage is that should comms
links go down then the spaceship can only act
as one Galaxy spaceship since everything else
will be crippled.
Such huge vessels can only ever have one card
in the game deck.

RAMMING
Ramming, intentional or otherwise, will result in
the destruction of the spaceship carrying out the
ramming action. The other spaceship (or planet,
sun, etc.) is unharmed.
This rule is intended to prevent deliberate ramming actions our spaceship crews are assumed to not be suicidal maniacs!
It is assumed that where a spaceship involuntarily rams or collides with another what actually happens is that at extremely close range (in
space terms) the out of control spaceship is
subject to all kinds of point blank firing and
attacks while itself unable to react well due to
being in crisis. Or the out of control nature of the
spaceship places the hull under such enormous
stresses as to make it fall apart. As a result the
stricken spaceship is assumed to either explode
or break up in flight, while the other spaceship
manages to get out of the way (or in the case of
a planet or sun, absorb the impact!).

FIGHTER SQUADRONS
Fighter craft and interceptor types are treated as
individual spaceships. A fighter craft and launch
bay uses up 1 PPR carrying capacity on a spaceship, and itself has to be a Planetary craft design
(3 PPR).

#25
Ezekiel Hartman (order #8401367)

SHIP CLASSES
Fast Cruiser
Starship PPR9.
Normal tech.
Crew drill good.

Note that listed PPR reflects the design of each class


of each after the modifications shown have been
applied.

Attack Ship
Universe class PPR7.
Normal tech.
Crew drill good.
Chaff cylinder array.
Drone vessel.
Tractor beam.
Carrying capacity for 100 troops.
2 energy weapon batteries (instead of
1).

The Federation of Planets


Police Division
Mk 1 Patrol Ship
System ship - PPR5.
Normal tech.
Crew drill normal.
Chaff cylinder array.
Tractor beam.

Carrier

Prison Ship
System ship - PPR3.
Low tech.
Crew drill normal.
Carrying capacity for 500 (400
inmates and 100 troops).
No energy weapons.
Fast Pursuit Ship
Starship PPR8.
Normal tech.
Crew drill normal.
Tractor beam.

Galaxy class PPR6.


Normal tech.
Crew drill good.
Drone vessel.
Carrying capacity for 700 troops and
15 vehicles.
No energy weapons.
No missile banks.
The Exploration Division
Scout
Starship PPR8.
Normal tech.
Crew drill normal.
Drone vessel.

The Navy
Interceptor
Planetary craft PPR3.
Normal tech.
Crew drill good.

Investigator Vessel
Starship PPR6.
Normal tech.
Crew drill normal.
Drone vessel.
Tractor beam.
Carrying capacity for 100 men and 5
vehicles.
No energy weapons.

Local Defence Destroyer


Orbital vessel PPR3.
Normal tech.
Crew drill good.
Chaff cylinder array.
2 missile banks (instead of 1).
Patrol Boat
System ship - PPR6.
Normal tech.
Crew drill good.
Chaff cylinder array.

#26
Ezekiel Hartman (order #8401367)

The Outerworlds

Merchants

Orbital Defence Base


Orbital vessel PPR3.
Normal tech.
Crew drill poor.
Chaff cylinder array.
This is a static station and so cannot
move.
2 missile banks (instead of 1).

Tramp Cargo Carrier


System ship - PPR5.
Low tech.
Crew drill poor.
x5 cargo carrying capacity.
No energy weapons.
No missile banks.
No point defence.

World fighter

Bulk Freighter
Planetary craft PPR3.
Low tech.
Crew drill poor.

Starship PPR5.
Normal tech.
Crew drill poor.
x9 cargo carrying capacity.
No energy weapons.
No missile banks.
No point defence.
Reduced shields (1 instead of 3).

Archaic-designate cruiser
System ship - PPR7.
Low tech.
Crew drill poor.
Carrying capacity for 100 troops.
Reduced shields (2 instead of 3).

Star Liner
Starship PPR6.
Normal tech.
Crew drill poor.
x6 cargo carrying capacity.
No energy weapons.
No missile banks.
No point defence.

Hybrid cruiser
Starship PPR8.
Low tech.
Crew drill poor.
2 energy weapon batteries (instead of
1).
Supercruiser
Starship PPR6.
Normal tech.
Crew drill poor.
Carrying capacity for 100 troops.
2 energy weapon batteries (instead of
1).
2 missile banks (instead of 1).

Gas Giant Miner


Galaxy class PPR5.
Normal tech.
Crew drill poor.
x12 cargo carrying capacity.
No missile banks.
No point defence.

#27
Ezekiel Hartman (order #8401367)

Pirates

Robotica Foundation

Convention-class Raider
Starship PPR7.
Normal tech.
Crew drill normal.
Drone vessel.
2 energy weapon batteries (instead of
1).

Type A Killer
Planetary craft PPR2.
Superior tech.
Crew drill good.
2 missile banks (instead of 1).
Type B Killer
Orbital vessel PPR3.
Superior tech.
Crew drill good.
3 missile banks (instead of 1).

Xebeca-class Raider
Starship PPR7.
Normal tech.
Crew drill normal.
Drone vessel.
2 missile banks (instead of 1).

Type C Killer
System ship PPR3.
Superior tech.
Crew drill good.
Drone vessel.
4 missile banks (instead of 1).

Barbarian-class Cruiser
Starship PPR7.
Low tech.
Crew drill normal.
Drone vessel.
Carrying capacity for 100 troops.

Exterminator
Universe class PPR5.
Superior tech.
Crew drill good.
Drone vessel.
Tractor beam.
Carrying capacity for 100 troops.
5 missile banks (instead of 1).

Costa Galactica
Q-Mantis Attack Cruiser
System ship - PPR5.
High tech.
Crew drill good.
Carrying capacity for 100 troops.
2 missile banks (instead of 1).

The Snickaar (aliens)


Gnat Threat (Federation designation)
Planetary craft PPR3.
Primitive tech.
Crew drill poor.
Carrying capacity for 100 troops.
No point defence.

Modified Smuggler
Starship PPR6.
Normal tech.
Crew drill good.
Drone vessel.
x3 cargo carrying capacity.
No energy weapons.
Costa Galactica Assassini Mother Ship
Counts as two Galaxy class PPR9
each.
Hitch tech.
Crew drill good.
Both sides of the ship
each have these:Chaff cylinder array.
Carrying capacity for 100 troops.
x2 cargo carrying capacity.
2 missile banks (instead of 1).
2 energy weapon batteries (instead of
1).

Beetle Threat (Federation designation)


Orbital vessel PPR5.
Primitive tech.
Crew drill poor.
Carrying capacity for 100 troops.
No point defence.
Horned Threat (Federation designation)
Starship PPR7.
Primitive tech.
Crew drill poor.
Tractor beam.
Carrying capacity for 200 troops.
No point defence.
Leviathan Threat (Federation designation)
Galaxy class PPR11.
Primitive tech.
Crew drill poor.
Tractor beam.
Carrying capacity for 400 troops.
No point defence.

#28
Ezekiel Hartman (order #8401367)

GAMES CAN BENEFIT from either following a storyline which youve concocted, or by otherwise
using a scenario. Where inspiration is lacking, or
you want to give it a go, the following scenario
generator can be employed to provide interesting
and varied games.
To make things really interesting, you could have
each player have a fleet chosen to a set points
value, using these values as a guide:Planetary craft 2 points.
Orbital vessel 5 points.
System ship - 7 points.
Starship 10 points.
Universe class 14 points.
Galaxy class 18 points.
The idea is that not all the fleet is used in each
game, but that damage caused to spaceships is
retained from game to game. Each time you lose
a game, one spaceship from each losers fleet is
removed from the campaign (loser chooses
which!), until he concedes the campaign (a campaign being any number of games linked in this
manner). Observe that because each side has its
own mission it is possible that both may lose a
game, or both may win it each time!
For each individual game ach player rolls three
dice, and compares the result against the following list to discover their relevant missions. Except
when rolling a 3 you must use at least one
spaceship, or you will have to concede that you
have lost the campaign if you cant or wont!
3 = This region of space is a red area and so
considered off limits. High command refuses to
risk any spaceships. Result: roll again for a new
mission, this one isnt going to happen and in that
sense youve automatically lost! (You therefore
lose a spaceship from your fleet). Note that unless your opponent rolls a 3 or 18 he doesnt
have to roll again uses the roll made already for
the next game.

4 = Rescue people or materials from a crippled


civilian spaceship, a space station, or a populated planet, or someone important. Place it in the
centre of the tabletop, with the aim of having a
spaceship adjacent to it (or in the case of a planet,
in orbit) for at least three game turns in order to
take on board survivors or important data, merchandise or equipment. The spaceship doing so
must then escape (once a spaceship has been
announced as attempting this, no other spaceship can try to as well; you can use a really small
one for this if you want, but of course it will be
easier for the enemy to destroy it if you do!). If
this is not managed, you lose.
5 = The enemy spaceships are carrying vital
persons, or data, or cargo and must be destroyed! Attack! Attack! Attack! You win by destroying at least half of their spaceships. If this is
not managed, you lose.
6 = One of your spaceships is carrying mines
which it must lay anywhere on the enemys half
of the tabletop. It must do so for four game turns,
and while doing so may not use energy weapons
or missiles. You must specify which spaceship
has the mines on board. Failure to lay the mines
you lose.
7 = You are to scout this region of space in order
to gather information. A spaceship must spend at
least five game turns on the enemy side of the
tabletop and then escape safely. If this is not
managed, you lose.
8 = You are given (for free) an unarmed civilian
spaceship, which is carrying an important cargo
or very important person on board. You must
escort it from your edge of the tabletop to off the
tabletop edge opposite (the civilian spaceship
will not have Hyper Jump or Star Jump capability,
an example would be a mining ship carrying
precious ore, or a luxurious carrying a princess
or governor). If this is not managed, you lose.

#29
Ezekiel Hartman (order #8401367)

9 = A planet has rebelled; place it anywhere on


the enemy side of the tabletop. You must escort
up to three unarmed troop transport ships (for
free) which must get into orbit of the planet and
remain there for at least three game turns. If one
transport manages it, roll a die, on a 5-6 for the
rebellion is crushed, if two transports managed it,
the rebellion is beaten on 3-5, if all three, on 2-6
(so even in the best scenario on a roll of 1 you
fail your mission!). If this is not managed, or is
done and the die roll fails to show the rebellion
has been crushed (you can only roll once per
game!), then you have lost.
10 = Patrol. Your ships are to move from your
own tabletop edge into the enemy half of the
tabletop, and then get off the tabletop via any
edge (or by Jump). If all of your spaceships
survive the mission counts as successful. If not,
you lose.
11 = The aim is to blockade this sector of space
to deny it to the enemy (or screen some other
operation going on elsewhere). That means no
enemy spaceships must get off your own tabletop edge; if any manage to do so (not by Jump
since that wouldnt be off any table edge), then
your mission has failed.
12 = Place an asteroid on the enemy side of the
tabletop, and a planet on your own side. At the
very start of each game turn, move the asteroid
2 million spacials toward the planet. Your objective is to destroy the asteroid before it slams into
the planet doing untold damage! Shooting at the
asteroid counts as if trying to hit an orbital craft,
each time it is hit roll a die; a roll of 6 means it
has been neutralised (remove from play). If the
asteroid reaches the planet, you have lost.
13 = A space anomaly has been reported, and
you must investigate. Only one spaceship may
be used. Place an anomaly (which can signified
by a planet, or cotton wool, take your pick!)
anywhere on the enemy side of the tabletop.
Your spaceship must manage a visual scan of
the anomaly, and then get off the tabletop. If this
is not managed, you lose.
14 = In order to secure mining rights to a planet
or asteroid belt, you are to escort a mining spaceship (unarmed, free) to the planet (or asteroids)
which is placed anywhere on the enemys half of
the tabletop. The mining spaceship must be
moved into orbit, and once the enemy either fail
their mission or leave the tabletop (or are destroyed), if the mining spaceship is still in orbit

Ezekiel Hartman (order #8401367)

then you have succeeded. If this is not managed,


you lose.
15 = Your own spaceships may not shoot at the
enemy spaceships at all until they are shot at
(because we are operating under the wrong impression that there is a truce in place, and the
enemy fleet is coming to talk to us!). Your spaceships must remain on the tabletop until at least
one is fired at; if they are never fired at by the
enemy then you can claim a success, but if you
are fired at at all of your spaceships must then
attempt to get off the tabletop (if all do, you can
claim a success).
16 = One of your spaceships (you choose) has
developed a critical failure and has to be towed
by another one of your spaceships from your
table edge to off the enemy table edge. While
towing the towing spaceship cannot Jump. If you
get the crippled spaceship (which is from your
fleet but can do nothing but be towed by the other
spaceship) off the enemy tabletop edge you have
succeeded (if not, you have lost).
17 = A massive space event is occurring! A great
eruption of energy, perhaps from an exploding
star or other huge and possibly unexpected
event, is going to blast out from your tabletop
edge and move across the tabletop. Move your
spaceships on via the tabletop edge; they cannot
attempt to Jump (because of problems caused
by the space event) until on the enemys side of
the tabletop. Roll at the beginning of each game
turn after the first; 1 = the energy wave has
arrived on the tabletop! Roll another die, that
shows how many million spacials the energy
wave moves on to the tabletop via your table
edge. It covers the entire width and at the start of
each following game turn advances 1-6 million
spacials. Any planet, spaceship (or either side) or
anything else caught by the advancing energy
wave (which will eventually cover the entire area
of space) is immediately destroyed, no exceptions! You succeed by getting all your spaceships
away, you lose if any are destroyed.
18 = Our intelligence service manages to explode an enemy spaceship while it is in spacedock or otherwise well away from us! One
spaceship is removed from the enemy fleet and
the really nasty bit is you choose which one is
destroyed! Then roll again for a new mission.
Note that unless your opponent rolls a 3 or 18
he doesnt have to roll again but uses the roll
made already for the next game.

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGETTARGETTARGETTARGETTARGET-

Torpedo counters

TARGET-

TARGETTARGETTARGETTARGETTARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

TARGET-

Ezekiel Hartman (order #8401367)

Battle stations!
Supercharge reactor
Point defence ready

EV1. Cannot be used until the spaceship


is at Battle stations!
Apply thrust - 1 million spacials.

EV1.
Time Distort Ten - 2 million spacials.

EV2. Cannot be used by Planetary craft.


Engage Photonic Drive 3 million spacials.

EV3. Cannot be used by Orbital vessels


or Planetary craft.
Standard By Twelve - 4 million spacials.

EV4. Cannot be used by System ships,


Orbital vessels or Planetary craft.
Hyper Jump 1-2 it fails.

EV5. Cannot be used by System ships,


Orbital vessels or Planetary craft.
Cannot be used until the spaceship is at
Battle stations!
Star Jump 1 it fails.

EV10. Can ONLY be used by Universe or


Galaxy class spaceships.
Cannot be used until the spaceship is at
Battle stations!
Manoeuvre

EV1.
Energise weapons Energy +1 to damage.

EV1. Cannot be used until the spaceship


is at Battle stations!
Engage Shields.

Up to three engage shields counters.


EV1. Cannot be used by Planetary craft.
Cannot be used until the spaceship is at
Battle stations!

Immediately available +2 EV (net gain).


1 this fails and all EV lost for this turn; roll
again, 1 reactor damaged, spaceship cant
do anything until repaired. Each time the
spaceships card played; 4-6 means it has
been repaired and normal EV restored from
next game turn (NOT this game turn!). However before that upon initially having rolled
two 1s, roll again; a third 1 means there
has been a major malfunction; a backwash
of energy has caused the reactor to explode! In that case your spaceship has been
blown up and is completely destroyed!
EV1 (see rules). Cannot be used until the
spaceship is at Battle stations!
Battened down!

No more shooting possible for rest of turn,


but damage caused by next enemy -1.
Cannot be used until the spaceship is at
Battle stations!
Auto-repair

If repairs are attempted, roll a die. This is


the cost to repair 1 PPR this phase (that is,
between 1-6 EV) its a random amount
because different repairs have different requirements. If the spaceship has enough EV
left to carry out the repair, the EV is reduced
by the die roll amount and 1 PPR is restored.
If however the die roll is greater than the
available EV, the amount of remaining EV is
reduced to 0 but no PPR is repaired (the
attempt failed, and in attempting the repair
the power plant was drained of energy for
this game turn!).
EV1.

CpD

www.agema.org.uk

Ezekiel Hartman (order #8401367)

Shoot energy weapons

EV2. Cannot be used until the spaceship


is at Battle stations!
Line of sight blocked to a target.
1. Locate via scanners.
2. Target can be a spaceship, planet, space station, or a launched missile.
3. Scanners used are usually physical scanners
for warships, and heat signature scanners for
civilian spaceships. Warships can use heat signatures where physical scanners arent working,
or either can use visual scanners.
4. Checks on direct line of sight (necessary for
energy weapons).
5. Check if target found by blast (see Energy
Weapons Shooting section).
6. Check defensive measures (in the order shown):
7. Deploy chaff played (remove counter, discard it
for the rest of this game: only usable if at Battle
Stations! saving throw 2-6).
8. If target is at Battle Stations! it can decide to
Take Evasive Action once (special action using
up 1 EV: saving throw 5-6).
9. If target is at Battle Stations! it can decide to
Roll! Roll! once (special action using up 2 EV:
saving throw 4-6).
10. Engage Shields played (maximum 3. Remove
counter: only usable if at Battle Stations! saving throw 2-6).
11. If target is at Battle Stations! it can decide to
Brace for impact! once (special action using up
1 EV: saving throw 6).
12. Naval armoured spaceships (not civilian types)
have a saving throw of 6.
13. Check damage.
14. If target is Battened down! reduces the temporary energy loss suffered (only usable if at Battle Stations!).

Ezekiel Hartman (order #8401367)

Fire missile banks

EV1. Cannot be used until the spaceship


is at Battle stations!
1. Locate via scanners (can be via a friendly spaceship in comms contact).
2. Target can be a spaceship, planet, space station, or a launched missile.
3. Scanners used are usually physical scanners
for warships, and heat signature scanners for
civilian spaceships. Warships can use heat signatures where physical scanners arent working,
or either can use visual scanners.
4. Move missile counter 5 spacials at a time directly toward the target.
5. If not hitting target this turn, repeat in following
turns until missile destroyed or target reached.
Move each time at the beginning of the game
turn before any cards are played. Before moving
a missile counter (except for the turn it is fired
in), roll for each; 1 = missile runs out of propulsion or prematurely explodes, remove from play.
6. Check defensive measures (in the order shown):
7. Deploy chaff played (remove counter, discard it
for the rest of this game: only usable if at Battle
Stations! saving throw 2-6).
8. If target is at Battle Stations! it can decide to
Take Evasive Action once (special action using
up 1 EV: saving throw 5-6).
9. If target is at Battle Stations! it can decide to
Roll! Roll! once (special action using up 2 EV:
saving throw 4-6).
10. Point defence ready played (remove counter:
only usable if at Battle Stations! saving throw
3-6).
11. If target is at Battle Stations! it can decide to
Brace for impact! once (special action using up
1 EV: saving throw 6).
12. Naval armoured spaceships (not civilian types)
have a saving throw of 6.
13. Check damage.
14. If target is Battened down! reduces the risk of
suffering a critical hit (only usable if at Battle
Stations!).

Attempt Cyber-attack

The spaceships battle computer attempts to take over the computer of a hostile spaceship. Only
possible for warships (not for civilian craft).
EV0. Cannot be used until the spaceship is at Battle stations!
Follow this procedure:
1. Check range The intended target must be within 5 million spacials.
2. Locate target Physical scanners must locate the target before a cyber attack can be attempted.

Other types of scanner cannot be used for this purpose, which as only warships have physical
scanners means only they can perform cyber attacks.
3. Activate Cyber attack First of all check to see that your own spaceships battle computer is

ready to carry out such an attack when called upon to do so. Fail-safes mean such an attempt
will be cancelled unless the system is entirely prepared: on a roll 1 (1-2 if poorly maintained)
the system is not ready and the attack is cancelled. However this still counts as an action, so the
spaceships deck card is counted as having been used.
4. Pinpoint data files The computer attempts to lock-on to the enemy computers data banks and

processing units. Roll a die and compare to his table to see if the required score is rolled:
Primitive tech
attack

Low tech
attack

Normal tech
attack

High tech
attack

Superior tech
attack

Primitive

4 -6

5-6

FAILS

FAILS

Low tech

3-6

4-6

5-6

FAILS

Normal

2 -6

3 -6

4-6

5-6

High tech

SUCCEEDS

2 -6

3-6

4-6

5-6

Superior

SUCCEEDS

SUCCEEDS

2-6

3-6

4-6

Defence type

The attack description refers to the tech level of the spaceship carrying out the cyber-attack, the
defence description the tech level of the spaceship under attack.
5. Electronic counter-measures The defending computer will attempt to prevent the takeover. Roll

a die; 4-6 means it succeeds in this and the attack fails, except the score needed is improved
to 3-6 if the defending computer possesses a superior firewall (that is, the defending computer
has a higher tech level). However in all cases if the defending computer is poorly maintained a
roll of 5-6 is necessary.
6. Result If the counter-measures fail to stop the attack, the spaceship now comes under enemy

control. This means that the next time it is issued orders, the enemy player gets to decided what
the spaceship will do! After each action like this, roll a die:
If the crew is exhausted 5-6 problem fixed. Otherwise check against the crew drill level:
Poor 4-6 problem fixed.
Normal 3-6 problem fixed.
Good 2-6 problem fixed.
If the problem is fixed, control of the spaceship returns to the owner player, assuming the enemy
player hasnt already driven the spaceship into a sun or planet!

Ezekiel Hartman (order #8401367)

Ezekiel Hartman (order #8401367)

System ship - 3 EV.


Crew drill good.
Drone vessel.
4 missile banks (instead of 1).

Victorious

Permission is granted to photocopy or otherwise copy these sample cards.

Starships in Division -

DIVISIONAL FLAGSHIP:

Starships in Division -

DIVISIONAL FLAGSHIP:

Starships in Division -

DIVISIONAL FLAGSHIP:

Starships in Division Resilient


Warrior
Blackmark

DIVISIONAL FLAGSHIP:
Starshredder

Collins 4th

Вам также может понравиться