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Raise

1.1 WHAT IS A MICRO WARGAME:


A micro wargame is an easy to learn, fast to
play, and inexpensive game for fans of
wargaming who may not have enough time for

Shields
a full-blown kitchen table spanning battle.

A micro wargame can be played over a lunch


break, on a train, on a plane, or just in the
comfort of your own home when you have a
free minute.

All the micro wargames I put out will consist of


5-20 printed sheets of paper: Including rules, 1-
2 playing maps, and one sheet of counters.

1.2 THE AGE OF SPACE


A Micro Wargame EXPLORATION:
Designed by N.C. Patterson One of my favorite themes of science fiction
Easy to learn television, books, and movies is space
Fast to play exploration. Going forth into the unknown and
Inexpensive encountering new species, worlds, and cultures
is just part of the fun.

CONTENTS: However, just like those who discovered vast


amounts of the world we lived in, so too is
• 1.0: INTRODUCTION space exploration a dangerous endeavor. That
• 2.0: PREPARING TO PLAY is why it is best to go out into the void wholly
• 3.0: PLAYING THE GAME equipped and ready for anything.
• 4.0: MOVEMENT PHASE
• 5.0: CANNON PHASE You never know when you might run into a
• 6.0: END OF ROUND violent or hostile alien force hellbent on
• 7.0: CAMPAIGN PLAY destroying you.

1.0 INTRODUCTION: 1.3 WHAT YOU WILL NEED TO


PLAY:
Raise Shields is a micro wargame that emulates
space themed ship-to-ship battles as made To play Raise Shields, you will need:
famous in science fiction television shows, • These rules.
books, and movies. • A printed off copy of the game map.
At its core, the rules for Raise Shields are based • A printed off copy of the ship rosters.
upon the previously released Micro Wargame • A printed off copy of the ship counters.
Pirate Sails. However, this rendition of the rules • The first player marker.
includes options for customizing your own • At least five six-sided dice (referred to
spaceship for use in play as well as some simple as D6s in these rules)
options for campaign play. • Pencils and erasers.
2.0 PREPARING TO PLAY: player places their ship counter along
the outer edge of their side of the map
Before your first time playing, print and cut out
in the “Starting Zone” (As indicated by
all the Ship Counters and the Ship Rosters. the grayed-out area on each side of the
2.1 PICK A PLAYING POINT LEVEL: map).
a. Ships must be placed with the
The point level determines how many “credits” front end facing toward a
each player will be allowed to spend on their straight edge of a hex. The front
ship. Credits enable players to purchase of the ship has three arrows
weapons, armor, and shield upgrades. For your facing outward. Each arrow
first time playing, use a point level of 0— should be pointing at one of
meaning you only play with the base ship three different sides of the hex.
capabilities. b. The front of the ship must be
0 0 Credits Per Players facing out toward open space,
1 5 Credits Per Players not sideways or backward
2 10 Credits Per Player toward the map’s edges.
3 15 Credits Per Player
4 20 Credits Per player

Each player will need a ship roster to represent


their personal starship.

2.2 SET UP:


1. MAP: Set the map on the table between
the players.
2. SHIPS and ROSTERS: Give each player a
2.3 SHIP ROSTERS:
ship roster, a colored ship counter, and
a pencil with an eraser. Ship rosters help you keep track of your ship’s
3. BUILD SHIPS: Each player should now statistics throughout the game. Each roster has
build their starship with upgrades 5 specific statistics.
according to how many credits they
have (see 2.4 Star Ship Building). After • Stress: Making dangerous maneuvers,
choosing your upgrades, write in your as well as taking damage, can add stress
ship’s Hull, Shield, Crew points, etc. in to your ship’s integrity. Take on too
the respective boxes. If you plan on much stress, and you may be
playing a campaign game, record these threatened with a compromised hull.
numbers again below the upgrades line • Crew: This number shows how large
so you can remember what your base your crew is. The more crew members
starting stats are. you have left alive determines your
4. PLACE SHIPS: Players roll to choose ship’s overall morale. Additionally, crew
which side of the map they start on. If members can repair the ship as it takes
only playing with two players, you must damage.
start on opposite sides of the map. Each • Shields: Shields are your first line of
defense against attack. Initial damage
will hit shields first and then your hull 2.4 STARSHIP BUILDING:
and weaponry second.
Each starship begins with a base level of 10
• Hull: The hull is the backbone of your
shield points, 10 hull points, and 10 laser
ship. Once your hull statistic hits zero,
cannons.
your ship is destroyed.
• Cannons: This is how much firepower Before beginning play, players may choose to
your ship has. Each ship begins with 10 purchase any of the following upgrades for their
laser cannons, five on each side. ship.

• Shield Bonus (5 Credits): Shields are an


essential first defense against attackers.
You raise your starting shield level by 5.
You may purchase this twice.
• Armor Plating (5 Credits): If your shields
ever fail or an attack managed to
penetrate them you will want to have a
hearty outer lining to your ship. You
double your hull points.
• Evasive Maneuvers: (5 Credits): You
install new microjets which make
maneuvering easier in battle. You
receive +1D6 when rolling for evasion
and may reroll any stress tests (but
must take the second result).
• Impulse Engines (5 Credits): You may
move up to 6 spaces without making a
stress test. Your first negative stress
modifier you gain each turn counts as 0.
• Crew Quarters (5 Credits): You add on
more space to house more crew
members. Add 5 new crew members to
your ship. You may purchase this twice.
• Phaser Cannons (5 Credits): Laser
Cannons can only do so much damage.
Phaser Cannons fire at Long Range as if
they are at Close Range (hitting on a 5
or 6) and a Close Range as if they are at
Boarding Range (4, 5, or 6).
• Pulse Cannons (10 Credits): Pulse
Cannons are one step above Phaser
Cannons. They fire at all ranges as if it
were Boarding Range (hitting on 4, 5, or
6).
• Plasma Cannons (15 Credits): These highest score gets to choose who is the
powerful cannons have the ability to first player for the round. Give that
slice right through shields. They don’t player the First Player Marker.
receive the same range bonus as the 2. MOVEMENT PHASE: Starting with the
other cannons. However, on any roll of first player, each player takes turns, in
6, the damage goes straight through to clockwise order, moving their ships one
the hull. at a time around the map. Ships follow
• Plasma Torpedo (5 Credits Per the map hexes. (See section 4.0)
Torpedo): torpedoes are the most 3. CANNON PHASE: Starting with the first
powerful weapon available. However, player, each player takes turns firing
once you use one, it is gone forever. upon enemy ships if able. (See section
Torpedo’s fire at all ranges as if it were 6.0)
Boarding Range (hitting on 4, 5, or 6) 4. REPAIR PHASE: Your crew may attempt
and always hit the hull instead of the to repair damage made against the
shields. ship.

Restrictions: You may only ever have one type 4.0 MOVEMENT PHASE:
of cannon on your ship at a time. You may,
During the Movement Phase, starting with the
however, have torpedoes in addition to your
first player for the round, each player takes
cannons. You may only purchase shields and
turns moving their ships one at a time.
armor twice, Evasive Maneuvers once, and
everything else once. Torpedoes are the only Meaning, the first player would move their ship,
exception. You may buy as many of those as the next player theirs, and so on, going around
you have credits. the circle until every ship has been moved.
Once you have purchased something, write it 4.1 STEPS FOR MOVEMENT:
on your ship roster to remind you.
When moving, follow these steps.
Example: For instance, if you purchased Armor
Plating two times, you would write in the new 1. Check travel direction. (See section 4.2).
hull number (Base of 10 + 5 + 5 = 20) in the 2. Move your ship, keeping track of
space next to the base you started with. You possible stress modifiers for the turn.
now have 20 hull points before your ship is 3. Make necessary Stress Tests. (See
destroyed. section 4.5)

3.0 PLAYING THE GAME: Ships may never move backward. Each ship
counter shows three arrows pointing forward.
You are now ready to play Raise Shields. Games These are the three directions it may move.
of Raise Shields are divided up into rounds, and
each round has 4 parts to it. Each ship may move between 2 to 6 spaces on
their turn without penalty but may move more
3.1 GAME ROUND: or less by taking on stress modifiers.

1. MORALE ROLL: All players roll 1d6 and Multiple factors can affect your movement. As
add their morale score (determined by you move your ship, count how many stress
the number of crew members left alive modifiers you gain during the turn from both
on their ship). The player with the turning and speed.
4.2 TRAVEL DIRECTION: 4.4 SPEED and STRESS
Before moving, always check which direction Depending on how far you move, you take the
your ship is traveling. In outer space, there is no chance of inflicting stress on your ship. Possible
air or wind resistance. Therefore, once you movement options are as follows:
begin moving one direction, you must continue
• Move 5-6 and accumulate a -1 Stress
moving that direction indefinitely unless you
Modifier.
make a purposeful turn or stop.
• Move 2-4 and no stress modifier.
Whichever direction your ship is facing at the • Move 1 and accumulate a -1 stress
beginning of movement is considered it’s modifier.
“Travel Direction.” • Move 0 and accumulate a -2 stress
modifier.
If during your movement, you ever turn out of
your travel direction, you’ll be required to make 4.5 STRESS TEST:
a stress test.
At the end of your movement, you will then
calculate any stress the ship might have taken.
This is done through a stress test. This test is
always made at the end of the movement
action.

To make a stress test do the following:

1. Roll 2d6.
2. Negate any accumulated stress
modifiers for the round (from both
turning and speed).
3. Negate your ship’s current stress value.
4.3 TURNING 4. Check the results table below.

Each turn you make adds to your stress 6+ You have successfully made the
modifier for the turn. If you turn one click maneuver without taking on any
(measured as one hex side), you accumulate -1 stress.
stress modifier for the round. If you turn two 4-5 You still successfully made the
clicks (two hex sides), -2—and so on. maneuver but must take on ONE
stress. Mark this on your Ship Roster.
2-3 You still successfully made the
maneuver but maybe went too far.
Roll a d6 and halve the result. Move
that many spaces in your current
travel direction. Additionally, your
ship must take on ONE additional
stress. Mark this on your Ship Roster.
1 You still successfully made the
maneuver but definitely went too far.
Roll a d6. Move that many spaces in
your current travel direction.
Additionally, your ship must take on 1. DECLARE TARGET AND CHECK LINE OF
TWO additional stress. Mark this on SIGHT: Choose one other ship on the
your Ship Roster. board to attack. Cannons may only
-0-5 Your ship was damaged in the shoot out from the side of your ship
maneuver. Roll 1d6 and take that within the ship’s firing arch (example
much hull damage. below) unless you have torpedoes,
-6 Your ship buckled under the which may be fired from any direction.
maneuver and was destroyed.
You can use a ruler or other straight
(EXAMPLE: Harry rolls 2d6 and gets a result of 6.
edge to see if you are in line of sight of
He accumulated -1 stress modifier from moving
the target ship. You may never shoot
6 spaces and also -1 from turning one click this
through another ship, friendly or
turn for a total of -2 stress modifiers. His total
enemy.
roll after modifiers is now 4. He then checks his
current stress level which is 3 and negates that
from his total as well—leaving a result of 1. He
is forced to move 1d6 spaces and take TWO
additional stress levels.)

4.6 OTHER MOVEMENT RULES:


• If your ship ever moves off the map
edge, they have fled the fight and are
considered out of the game.
• You may never move onto or through
another ship by choice.
• If you are forced into another ship by a
stress test, stop moving immediately.
Both ship’s take 1d6 damage to the 2. CHECK RANGE: Check how many hex
hull. spaces away the target is.
a. BOARDING: If the target is only
5.0 CANNON PHASE: 1 hex away, they are at
Starting with the first player for the round, each Boarding Range. You will hit on
player may make one attack from both sides of results of 4-6. Additionally, you
each of their ships as well as one torpedo if they can choose to board the enemy
have it. ship. (See section 6.2)
b. CLOSE RANGE: If the target is 5
This is done one ship at a time, just like in the or fewer hexes away, they are
Movement Phase. The first player fires with at Close Range. You will hit on
both sides of one ship, the next player fires, and results of 5-6.
so on—going around the circle until all ships c. LONG RANGE: If the target is
who can fire have done so. farther than 6 hexes away, they
5.1 ATTACKING: are at Long Range. You will hit
on results of 6.
To make an attack, follow these steps. 3. ROLL ATTACK DICE: Count the number
of active cannons you have on that side
of the ship (maximum 5). Take 1d6 for 1 Attacker decides where damage goes
each active cannon. Roll the dice. 2 All damage goes to the Hull
4. CHECK FOR HITS: Dice are counted 3 All damage goes to the Cannons on the
individually—NOT added together. For closest side of the ship. If the attack is
each die showing a HIT result (4-6 at hitting the front or back of the ship and
Boarding Range, 5-6 at Close Range, 6 not a side, the damage goes to the Hull
at Long Range) you score a hit on them. instead.
4 All damage goes to the Crew
5.2 BOARDING: 5 All damage is taken as Stress
6 Defender chooses where damage goes
When at boarding range, you may choose to • When damage goes to the hull or the
sacrifice one point in your crew value to
crew, negate the amount from your
“board” the enemy. When doing this, results of
current total and record the new result.
6 always count as 2 HITS to a target ship.
• When damage goes to the cannons,
NOTE: You MUST be at actual Boarding Range mark off the boxes next to the cannons
to board an enemy ship. Even if you have an on that side of the ship being attacked.
upgraded cannon that allows you to make hits Every two checks removes a cannon
as if you were in boarding range, you still must from play. You can no longer fire with
be 1 hex away to board. that cannon.
• When damage is taken as stress, just
5.3 DEFENDING: add it to the stress level of the ship.
Now the ship being targeted by the attack gets 5.5 REPAIRS:
a chance to defend. To defend, roll 1d6. You
may always increase your ship’s stress by 1 to At the end of the round, each player may
take an additional die. If you have “Evasive attempt to repair their ship. For each crew
Maneuvers” take an extra die. member on board, roll 1d6. Each result of 6
counts as a “Repair Point.” These points can be
Roll the die. If rolling 2d6 or 3D6, add the spent as follows.
results together.
• 1 Point to Repair one Shield point.
1. Negate your ship’s stress level from the
• 2 Points to Repair on Cannon. (This
result.
only repairs one of the two cannon’s
2. Halve the result.
boxes. Not both.)
3. This final number is how many hits you
• 3 Points to Repair one Hull point.
evaded from the attack—if any.
Repair points do not carry over between
5.4 TAKING DAMAGE:
rounds.
After determining how many hits a ship is
6.0 END OF ROUND:
taking, the defender applies the damage
directly to the shields. When all players have finished making their
attacks, it’s time to check for victory.
If any damage penetrated the shield or you
have lost your shields completely, roll a die to 6.1 WINNING
see where the damage ends up. Use the
following table to determine the result. You win if you meet the following condition.
• All other ships have been destroyed or • Large Map: For a larger game, print off
have fled the map. two copies of the map and place them
side by side to form a bigger play area.
If no one has met the winning conditions and
• Fleet Map: For an extra-large game,
won the game, the round starts over with
print off the map four times and place
another Morale check from the crew members
them all in a 2x2 grid.
of each ship.
• Fleet Play: You may choose to print off
7.0 CAMPAIGN RULES: extra ship rosters and counters and
have players play multiple ships.
If you want to continue playing with the same
ships for a few different games in a row, you APPENDIX 2: RULES
can. At the end of each game, calculate the CLARIFICATION:
credits you earned during the battle.
• When determining which side your
• 5 credits for each ship you destroyed. cannons are facing, or which side of
• 10 credits if you won the battle. cannons are being damaged, always
compare the Ship Roster to the Ship
If your ship was destroyed in the previous
Counter.
battle. It costs a minimum of five credits to
• The Port (Left) side on the Ship Roster
bring it back into working condition. You would
always corresponds to the (L) side on
begin the next game at half the shields and hull
the counter.
but with full cannons and crew. You may spend
• The Starboard (Right) side on the Ship
ten credits instead to bring it back to complete
Roster always corresponds to the (R)
working condition with all stats at the
side of the counter.
maximum. If you don’t have the necessary
credits, your ship is considered out of the Raise Shields: A Micro Wargame
campaign for good.
Copyright © 2019 Noah Patterson
If your ship fled the previous battle, you don’t
have to pay for the repairs.

APPENDIX 1: OPTIONAL RULES:


• No Cannon: You may choose to end the
game and declare a winner if all other
ships are devoid of cannons. The losing
ships have “fled” the battle.
• One Cannon: You may also decide on
the optional rule that all ships always
have at least one cannon on both sides
at all times, thus negating the above
winning condition.
• Team Play: When playing with four
players, you may choose to play on
teams of two.
Raise Shields
Additionally, your ship must take on
TWO additional stress. Mark this on
your Ship Roster.
QUICK REFERENCE -0-5 Your ship was damaged in the
Game Round: maneuver. Roll 1d6 and take that
much hull damage.
1. Morale Roll -6 Your ship buckled under the
2. Movement Phase maneuver and was destroyed.
3. Cannon Phase Attacking:
4. Repair Phase
1. Declare target & check line of sight
Morale: Crew + D6 Roll 2. Determine range.
3. Roll 1D6 per cannon.
Movement Phase: 4. Check # of hits (determined by range)
1. Check Travel Direction. Range:
2. Move Ship.
3. Make necessary stress tests. Boarding* No hexes Hits on 4-6
Close 5 or Less Hits on 5-6
Movement Options: Long 6+ Hits on 6
• Move 5-6 and accumulate -1 Stress *Can spend one Crew Point to make all 6s
Modifier. worth 2 hits.
• Move 2-4 and no stress modifier. Defending:
• Move 1 and accumulate -1 stress
modifier. 1. Determine Dice Modifiers:
• Move 0 and accumulate -2 stress a. Evasive Maneuvers add 1d6.
modifiers. b. Choose to increase stress by 1
to roll an additional 1D6.
Stress Test: 2d6 – Stress Modifiers – Stress c. Otherwise, roll only 1d6.
Level 2. Roll dice. Add results altogether.
3. Negate ship’s stress level.
6+ You have successfully made the
4. Divide result by half, rounding down.
maneuver without taking on any
stress. 5. The final result is how many hits you
4-5 You still successfully made the dodged.
maneuver but must take on ONE Damage Chart:
stress. Mark this on your Ship Roster.
2-3 You still successfully made the 1 Attacker decides where damage goes
maneuver but maybe went too far. 2 All damage goes to the Hull
Roll a d6 and halve the result. Move 3 All damage goes to the Cannons on the
that many spaces in your current closest side of the ship. If the attack is
travel direction. Additionally, your hitting the front or back of the ship and
ship must take on ONE additional not a side, the damage goes to the Hull
stress. Mark this on your Ship Roster. instead.
1 You still successfully made the 4 All damage goes to the Crew
maneuver but definitely went too far. 5 All damage is taken as Stress
Roll a d6. Move that many spaces in 6 Defender chooses where damage goes
your current travel direction.

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