Welcome to Scribd, the world's digital library. Read, publish, and share books and documents. See more
Download
Standard view
Full view
of .
Look up keyword
Like this
3Activity
0 of .
Results for:
No results containing your search query
P. 1
twilight cheat sheet 2.0

twilight cheat sheet 2.0

Ratings: (0)|Views: 246|Likes:
Published by api-3740051

More info:

Published by: api-3740051 on Oct 16, 2008
Copyright:Attribution Non-commercial

Availability:

Read on Scribd mobile: iPhone, iPad and Android.
download as PDF, TXT or read online from Scribd
See more
See less

05/09/2014

pdf

text

original

Name
Cost Battle Mvmt.
Limit
Special
War Sun\u00b9
12
3 x 3
2
2
Sustain, bomb\u00b2, cap.6
Dreadnought
5
5
1
5
Sustain, bomb
Carrier
3
9
1
4
Cap. 6
Cruiser
2
7
2
7
Destroyer
1
9
2
8
Anti-fighter barrage
Fighter (x 2)
1
9
-
\u221e
Ground Force (x2)
1
8
-
\u221e
**Shock Troops
-
5
-
12 p/g
PDS
2
6
-
6
Shield, space cannon
Space Dock
4
-
-
3
Fighter cap. 3
**Facility 1
1
-
-
8 p/g
**Facility 2
1
-
-
8 p/g
**Space mine
2
-
-
12 p/g
\u00b9 ) requires war sun tech \u00b2 ) ignore PDS shield, can bombard without
invasion
A game round has 3 phases or turns:

1. Strategy
2. Action
3. Status

Strategy phase:

Select strategy cards, speaker picks first, clockwise. If a card has bonus counters receive one command counter or trade good per bonus counter. 3 or 4 players: select 2 cards per player one at a time.

Action phase:

Every player executes actions. Order of play is determined by initiative on strategy card, lowest first. Pass is not allowed till player can no longer take a strategic action.

Strategic action:
Turn over strategic card and execute primary, then secondary
by all other players.
Transfer Action:

1. activate two unactivated systems by placing 1 CC from
command pool and 1 CC from reinforcements. Only
activate system that are adjacent, contain no enemy units

and both have at least 1 unit
2. Movement between systems
3. PDS fire and **Space Mines(once per pds)
4. Landings (friendly only)
5. production in one of the activated systems.

Tactical Action:

1. Activate unactivated system (from command pool)
2. Movement into system
3. PDS fire and **Space Mines

4. Space battles
5. Landings
6. Invasion combat
7. Production

Play as an action:
Some action cards have play as an action listed.
Pass:

Allowed when you can no longer take a Strategic action. After having taken this action no new actions are allowed this game round. Secondaries from strategy cards are allowed.

Movement(transfer):
Unit may move between system, capacity still counts, just as
fleet supply. Movement at the same time.
Movement(tactical):

All units in the activated system and all other unactived units
may move. Ships may not pass through systems containing
enemy capitol ships. Ships may pick up GF and PDS units on
route in systems without a CC, but may only unload in the
activated system after finishing movement. All units moving
must end their movement in the activated system.

PDS fire:

A) After the active player activates a system all friendly PDS
in range may fire once at ships in the activated system.
B) After another player actives a system other PDS in range
may fire once at ships belonging to the active player

**Space mine triggering:

If an enemy fleet ends movement in the same system as a
space mine the owner may choose to trigger one space mine.
Roll once for every capitol ship. On a 9 or 10 it takes a hit.

Space battles:

Before combat: Assault cannons, anti-fighter, mentak, naalu,
skilled retreat, minister of war, *sabotage run and action cards
that read \u201cimmediately before a space battle\u201d. Defender
chooses the order, sabotage run happens after anti-fighter
barrage.
1. Announce withdrawals
2. Roll Combat dice (if result\u2265 battle 1 hit)
3. Remove Casualties
4. Execute Withdrawals
Repeat till withdrawal or no ships remain. Withdraw: if
enemy has not been destroyed move to a previously activated
system containing no enemy ships. Both fleets check capacity
and fleet supply before and after combat

Landings:

Announce all landings, a unit can only be assigned once.
Resolve hostile landings according to active player wishes.
Friendly landings: landings on planets you control
Neutral landings: landings on uncontrolled planets.
Hostile landings(invasion): see invasion combat.
Take planet card exhausted if landing is successful.

Invasion combat:

Before combat: Units with bombard fire once(dreads only
when no PDS present, war sun roll 3 dice) then PDS fire.
1. Roll Combat dice
2. Remove casualties
Continue till either side lost all units.
If successful remove all PDS, space docks and control
markers, hand over planet card exhausted to new controller.
**Shock Troops replace facilities, Space Docks and facilities,
*agents only Space Docks and facilities.

Production:
Building space docks:

1. planet controlled entire turn
2. No space dock on planet.
3. No enemy ships.
Place Space dock on planet.

Building other units:

Only at space docks, no more units then production
capacity. Only if the SD was in play at the start of
the round. Production capacity = planet production
+ 2(for space dock). Spend resources by exhausting
planets. Select units, no more then production
capacity allows and spend resources. Ships are
placed in space. GF and PDS are placed on same
planet as space dock.

**Building space mines:
Maybe only be build in a system containing at least
one cruiser and only one per activation.
**Building Facilities:

1. During a tactical activation
2. No facility on planet
3. No enemy ships
4. Not in Home systems
Place it under the planet card and exhaust it if
possible.

Status Phase:
1. claim one pub. Obj. and/or secret if control all home

planets
2. repair all damaged ships
3. remove command counters
4. refresh planet cards and *refresh ability
5. receive 1 action card and 2 command (in order of init)
6. redistribute command counters (check fleet supply).
7. return strategy cards

Activity (3)

You've already reviewed this. Edit your review.
1 hundred reads
1 thousand reads
Bastian Dornauf liked this

You're Reading a Free Preview

Download
scribd
/*********** DO NOT ALTER ANYTHING BELOW THIS LINE ! ************/ var s_code=s.t();if(s_code)document.write(s_code)//-->