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NOTE: These are only core rules; the Referee may overrule any of these at any point in
the game.
CLASSES
There are 6 different classes of spaceships based on the size of the ship.
• Personal
• Fighter
• Gunship
• Frigate
• Capital Ship
• Space Station
Enhancement Points are the number of enhancements you have. Enhancements are the
different components that make up your ship and give it different abilities. There are two
types of enhancements; weapons systems and non-weapons systems.
Weapons Systems
• Anti-fighter Guns: +1 against Fighters
-1 against everything else
• Ion Cannons: +2 against Shields
• Missiles: +2 against Hull
• Turbo Laser: +1 against both Hull and Shields
Non-weapons Systems
• Bridge: allows for communications between allies, and can allow for truces
• Engines: allow movement
• Hangar: allows for storage of other spacecraft
• Regenerator: gives back some shields to Space Station
• Shields: defends entire ship
CONFIGURING HEALTH
There are two parts to a ship’s health; the Shields and the Hull. The Shields are just what
protects the Hull, and the Hull is the ship itself. In order to blow up a ship, you must first
attack its Shields, and once they are down you may destroy the Hull, which essentially
destroys the ship. But we’ll get more in detail with that later.
In order to calculate the Hull, you add up the Enhancement Points (EP) and multiply
them by a number based on the ship’s size.
x1 Personal
x2 Fighter
x2 Gunship
x3 Frigate
x3 Capital Ship
x3 Space Station
3(the ship’s EP) x 2(It’s size designated number) = 6 (the Hull of the ship)
SETTING UP
THE TURN
There are 2 phases to a turn; Movement and Attack, and you can do them in any order.
Use the necessary template for Movement. The base Attack is 2, and then you add on or
subtract based on what Weapons Systems you have and their abilities.