Each Special Weapon may be used only once per game, generally whenever the player wishes (the wording on the card will make the best time to use it obvious). If the squadronhas multiple ships, the SW effects apply to all ships in that squadron simultaneously.Remember: drone squadrons are not assigned a Special Weapon. Examples of SpecialWeapons are given below. Players are encouraged to add their own Special Weapons, buttake care not to make them too powerful (A.K.A. "Game Busters")!
Turn Sequence:
Each side rolls 1d6. The higher roll decides who activates the firstsquadron. Each side then alternately activates 1 squadron at a time until all have had their chance to move and fight. If desired, a squadron may pass (take no action at all). If one sidehas more squadrons than the other, it continues to move its extra units until finished.
Activation:
A squadron may move and fight in any order, which includes doing a partialmove, fighting, and then completing its move. Multi-ship squadrons activate all ships at thesame time; but each may move and fight differently, as the player wishes.
Movement:
Ships move up to the number of squares (or hexes or inches) equal to thenumber of BP assigned to Engines. Note that in multi-ship squadrons, the number of BPassigned to Engines in each ship may vary.
Combat:
To attack, roll 1d10 and add the BP assigned to the ship's Weapons. The Defender also rolls 1d10 and adds his ship's Engines BP. Compare the totals.
If the Defender's total is equal or higher, nothing happens.
If the Attacker's total is higher, the Defender takes 1 Hit. For each hit, he removes 1 BP,either from Weapons or Engines, as he prefers.
Note that a ship may be attacked more than once per turn, but each ship itself may attackonly once per activation, unless a Special Weapon states otherwise.
As with movement, the number of Weapons BP may vary per ship in a multi-ship squad-ron. Such ships attack separately, at the same or different targets as the player wishes.
A ship is destroyed if either its Weapons BP or its Engines BP are reduced to 0. (Note: Amulti-ship squadron may lose one of its ships, but still operate the remainder normally.)
Drone combat is an exception to all of the above; see below.
Clouds (Optional):
Ships inside cloud banks, even at the edges, cannot be fired at except byships within the same cloud bank. Drones may never attack a ship within a cloud bank.
Drones (Optional):
Nazi V7's and American Cruise Missiles are unmanned* ships, whichplayers may want to avoid using until familiar with the rules. Drones operate as follows:
Drones are given 2 BP each, both assigned to Engines. They have no Weapons BP, andare never assigned a Special Weapon.
Drones defend normally (i.e. roll 1d10 and add Engines BP). A drone is destroyed if ittakes 1 hit, even though it has 2 Engines BP.
Drones attack by ramming enemy ships. To do so, they move into the square occupied bytheir target. Roll 1d10 (with no attack bonus, as they have no weapon). The target rolls1d10 and adds its defense bonus as usual. If the Drone total is equal to the defend-er'stotal, the defender takes 1 hit; if the Drone's total is greater, the defender takes 2 hits.*Some are reportedly manned by suicidal idiots.
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