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The Empire/Directorate War: Vol 1

The Squadron Strike Tutorial

Publisher Information Scenarios


Copyright 2015 Ad Astra Games, all rights reserved. The Phased Arrays Are Hot, Captain! (2D) 5
Ad Astra Games We Must Be Ready For Their Return (2D) 18
3835 N 85th Street On the Shoulders of Centaurus (3D) 23
Milwaukee WI, 53222 Adrift on the Sea of Stars (3D) 29
608 232 7872 Interlude: A Matter of Nuance and Perspective 38
The Directorate Strikes Back (3D) 40
Credits A Knife by Any Other Name Still Cuts As Deep (3D) 43
Empire/Directorate War Setting by Scott Palter & Ken Burnside Hammer and Anvil (3D) 45
Rules by Ken Burnside
Interlude: A Long Way from Missouri 51
Scenario Design by Ken Burnside
Proofreading and Copy Editing by Christine Crabb
Art by Charles Oines
I The Empire/Directorate War
N Grand Adalante Thumiscar yul-Jamal was, despite himself, impressed. The Direc-
T torate of Sapiency had first detected radio signals from this world nearly three years
R before. The local year was roughly five twelfths of Turthons. Hed need to keep that in
O mind. The signals had initially been simple blips, and the Directorate had put together
D funding for an expedition.
U As his expeditionary fleet moved from star to star, running deeper into the radio
C frequency light cone, the blips changed to amplitude-modulated radio that grew pro-
gressively stronger. It was, indeed, impressive. Theyd spent most of the time in transit
T building basic linguistics structures from those transmissions.
I It was a world at war with itself. Their last stop, a binary star system, was this worlds
O closest stellar neighbor. From what they could they could piece out, large nation states
N were fighting each other for incomprehensible reasons, but the savants best guess was
that the wars were resource-driven. The truth of this guess was reinforced when they fi-
nally made orbit: the planet was crowded, with cities showing like wildfire on the night
side.
They were hailedfortunately in one of the languages theyd learned while recon-
noitering, called Portugueseby the most amazingly crude orbital platform hed ever
seen. A semiorbital, chemical-fueled rocket launched from near the equator, travelling
prograde with the planets rotation as they approached. It landed off the coast the next
continent over, in the southern hemisphere. Radiation meters were picking up neutrons
from the atomic pile in the station, even over the chaos of the radiation belts.
He valued his future offspring too much to ever want to set foot on that platform, but
he had nothing but admiration for the insane levels of determination used to put it in
orbit. On chemical rockets! From a borderline heavy-gravity world! His savants were
still trying to figure out what they were using. The fuel fractions had to be immense,
and he was absolutely certain that he wanted to be nowhere near one of those things
during launch if their guesses about the fuel and oxidizer were even remotely correct.
These Brasilians were quite serious about their space presence. They were, by all
appearances, assembling a crude, nuclear-propelled and flimsy vehicle in orbit for a
transit to their oversized moon.
Fortunately, by this point the war had ended. One of the northern hemispheres
continents had borne the brunt of it on its retrograde edge, with several cities showing
signs of devastating bombardment. It was an open matter of speculation whether or
not nuclear weapons had been involved. The savants didnt think that precision timing
of implosion explosives was something that this planet was capable of with brute force
and no computers. He wasnt so certainwhat these sophonts lacked in sophistication,
they more than made up for in bloody-minded determination.
As determined as these people were, the protocol was clear. The Directorate would
provide technology to the leading power and help them unify their world. The leading
power was clearly this Empire of Brasil.
The first thing was to replace those insane bombs they were launching with! Contra-
gravity and directional thrust should give this Empire of Brasil an overwhelming mili-
tary advantage. Presenting them with access to the resources of their moon and asteroid
belt should make them rich enough to civilize

2 Squadron Strike: The Empire/Directorate War


Teach Your Friends Squadron Strike What You Need:
I
Read this booklet and play
Squadron Strike is an elegant game of space combat with a lot of options. It can N
each scenario in turn. It wont
handle ships from nearly any fictional universe, in full 3D. This wealth of options can hurt to read the booklet ahead T
make the game intimidating. The scenarios in this book will teach you the game in of time, its not necessary.
stages, starting on page 5. Each scenario advances along the fictional timeline and
R
Each scenario is self con-
adds additional elements to the rules. The scenarios are part of an ongoing narra- tained. Youll need to make
O
tive of the war between the Empire of Brasil and the Directorate of Sapiency, which photocopies of the Ships D
is continued in the second booklet. Once youve completed the training scenarios, System Displays (SSDs) in the U
SSD book to play scenarios.
youll know the rules of the game, and can continue the scenarios that make up the C
history of the Empire/Directorate War, using ships you already know how to fly. You can leave the rulebook
in the box while youre playing
T
Whats Included the tutorial out. All the rel- I
The Empire/Directorate War uses Mode 1 movement. The tutorials ships were
evant rules and explanations O
are duplicated in this booklet.
created with simplicity in mind, with many of the options turned off. Squadron Strikes N
ship construction system uses design frameworks, which modify the options avail-
able for designing ships to better match a universe. These ships use the Simple Base-
line framework, as do a lot of other ships we publish. The Empire/Directorate War
spreadsheets are available from the Ad Astra Games website, and youre encouraged
to make your own powers for this setting using the ships in the tutorial as examples.
Each ship comes in a 2D version and a 3D version. Handling multiple ships is easier
in 2D than 3D, while 3D offers greater tactical challenge. For large battles in 3D,
gather a group of friends and have each player manage one squadron of no more than
four ships.
The ships in this tutorial are smaller than normal Squadron Strike ships, to speed up
play. If you want to use these ships with ones published in other products, compare SI
ratings and points, rather than hull designations! For example, SI 15 is a light cruiser
in most settings, not a dreadnought.

Options Chosen Options Chosen? Huh?


Profile numbers (an Accuracy modifier) are merely size modifiers here, and dont This section is for Squadron
vary by the facing of the ship. The strike cruiser (CS) and dreadnought (DN) classes Strike veterans, who are curi-
each have a Profile number of 0, while everything smaller has a Profile number of 1. ous about which tools in the
toolbox were used to make
Missiles (Scenario 3) and torpedoes (Scenario 7) have Profile numbers of 3. ECM and
the setting and ships. If this
ECCM are turned off to keep things simple, but they are worth exploring if you want is your first time running
to make your own ships to fight against the ones in this product. through the tutorial book, skip
This campaign uses ablative shields and armor as primary defenses, because theyre ahead to page 5
the most similar to defenses found in other games. Both faced and general shield
regenerators (explained in Scenario 2) are available, though the Empire of Brasil
and the Directorate of Sapiency prioritize them differently. Squadron Strike has other
defenses, like deflector shields, ECM, and component armor, which you can explore
when designing ships to face off against those of the Empire and the Directorate.
All the ships use Mode 1 movement, which reflects the most common space
propulsion system shown on television and movies, where ships move sort of like
powerboats or airplanes. You can try the ships against each other using the Mode 2
rules, but theyre not especially well designed as Mode 2 ships. A Mode 2 tutorial is in
the works for the follow-up product in this setting, Admiral Heinleins War.

Copyright 2008, 2015 Ad Astra Games LLC 3


All ships were given a cruise Endurance of 10 to 12 for use in a campaign game and
I because damage allocation works better if theres at least some cargo to pad out the
N Hit Location tracks. While Squadron Strike doesnt explicitly state how much time one
T level of Endurance represents, for the Empire/Directorate War, its a month.
R Both missiles (developed by the Empire) and torpedoes (developed in reaction by
O the Directorate) are used as firepower sponges (weapons you may choose to shoot at
D rather than let them hit you) and maneuver constraint weapons (weapons youll ma-
U neuver to avoid). While Squadron Strike has rules for fighters, they are not used in this
C product, though they may appear in a follow-up one.
T Action Points (APs) are used for the Faster Than Light (FTL) drives (used to disen-
I gage from a scenario) and arming the heavy weapons. The other uses of Action Points
(reinforcing shields, moving shield bubbles around, and as ad hoc Damage Control
O parties) still apply.
N
Comparative Advantages
The phased array emitter, abbreviated PhasArr on the Ships System Display
(SSD), is common to both sides. It is a point defense weapon that provides secondary
offensive firepower. In essence, a phased array emitter is a much more powerful radar
broadcaster, one capable of shooting down micrometeoroids. The Directorate gave
it to the Brasilians as a tool to help Brasil conquer the Earth. The speed at which the
Brasilians adopted it and developed a doctrine for it took the Directorate by surprise.
The proton cannon, abbreviated ProtCn on the SSD, fires every other turn and
does significant amounts of damage when it hits. Its the primary heavy weapon of
the Empire. It requires an AP to fire, which must be spent in the Plotting Phase of the
turn prior to firing.
The gluon beam, abbreviated GluBm on the SSD, is the primary heavy weapon of
the Directorate. It fires every turn and requires an AP during the Combat Phase in
the turns it fires. While more accurate than the proton cannon, it does less damage
per hit.
The Empire uses its twin missile weapons, abbreviated TwnMiss on the SSD, as
firepower sponges and secondary offense. The goals of a missile launch are to make
your opponent move her ship in a way she doesnt want to, absorb PhasArr shots that
would otherwise be fired at your ship, or do damage. While its difficult to arrange,
hitting a down shield with missiles can be frighteningly effective due to their Burst-
ing trait.
The Directorates nuclear torpedo, abbreviated NucTrp on the SSD, was developed
after the Directorate saw the Empires missiles in action. It is longer ranged but easier
to evade, and unlike missiles, it can be outrun. It is harder to shoot down and does
more damage when it hits. Its used for finishing off wounded targets. Otherwise, it
serves the same tactical roles the twin missile does for the Empire.

4 Squadron Strike: The Empire/Directorate War


Tutorial Scenarios T
This is the tutorial for Squadron Strike, featuring the ships of the Empire/Directorate U
War. The war takes place in an alternate timeline, in which the Empire of Brasil is T
the dominant terrestrial power when the Directorate of Sapiency makes first contact O
in August of 1939. The tutorial will teach you and your friends how to play Squadron R
Strike in stages; each game in the timeline will teach you a little more about the game
and add some complexity to the mix.
I
A
Scenario 1: The Phased Arrays Are Hot, Captain! (2D) L
Objective: This scenario will familiarize you with many of the features of the Ships
System Display (SSD), the Sequence of Play, how to plot movement, how to roll an at-
tack, and how to resolve damage. All ships will use their PhasArrs only.
Youre sure about this? Raoul Teixeira asked. Risk wasnt unknown to him. Hed
been one of the pilots whod ended the Great War.
Carlos von Schumbeckler, an intelligence analyst speaking on behalf of the Empresss
Institute, tapped his pipe on his teeth, and thought about his answer. No, were not
sure at all. Wed have to be blind to our own history if we didnt recognize the risks we
face. We saw what happened in Africa to the native tribes. Even here, in Brasildo
you want those devils treating us as we treated the primitives of the Amazon, of Africa?
Oh, yes, assimilation is happening. On our terms. Do you think the Directorate would
treat us any differently?
They are aliens. Perhaps
Colonel Teixeira, can you tell me that a species that has crossed interstellar space
would have no desire to expand, to administer, to reap resources? Even the crazy
Americans, who think that voting by bakers and bricklayers is a sensible way to run a
country, have done wars of territorial aggression.
Teixeira grimaced at the reminder of the Americans. No, youre right, Carlos. What
is that saying of yours? We judge threats by capability, not by intentions? Yes, its
quite apt here. But theyve already arrived here
Yes, and their ships are armed and overhead. They have given us more advances in
physics and manufacturing in two months than weve seen in the last fifty yearswhich
took us from railroads to the uranium-implosion bomb that you dropped on Paris.
If we can get them away from Earth, there is a chance we can meet them in space as
equals.
What of armaments and such? What are our doctrines in space warfare to be?
On this, the Navy is claiming primacyyour Air Force took much of the glory from
them, even as they kept the French and Austrians bottled up in Cam Rahn Bay and
Tahiti. They wish to have a Space Navy, and the Chamber of Obligates is inclined to
agree.
That answers my second questionwhat of the first?
The most common installation weve seen on their ships is, for all functions and
purposes, a weaponized radio broadcaster. We think they use it as a means of clear-
ing micrometeoroids. Weve got some specifications for how this phased array emitter
works. Come over to the sand table and see how youd use it.

Copyright 2008, 2015 Ad Astra Games LLC 5


Context: This scenario was modeled out on the tables at Lunar Farside Base, where
T Hex Maps the Empire of Brasil rushed its first Magellan-class cruisers into production, using
U The game comes with two the information it had on the Directorates Reason-class cruiser for mockups. While
T paper maps printed with hexa- the Empire didnt have specifications for the heavy weapons (still being designed by
O gons, small hexes on one side, Oppenheimer and Fermi), it had reverse engineered the phased array emitters (called
large hexes on the other, with
R PhasArrs), along with estimates of the Reasons defensive capabilities.
a rosette labeled A-F in the
I center. One sheet is blue, the Map: Two sheets; maps A and B are laid long edge to long edge using the larger
A other is white. hexes.
L Hex 0102 is the upper right
hand corner if you can read
Blue Force: Within 3 hexes of 3217 on map B, facing direction F, altitude 0, initial
46 (1|0|3) Points / 56 Boxes Palomawill
FGlast) is 8 turns. 10 End /TL: Std
speedCargo
of 6. Disengagement timer (how long the scenario
the numbers right side up, and Quad Reloads: TwnMiss TwnMiss
hex 3217 is the lower left hand 11Magellan CA [8+] 12 8 4 [3]
S
#
corner. The double1 2map is 32
> TwnMiss
Red Force: Within 3 hexes of 0102 on map A, facing direction C, altitude 0, initial
by 36 hexes in size.1 Ph
1 1 speed of 6. Disengagement timer is 8 turns. [3]
Hull
1

Youll also need 1to glue to- RNG


gether the box miniatures for 1 Reason CA [6+] S1
1
a Reason CA and a Magellan
2 PhasArr T
0-3
Setup Notes: [In] 4-7
CA. We recommend putting a > 8-13
1/4 ball bearing into the box This is a 2D fight. Use the 2D versions of the Ships System Displays
PhasArr (SSDs). Both
Cargo [In]
mini before gluing them shut. sides are at opposite corners of a double map, with a 32 by 36 hex area to play in, fac- Tw
S2
You will also need an End ing3to the players left. The Directorate is slightly advantaged inPhasArr
a long fight, because RNG
U
of Turn (EoT) tent for each this scenario only uses PhasArrs, and the Directorate has>heavier armor [In] to mitigate 0-7
ship. Use the red ones for the each shot once the fight gets bloody. 8-16
Directorate and the blue ones Hull
for the Empire. Play
4 Aids Required
Damage Control
2 1
On the 2D SSD, underneath the defense diagram of the#ship, is a set of printed
FTL Drive
2 1
diagrams in the lower left hand corner of the page, like the ones shown in the
Cargo
sidebar. At the top of the diagram is a 2D version of the Attitude Vector Informa-
T2
5tion Display (AVID) play aid, a hexagon with arrows pointing outward, a ring
sliced into twelve spaces inside of it, and another collection
> of arrowheads inside
the ring.
Hull
Underneath it are twoPivot
grids of hexagons, called
U1
hex grids or plotting grids,
6which are used for movement
4 2 2 1plotting. Youll to put your ship sheet (SSD) in a
plastic sheet protector, available at any office supply store,
> and write on it using an
erasable pen to use the play aids printed on the SSD.
Hull
You can also use the full Move
Gen Shld Regen Cards provided with the game (the ones that are
7a third of a page wide), which
2 are laminated. If using the full Move Cards, use the
ones with the hexagons rotated with the flat side pointed # to the top of the card,
not the
Cargo
ones with a hexagons corner pointed at the top of the card. Theyll match
10
10
10
the illustrations on thisRoll
page. You will need the half-page Reference Card as well.
10
9
9
9
10
10 10 10 10 10 8 For this tutorial, youll2 be
1
using the ring and the inner set of arrowheads of the
9 8 9
8
8
7
8
8
9
8
9
8
9
8
9
2D AVID, with one exception. >
7 7
6 7 7 7 7
6 6 6 6 6 For that
Cargo exception, next to the two-part arrowhead pointing toward the top of
5
T1
9the page, is an oddly shaped space. Write A in this space if youre playing the S
5 5 5 5
4
4 4 4
4 4
Blue side, or write D in this space if youre playing the Red side. These letters
3 3 3 Bridge >
2 2 correspond to the map directions 1 printed in the center of the two hex maps. If
1 1 1
youre
Hull using the full play aid Move Cards, use the red or blue side of the card
Structural Integrity (6)
1matching the side
Std Sht (10 HS/1Sqd, 8-3-8/3+)of
theMovement,
battleMode
you 1 chose.
1 4 3 1 # W
0 Armor #

6 Squadron Strike: The Empire/Directorate War


30 30 30 30 30 If the target is three times as far away in one map
direction as the other, its visible through that hex edge. 1 If no pivot, add half of thrust AVIDto this turns speed
29 29 29 29 29 30 30 30 60 0 Otherwise, its visible through the hex corner. 1
Cargo Plot vertical & horizontal move, spend plotting Cargo APs
28 28 28 28 28 29 29 29 30 30 30
27 27 27 27 27 28 28 28 29 29 29 30 30 S2
You will draw a set of symbols for the ships front (Nose), back (Aft), F Left, and 3 F/ARight
2 Record vector changes B
3

HE

HEX EDGE
A/B
26 26 26 26 26 27 27 27 28 28 29 29 30 30
T

XC
2 Adjust EoT Marker for Displacement/ThrustNose
25in25the spaces
26 27 of the28 yellow
29 29 30 ring inside the large hexagon. These are AVID symbols 1 2

OR
25 25 25 26 26 27 28 30
U

NE
Aft
24or25orientation
25 25 26 26 26 symbols.27 27 28 28 29The 30 spaces in the ring are called windows, and each one is

R
24 24 24 30 Left
M O DE M OVEM E NT
23
22
23
22
23
22
23 24 24 24 25 25 25 26 26 27 28 28 29 29 30
30 degrees wide. The symbols are shown in the illustration in the sidebar
22 23 23 23 24 24 25 25 26 26 27 27 28 29 29 30
3
to the
E/F Hull right.
Move B/C
to EoT marker, complete pivots & rollsTop
Damage Control
Hull
Right
T
21 21 21 21Theyre
22 22 22 also 23 23 shown24 24 25 on25 the
26 27 Move
27 28 29Cards. 29 30 For this scenario, youll only need to worry 4 Record new AVID orientation 2 1 4 Bttm. O
20 20 20 20about
21 21 the 21 22 Nose, 22 23 23Aft, Left
24 25 25 and
26 26 Right
27 28 29symbols.
29 30 4
1 Bleed speed from pivots, FTLadd
Drive
Mid
speed from thrust R
19 19 19 19 20 20 21 21 21 22 23 23 24 24 25 26 26 27 28 29 29 30 E D/E2 C/D and record2new C 1 vectors
18 18 18
Initially, the Nose of the Brasilian
18 19 19 20 20 21 21 22 22 23 24 24 25 26 26 27 28 29 30 30 Cargo
Consolidate
Place EoT marker for current vectors / speed Cargo
I
18ship18 18should
19 19 20be 20 facing
21 22 22direction
23 24 24 25 C, 26 with
1 2
17 17 17 27 27 28 29 30
D
5
A A T2
17the 17 AVID
17 18 18 keyed 19 20 20to21direction
21 22 23 24 D. The 5 5
Fighters move, torpedoes move closer to targets

30
16 16 16 24 25 26 27 28 28 29 30
L

0
15 15 15 16 16 17 17 18 18 19 19 20 21 21 22 23 24 25 25 26 27 28 29 30 30
Nose of the Directorate ship should be D -
14 14 14 15 15 16 16 17 17 18 19 19 20 21 22 22 23 24 25 26 26 27 28 29 30 6 COM B AT
14facing
14 15 15direction
16 17 17 18F 19 on19the AVID
22 23 keyed
13 13 13 20 21 23 24 25 26 27 28 29 29 30
+M -P
Hull Hull
12 12 13 13to13direction
14 15 15 16A. 16 17 18 19 20 20 21 22 23 24 25 25 26 27 28 29 30 Roll for ECCM, note ELINT successes
Pivot U1
11 11 12 12 13 13 14 14 15 16 17 17 18 19 20 21 21 22 23 24 25 26 27 28 29 30
Record the symbols as you see them 6 6
VERTICAL PLOTTING GRID
N ET A C C 6 HORIZONTAL4 PLOTTING 6
2 2 1 GRID
10 10 11 11 12 12 13 14 14 15 16 17 18 18 19 20 21 22 23 24 25 26 26 27 28 29 30 0 1 2 3 4 5 6 7 8 9 10 10
10in11the illustrations
13 14 15 15 16to17the right;
20 21 theyll
= Acc+Pro+(ECM-ECCM) 10 10
9 9 10 12 12 18 19 21 22 23 24 25 26 27 28 29 30 10 10 10 10 10 +10 10 9 10 10 10 10 10 10
9 9 9 9 9 9
8 8 9 10look10 11identical,
12 12 13 14 save 15 16 for the letters key-
17 17 18 19 20 21 22 23 24 25 26 27 28 29 30 9 9 9 9 9 10 10 +9 9
8
8
8
9
A CT IO N P OIN Hull
T S 8 8 Hull 8
7 8 8 9 9 10 11 12 13 13 14 15 16 17 18 19 20 21 22 23 24 25 25 26 27 28 29 30 8 8 8 8 8 9 10 10 +8 8 7 8
ing the AVID. 7 7 7 73 82 8 1 9 09 10
7
+7 7 7 6 6 6 7Gen
7 7 7 7 7
7 Shld Regen
7
6 6 6
7
6 7 7 8 9 10 10 11 12 13 14 15 16 17 18 18 19 20 21 22 23 24 25 26 27 28 29 30
6 6 6 6 7 7 8 9 10 10 +6 CR EW 6 A CT5IO N S 6 2 5 5
5 6 7 7 8For 9 both
10 11 12 sides, write the number 6
13 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 6 5 5 6
5 5 5 5 6 7 7 8 9 10 +5 Activate5 cloaking
4
4
4
5
device 4 4 4

00
5 5 6 7in8 the 8 first
9 10 white 11 12 13 arrowhead
14 15 16 17 18pointing
19 20 21 22 23 24 25 26 27 28 29 30 F IG HT E R M OV E
4 4 4 5 5 6 7 8 8 9 10 +4 4 3 4 3 3
3 3
4 5 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 3 3 3 1) 4 Farthest
5 5 First 6 7 8 9 10 +3 Activate other 2equipment (simultaneous) 2
3 4 5
right. This is your initial speed.
6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
2) Low Thrust First
Cargo
2 2 2 3 4 5 6 7 8 9 10 +2 Boarding party combat
2
1
2 1 Cargo
1
10 3) Largest First 10
1 1 2 3 4 5 6 7 810 9 1010 +1
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 1027 2810 29 30 HEX Roll
3 4 5 The Sequence of Play
6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 927 289 29 30
10 9 10
10 10 110 2 103 10 8
4) Die4 Roll;
5 Low6 7First
10 8 9 9 10 10Damage control,
9 9 10 10 shield
EDGE
10 210 & globe8 HEX
1 10 regeneration
CORNER
9 8 9 9 1 91 29 39 4 5 6 79 8 9 8 10 -19 9 9 9 9
8 8
T R I K E ! R E F E R E NDuring
C E C A R D V 1 4this first scenario, youll learn about 8different 8 parts of 28 the
2 8 2 Sequence
83 4 5 6 78of 8 Play.
8 8
7 7 9 7 10 -28 C O P Y R I G H8 T ( 8C ) 280 1 5 A D A S T R A G A M E S
7 7 3 73 37 47 5 5 6 7 87 9 107 -3 TARGET BEARING
The Sequence
E (RALT ) of Play describes what happens in 6a turn 6 of Squadron 7 Strike. 6 7 7 7 7
GLE LOOK UP TABL 6 46 4 6 4 65 5 6 7 Cargo 8 86 9 106 -4 SEQUENCE 6 6 OF 6 P LA Y Cargo
It is broken down into four major HORI phases,
ZONTA L BEAwhich
RINGS are 5 further divided 5 5 5 into
5 6 7 7 8 9 10 5
-5 T1
90 0
steps. The Sequence of Play is printed on the edge
5
Is the target visible through a hex edge
4 of the
5
4 or hex corner?
4 Reference 4
5 5 P IV OT
6 6 6 6 7 7 8 9 10 104
4 Card.
4 9 M O5DE 5
4 4
-6
PL OT TING 5 5
Plot pivot &
9
4 on 4AVID,4 mark midpoints
roll
30 30 30 30 30 If the target is three times as far away3 in one map 7 7 7 7 8 8 9 9 10 3 -7 3 3Bridge
Its also shown in the sidebar todirection the right.
as the other, its visible through that hex edge.
3 3
8 8 8 8 8 9 10 10 1 2
-8 If no pivot, add half of 1thrust to this turns speed
29 29 29 29 29 30 30 30 60 0
2
Otherwise, its visible through the hex corner.
2
9 9 9 19 9 10 10 -9
2
28 28 28 28 28 The 29 four
29 29 major 30 30 30 phases are Plotting, Movement, Combat, 1 and10Crew 10 101 10Ac-
1
10 Hull 1 -10 Plot vertical & horizontal 1 1 move, spend plottingHull APs
27 27 27 27 27 28 28 28 29 29 29 30 30
tions. Each of those phases is broken down into steps. Some of 0those 1 2 3steps 4 5 6 Std Record
7 8Sht29(1010HS/1Sqd, ECM ECCM
changesMovement, Mode Std
vector Sht (10 HS/1Sqd, 8-3-8/3
1 1
8-3-8/3+)
1 11
HE

HEX EDGE

26 26 26 26 26 27 27 27 28 28 29 29 30 30 4 3 1
XC

2
25 25 25 25are 25 only used 27 27by28ships 29 30 30specific movement modes, or rules governing0
28 29 using
1 2 Adjust EoT tent for 0
Displacement/Thrust
OR

26 26 26 Armo
NE

24 24 24 24ships 25 25 movement.
25 26 26 26 27 This 27 28 tutorial
28 29 30 30teaches Mode 1 Movement.
R

S T U M O DE V M O VEM W E NT X Y Z
23 23 23 23 24 24 24 25 25 25 26 26 27 28 28 29 29 30 3
22 22 22 22 23 The 23 Plotting
23 24 24 25 Phase 25 26 26is 27where you
27 28 29 29 plan
30 out your ships maneuvers. Unless Move to EoT tent, complete pivots & rolls
21 21 21 21a 22 rule 22 says
22 23 otherwise,
23 24 24 25 25 the26 27Plotting
27 28 29 Phase 29 30 is always secret and simultane-
MOVE CARD / COPYRIGHT (C) 2015 AD ASTRA GAMES v234
Record new AVID orientation
20 20 20 20ousyou 21 21 21 22 and 22 23your
23 24 opponent
25 25 26 26 do 27 28them 29 29 at 30 the same time and reveal infor- 4
1 Bleed speed from pivots, add speed from thrust
19 19 19 19 20 20 21 21 21 22 23 23 24 24 25 26 26 27 28 29 29 30
mation when both of you
18 18 18 18 19 19 20 20 21 21 22 22 23 24 24 25 26 26 27 28 29 30 30
are done. 2 Consolidate and record new vectors
5 1 2 Place EoT tent for current vectors / speed
17 17 17 18 18 The 18 Movement
19 19 20 20 21 Phase 22 22 23is24where
24 25 26your 27 27ships28 29 move30 on the map, in accor-
Fighters move, torpedoes move closer to targets
30

16 16 16 17 17 17 18 18 19 20 20 21 21 22 23 24 24 25 26 27 28 28 29 30
dance to the movement orders you wrote in the Plotting Phase.
0

15 15 15 16 16 17 17 18 18 19 19 20 21 21 22 23 24 25 25 26 27 28 29 30 30
14 14 14 15 15The16 Combat
16 17 17 18 Phase
19 19 20is 21where
22 22 you
23 24 fire
25 26weapons
26 27 28 29at30one another. 6 COM B AT
13 13 13 14 14 15 15 16 17 17 18 19 19 20 21 22 23 23 24 25 26 27 28 29 29 30
12 12 13 13 13The14 Crew
15 15 16Action
16 17 18 Phase
19 20 20is 21used
22 23for
24 other
25 25 26functions
27 28 29 30 of the game, most common- Roll for ECCM, note ELINT successes
11 11 12 12ly13repairing
13 14 14 15shields
16 17 17 and
18 19internal damage
20 21 21 22 23 24 25 to26 ships.
27 28 29 30
10 10 11 11 12 12 13 14 14 15 16 17 18 18 19 20 21 22 23 24 25 26 26 27 28 29 30 N ET A C C
9 9 10
When youre teaching your friends how to play the game, you should
10 11 12 12 13 14 15 15 16 17 18 19 20 21 21 22 23 24 25 26 27 28 29 30
call out
= Acc+Pro+(ECM-ECCM)

8 8 9 10the
10 steps
11 12 12of13the
14 Sequence
15 16 17 17 18 of 19Play
20 21as22you go25through
23 24 them.
26 27 28 29 30 If they ask a question
7 8 8 9that
9 10can be13answered
11 12 13 14 15 16by 17 looking
18 19 20 21at 22the
23 Sequence
24 25 25 26 27 29 30hand them Athe
of 28Play, CT IO N P OIN T S
card so
3 2 1 0
6 7 7 8 9 10 10 11 12 13 14 15 16 17 18 18 19 20 21 22 23 24 25 26 27 28 29 30
that they become the caller. CR EW A CT IO N S
5 6 7 7 8 9 10 11 12 13 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
7 8For 8 this
9 10 scenario,
11 12 13 14 both
15 16 the
17 18 Red
19 20player
21 22 23and the26 Blue
27 28 player
29 30 should makeF IG HT Eidentical Activate cloaking device
00

5 5 6 24 25 R M OV E
6moves,
7 8 9 their
10 11 ships
12 13 14mirroring
15 16 17 18 each
19 20 other
21 22 23as24they
25 26 travel
27 28 29away
30 from their 1) Farthest First Activate other equipment (simultaneous)
4 5 5 starting
2) Low Thrust First
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Boarding party combat
3 4 5
positions. To save space in the tutorial, we are
6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
omitting the statement 3) repeat
Largest First this
4) Die Roll; Low First Damage control, shield & globe regeneration
3 4 5 6process
7 8 9 for 10 11the12 other
13 14 15ship
16 17 at
18 the
19 20end
21 22of23each
24 25step.
26 27 28 29 30
TRIKE! REFERENCE CARD V147 COPYRIGHT (C) 2015 AD ASTRA GAMES

Copyright 2008, 2015 Ad Astra Games LLC 7


T Walkthrough of the SSD
U There are two different types of Squadron Strike Ships System Displays (SSDs): 1-up
SSDs with one ship per sheet of paper, and 2-up SSDs that cram two smaller ships
T onto one page. Each of these SSDs is broken down into five regions; the region loca-
O tions vary a bit depending on the SSD type.
R
I Ship Information
A 73 (3|0|3) Points / 72 Boxes Magellan CA
At the top of the SSD is a gray bar that has the
Empire/Directorate War
12 End /TL: Std
L ships class name on it. On the left end of 1the bar
[SMed MMed Fi3] [EWR DefR AblR ArR/1+ CA2] [RMed DMed RoF4 Acc3 MDR 4:1]

wnMiss ProtCn S is the ships point cost, followed by three 2 num-


# CREW [In] UNIT NAME #47 (1|0|3)Points
CREW/ 58Boxes UNIT NAME Paloma FG
bers separated by vertical lines: for example, 73 (3|0|3). The 73 is the point cost of
> Empire/Directorate 3War
the ship for balancing scenarios.
ProtCn Quad Reloads:The (3|0|3)
Proton code[ProtCn]
Cannon is a quick thumbnail x1comparing
1 Cargo
[In] 12 8 4
TwnMiss
Structural Integrity (6) Structural Integrity (6)
missile and torpedo launchers with the RNGability
ACC DMGto shootPEN down an opponents # missiles #
S1 and torpedoes. Sum the first two numbers 0-5 for
4+ each 6
>ship
7 belonging to one side in a
PhasArr T
2 W1Hullscenario; if the[In]total of the first two numbers 6-10 5+ forS16 all of
7 that players ships is within
a few > points of the sum of the third number 11-13 6+for 6all of7 the opponents ships, point
TwnMiss TwnMiss TwnMiss
defense and damage [3] sponge weapons will be roughly > equal[3]to each S
other, andSthe [3]
scenario will be fun to play. While explained Phased Arraynow, Emitter [PhasArr]
numbers wontx1be significant
S2 S2 theseTwnMiss
3 Cargo
PhasArr 3. U RNG ACC DMG PEN Interceptor: r3 (5)
TwnMiss
until Scenario [3] [3]
> [In] 0-3 3+ 2 >5
Next to the cost is the number of damage 4-7 4+boxes 2 on4 thePhasArr
ship. On the right end of thePhasArr
Hullgray bar TwnMiss T T
4 T1 Damage Control
is the[3]amount of 2Endurance
1
the ship
8-13 7+ has 1 for4 campaign [In] games and its Tech [In]
Damage Control
Level in Squadron Strike terms.
Cargo
73 (3|0|3) Points / 72 Boxes
FTL Drive
Magellan CA 12 End /TL: Std
2 1 # PhasArr[In] PhasArr [

Quad Reloads: TwnMiss


ProtCn 2 1 TwinMissile [TwnMiss] x2
ProtCn [In]
FTL Drive
1 #8 4
Defenses [In]
V
[In]
S
#
2 1 1 2 5 Cargo RNG ACC DMG T2 PEN
> PhasArr
Arm 2 Ev 8+
PhasArr
On theTwnMiss
upper-left corner of the 2D SSD 0-7 is3+a diagram
5 5 representing U the ships defens-
Bursting
ProtCn U
Proto
Gen Shld Regen 1
1
T2 es, overlying [3] >
an image of the top of the ship divided by two diagonal lines. The areas
8-16 6+ 5 5
[In]
[In]
[In]
1 2

1 2

1
Hull RNG
6 4 2 1

2 1
6 Hullwithin
2 >
the diagonal linesPivot
PhasArr W
are called facings, and
4 2 2 1
U1 S1there are four of them: Nose, Aft,
PhasArr 0-5
Left, and Right, [In] corresponding to the AVID symbols described earlier. [In]
T Those facings
6-10
W1 >
consist of the AVID window containing the symbol and> all adjacent AVID windows, 11-13
TwnMiss
Pivot
3 2 7 U2 andCargo
Hull cover a 90-degree arc. In 2D play, this means the AVID
Gen
2
Shld Regen Phasedwindow Array [3] and
Emitter one window x1
[PhasArr]
to either side. The AVID symbols are repeated in the center of the defense diagram; Phase
78 (0|1|3) Points / 80 Boxes Reason
S2 CA
RNG ACC DMG PEN 12 End /TL: Std
Interceptor: r3 (5)
3 Cargo
inside> each is the ProfileQuad number, #
(explained on page 26) for PhasArr
0-3 that facing
3+ 2
U of the ship.
5 RNG
[SMe

Nose Shld Regen Reloads: NucTrp GluBm


8 1Higher
Cargo 9 6 3 Profile numbers 8make Roll
4 you harder to hit. >
4-7 4+
[In]
[In]
2 S4 0-3
#
1 2 3 2 1 8-13 7+ 1 4 4-7
U1 On Hulleach facing, outside the Profile numbers, are numbered > TwnMiss
shield-shaped armor
1 > PhasArr [3] 8-13
Nuclea
icons. The numbers, which decrement
Damage Control from highest T1 to lowest,
TwinMissile represent
[In]
[TwnMiss] the strength x2
1 2

1 2

9 Cargoof4 the
1 1
Hull
# 2 1 SPD AC
the armorT1S1
1
armor on each facing. Gen ShldOutside
Regen icons isRNG a seriesACCProtCnof
DMGblack PEN circles, Armwhich
2 Ev 8+ TwinM
1 2represent the shields on 2each FTL Drive
Bridge facing. Shields and armor #are
0-7
GluBm [In] T
explained
3+ 5
V
on
5 page 16.
Bursting
5 3
2 1
1 > 8-16 6+ 5 5 [In] 10RNG 6

the 3D SSDs, the 2D AVID and plotting grids are> omitted,


Roll V2 0-7
3 1 OnCargo TwnMiss but a defense dia- PhasArr [3]
10 Hull
gram
Std Sht (10 HS/1Sqd, 8-3-8/3+) Movement, Mode 1
4 3 1 facings of the ship T2
Gen Shld Regen 8-16 1
>1 for the Top and Bottom
5 Cargo 6 4 2 Armor
is included, overlying
[In] a picture of
Gluon B
the left side of the ship. On the 2-up SSDs, like the Paloma-class
T1 # > frigates, the defense
3diagrams are at the bottom of the page, as shown below. PhasArr
NucTrp [In] U W RNG AC
1 V1 Hull S T >U V
[4]
ECM
0-5 3
6-10 3
Pivot U2
Bridge
3 2 1 1 2
6 Hull> 3 2 11-15 4
Damage Control W1
4
1 2 1
1 3 2 1 >
1 1 GluBm Phased
Sqd, 8-3-8/3+) Movement, Mode 1
Hull 1 1 Structural IntegrityFTL
(10) Drive
# [In]
V
W X Y Z ECCM
1

1 2# 1 RNG AC
3 2 1 1 1
U1
2 1 Armor 7 Cargo
# 1 1
0-3
4-7
3
4
U1
5 # 8-13 7

Cargo > PhasArr W ArR/1+ CA2] [RMed DMed RoF4 Acc3 MDR 4:1]
[SMed MMed Fi3] [EWR DefR AblR
[In]
10
Roll V2
8 10
10
9
9
10
9
10
10 10 10 10 10 8 Hull 3 1
Pivot
Squadron Strike: ThePhasArr
S2
Empire/Directorate War
[In]
6
9 8 9
8
8
7
8
8
9
8
9
8
9
8
9
3 2 1 >
Hit Location Regions Cargo
180 (7|0|8) Points / 112 Boxes Maranho DN
The largest area of the SSD is the column of light- Quad Reloads: TwnMiss TErPrCn
1 20 16 12 8 4
U [In
gray Hit Location rows. There are ten of them,
1 2 num-
> TErPrCn
bered 1 through 10. Each row contains0 anywhere
O [In

1 2

1 2
0 0
from zero to seven groups of damage boxes 0 (diamond
Hull

icons in the column of Hit Location rows 2count


1
as 2
S1
RErPrCn
damage boxes), and this is covered in more detail in V2 > I [In
the Damage Allocation section on page 16. AErPrCn[In
Cargo
Your ships Thrust Rating is labeled Movement in
T1
L
Hit Location 10, the Bridge is in Hit Location 9, and 3 ErPrCn
your Pivot Rating is12 in Hit Location 6. W2 > [In
Magellan CA End /TL: Std Empire/Directorate War
[SMed MMed Fi3] [EWR DefR AblR ArR/1+ CA2] [RMed DMed RoF4 Acc3 MDR 4:1] 1 PhasArr
ProtCn S
Weapon Mounts Hull
2 [In
[In] # CREW
1 2 UNIT NAME Damage Control T2
To the right of the Hit 4
> 0 3 3 2 1
ProtCn Location column
Proton Cannon on
[ProtCn] x1 PhasArr
[In] FTL Drive # [In
1-up SSDs
RNG ACC DMG PEN and
0
down 2 1
1
PhasArr
the center
0-5 4+
2of1 the page
6 7 Cargo TwnMiss
T V1 [4]
[In] on 2-up
6-10 5+ SSDs6 are
7 the
1 > 5
weapon
11-13 6+ mount
6 7list-
TwnMiss
[3] ings for the ship. These
> PhasArr
[In
Phased Array Emitter [PhasArr] x1
2 include firing arc Hull
TwnMiss
PhasArr RNG ACC DMG PEN
U diagrams, which vary Interceptor: r3 (5) Pivot W1 [4]
> [In] 0-3 3+
depending 2 5
on whether
6 2 2 1

TwnMiss 4-7 4+
the ship
2 4
is 1a 2D4 or 3D >
[3] 8-13 7+
1 variant. 2D firing arc Hull
diagrams look like
TwinMissile [TwnMiss] rings Auxiliary
x2Reactor Gen Shld Regen U1
#
ProtCn V
of black 7 1 8 6 4 2
ACC and
DMG white
PEN seg- Arm 2 Ev 8+
[In]
RNG
ments,
0-7 3+ while
5 3D5 firing Bursting
#
TwnMiss
2 [3] arc diagrams
8-16 6+ 5 look5 like Hull
ovals full of white and Roll S2
> PhasArr
[In]
W black squares. The black 8 2 2 1

areas on either are the >


2 directions in which the Cargo
weapons cannot fire. U2
> 9
Each weapon mount
has a white region to its side, which can have up to two
Bridge
6 5 4 3 2 1
>
1 entries. These are weapon mount rows; each row can Hull
have a different type of weapon. The number of weap- Std Sht (10 HS/1Sqd, 8-3-8/3+) Movement, Mode 1
1 2 1
# ons in each row is shown by the diamonds under a 0
3 2 1 1
#
weapon abbreviation. Weapons with limited ammuni-
Armor #
2 tion show how many shots they can fire with a number
in square brackets,
73 (3|0|3) BoxesexampleMagellan
Points / 74 for CA
[4]. A weapon with infinite shots
12 End /TL: Std Empire/Directorate War
> [SMed MMed Fi3] [EWR DefR AblR ArR/1+ CA2] [RMed DMed RoF4 Acc3 MDR 4:1] 1
ads: TwnMiss has a shot count of [In]. ProtCn
[In]
S
# CREW UNIT NAME 2
1
Weapon Tables > 3
To the right of the weapon mount S listingT ProtCn
on the U V ECM Proton Cannon [ProtCn] x1
[In] 1-up SSD, and
> underneath the weapon mountS1listing on the 2-up SSD, are the RNG ACC DMG PEN
0-5 4+ 6 7
ships weapon tables. These give a weaponsPhasArr rate of fire,
T cooldown
[In] 6-10 5+ 6 7
cycle, andStructural
range bands,
Integrity (10) as well as
W1 its Accuracy,
> Damage, and Pen- 11-13 6+ 6 7
etration numbers for each rangeWband. X TwnMiss Y
# Z ECCM
[3]
mor # S2 Phased Array Emitter [PhasArr] x1
Copyright 2008, 2015 Ad Astra Games LLC PhasArr U
RNG ACC DMG PEN Interceptor: r3 (5)
9
> [In] 0-3 3+ 2 5
Mode 1 Movement in the Mode 1 Movement Primer
T Rulebook
U Mode 1 movement is cov- Prior to the first turn, place each ship in its respective starting hex on the hex map,
and place each ships End of Turn token (one of the fold-up tents) 6 hexes directly in
T ered in more detail on pages
2629 of the main rulebook, front of the ship. You will need to write the ships orientation symbols in the yellow
O with illustrated examples on windows of the AVID, as was shown
Points / on page 7.
46 (1|0|3) 56 Boxes Paloma FG 10 End /TL: Std
R pages 3639. If you have any Cargo
In Mode 1 movement, your Quadship
Reloads:accumulates
TwnMiss momentum from turn to turn. That
TwnMiss
I questions not covered by this
tutorial, refer to the main
1
momentum always moves the12 8ship
4 forward, in the direction the Nose
[3]
S
symbol (the #
A 1 2
rulebook for the definitive >
front of the ship) is pointing. Momentum requires a little bit ofTwnMiss record keeping, and
Ph
L answers! 1
1
1 we useHullthe set of four arrowheads within the yellow ring of the 2D AVID [3] on the 2D
1

1 RNG
SSD, or under the AVID on the Move Card, to do this. S1
1 2
Three of those arrowheads point to the right; two of them are white, T PhasArr
[In] separated by a
0-3
4-7
>
gray one in the middle labeled +M. Inside the first arrowhead, record the ships ini- 8-13
PhasArr
tial speed.
Cargo The second arrowhead, containing +M, is for recording [In]how much thrust
youve applied on this turn. The third arrowhead isS2for how far your ship will actu- Tw
ally3 move this turn. The fourth arrowhead, pointing left and containing
PhasArr UP, is for
RNG
> [In]
recording how many windows youve pivoted on the AVID. When using the AVID, 0-7
8-16
arrowheads
Hull printed in gray are meant to be written in. They show how movement has
changed as the result of your decisions.
Damage Control
4 2 1
FTL Drive
2 1
#
Determining How Far Youll Move on the Current Turn
How far you travel on the current turn is set in the Plotting Phase. The largest
Cargo
contributor is any speed retained from prior turns
T2 of thrust. In the AVID shown
A 5at left, thats 6 hexes per turn.
If you thrust without pivoting, youll add the number> in the first arrowhead
to Hull
half of the number in the second arrowhead (round any fractions down), and
write the result in the third
Pivot arrowhead. For example,
U1 if you start with a speed of
6 37 66 and a thrust of 3, youll4 cover
2 2 1
6+(3/2)=6+1=7 hexes on this turn, writing 7 in
the third arrowhead. >
If
Hullyou pivot, youll move a number of hexes equal to the number in the first
arrowheadjust copy itGen over to the third arrowhead. Write down the number
Shld Regen
7 2
of windows you pivoted in the fourth arrowhead, labeled P. You will usually
want to thrust and pivot on the same turn, at least to the # point where the speed
gains
Cargo from thrust cancel out the speed bleed from pivoting.
10
10 10 Roll
10
9
9
9
10
10 10 10 10 10 8
Pivoting & Thrusting 2 1
9 8 9
8
8
7
8
8
9
8
9
8
9
8
9
Changing the direction the Nose (front) of your ship faces > is called a pivot. The
7 7
6
6
6
7 7 7 7 maximum
Cargo number of windows you can pivot is equal to the highest unchecked box
6 6 6
5 on the Pivot track on the SSD, on Hit Location 6. To T1 pivot, draw an arrow on the
5
4
5 5 5
9 from your ships Nose icon to the window of the yellow ring you want the Nose S
4 4 4 4 4 AVID
along the arc of windows on>the AVID. Your pivot will
3 Bridge
2
3
2
3
to end up in after movement, 1
1 1 1 happen after your movement. Each window is a 30-degree angle, and two windows
Hull
make Std
upShtone hex side.
(10 HS/1Sqd, 8-3-8/3+)Your ship can
Movement, Mode 1face either a hex side or a hex corner.
Structural Integrity (6)
1 1 4 3 1 # W
0
Thrusting can change your position on the current turn if you arent pivoting, and
it will change your speed on subsequent turns. The maximum
Armor # amount that you can
thrust on a given turn is equal to the highest unchecked box on the Thrust track on
the SSD. The Thrust track, labeled Movement, is on Hit Location 10. Each level of
thrust you use will increase your speed by 1 hex per turn. This change in speed ap-
plies to next turns movement.

10 Squadron Strike: The Empire/Directorate War


In Mode 1 movement, pivoting slows you down. Each window you draw an arrow The Hockey Puck Analogy
through for a pivot will reduce your speed at the start of the next turn. This is called T
One of the best explanations
bleeding speed in play. If youre moving at a speed between 11 and 20, each window about Squadron Strike tactics
U
you pivot through bleeds 2 speed, and if youre moving at a speed between 21 and 30, came from a player named T
each window you pivot through bleeds 3 speed. For example, if your ship is moving Patrick Doyle: Momentum OCargo
at speed 13 and pivots by two windows, it will bleed 2*2=4 points of speed. movement games are about
where the hockey puck will 1R
Plotting Hex Movement
2
be, not where1 it is now. Always I
During the Plotting Phase of the Sequence of Play, youll make three (and later
keep an eye on1 both the tar-
1 1
A Hull
gets ship and 1how far out their

1
up to five) interlocking decisions: These are: Do I pivot, and how far? Do I apply EoT tent is from their cur-
L
thrust, and how much? and Which of the available hexagons will I arrive in when 1
rent location. When in doubt, 2
my movement is done? shoot a bearing (explained
on page XX, for turn Y) from
Were going to focus on the last of those decisions first. Remember, all decisions in Cargo
your EoT tent to their EoT tent
the Plotting Phase are secret and simultaneous. before you plot movement. 3
At the start of this scenario, both ships have an initial speed of 6, and theyre lined
up for a closest approach that will be about 15 hexes apart. To use the PhasArrs,
theyll have to get closer than that. Hull

There are two ways to do that: plotting a pivot, and using some of the wiggle 4
room available for plotting movement on the plotting grid, also called the hex
grid. Plotting movement uses the plotting grids printed below the AVID. One of
Cargo
the grids has hexagons with an edge on top. This is the hex side plotting grid.
The other has hexagons with a corner pointing up at the top. This is the hex cor- A 5
ner plotting grid. When your ship is facing one of the six map directions (A, B,
C, D, E, or F), you use the hex side plotting grid. When your ship is facing a hex
Hull
corner, you use the hex corner plotting grid.
Both sides in this fight are facing a hex side and have a speed of 6. This is why 6 6
each ships End of Turn (EoT) tent starts out 6 hexes directly in front of the box
miniature. When you plot your ships movement, youll select a hexagon with the
Hull
number 6 in it on the hex side plotting grid. There are three white hexagons to
choose from; you wont be using the green hexagons (these appear on the Move 7
Card but not on the 2D AVID) until youre flying in 3D. Selecting the center white
hexagon with a 6 takes you straight forward by 6 hexes. Selecting either of the
Cargo
two off to the sides will offset you to your ships left or right. 10
10 10
Select the hex on the right. Draw a line from the hexagon with the number 1
10
9
9
9
10
10 10 10 10 10 8
9 8 9 9 9 9 9
in it to the hexagon with a 6 in it thats offset to your ships rightcloser to the 8
8
7
8
8 8 8 8
target. View the illustration in the sidebar here to see how it should look. Unlike 7
6
7
7 7 7 7
Cargo
6 6
pivoting or thrusting, these choices do not alter your speed for next turn. 5
6 6 6

9
5 5 5 5
4
For the other ship, have your opponent select the rightmost hex with a 6 in it, 4
3
4 4 4 4
3 3
paralleling your move. Once everyone has drawn a plot on their plotting grid, 2 2
they adjust the EoT tents for their ships on the large hex map. Once all ships have 1 1 1 Hull
adjusted their EoT tents, go on to the Movement Phase. Std Sht (1
1 1
The first step in the Movement Phase is that all ships move to their EoT tents C 0
just move each box miniature into the same hex as its tent, and set the tent beside
it for now. The next step is recording new AVID orientations. Since you didnt
pivot prior to this movement, ignore that step. After that comes speed adjust-
ments: If you pivoted or thrusted, you would bleed speed from pivots, as described
above, and add speed from thrusts.

Copyright 2008, 2015 Ad Astra Games LLC 11


Damage Control
4 2 1
FTL Drive
2 1
#
In this case, both of these adjustments are 0, so erase the last three arrow-
Cargo
T A heads, and leave the 6 in the first arrowhead. (In T2 the Sequence of Play, this is
U 5the same phase where Mode 2 movement does vector consolidationyou wont
that part of this step at all in this tutorial.) Paloma> FG
46 (1|0|3) Points / 56 Boxes 10 End /TL: Std
T useCargo

O 1 Once
Hull you know your next
Quad Reloads: TwnMiss
12 8 4turns starting speed, place the EoT[3]
TwnMiss
tentSdirectly in #
R 6 1
1 2
6front of your ship by that4 number
Pivot
2 2 1
U1
of hexes. So, for turn
> 2, the EoT starts 6 hexes
TwnMiss
I 1 1
directly in front of your ship. Its very important to realize that youre
> [3] adjusting Ph
theHullEoT tent twice: When you place it at the end of the Plotting Phase, it goes ex-
1

1
A 1
S1
RNG

L 1 2actly
Hull to the hex your ship will move to in the Movement Phase. PhasArrWhen
[In]
T
you place 0-3
4-7
it in the Movement Phase, like
Gen Shld youre doing now, it goes
Regen
> approximately where
7youre going to end up next 2
turn, and it will be adjusted during
8-13
PhasArrthe Plotting
Cargo of the next turn. Several mechanics in Squadron Strike
Phase # [In]
rely on having an ap-
S2 Tw
10
3proximate
Cargo idea of where you and your opponent will be prior to firing weapons.
PhasArr U
RNG
10 10 Roll
10 9 10
10 10 10 10 10
While
8 there is a step after placing
2 1 EoT tents in the Movement
> Phase,[In] it wont be 0-7
9 9
9 8 9 9used in this scenario. With both ships well outside of PhasArr range, well skip the 8-16
8 8
9 9 9
Hull >
8
7
7
7
8 8 8 8
Combat and Crew Action Phases for now.
Damage Control
7 7 7 7
6
6
5
6 6 6 6 4 Cargo 2 1
Plotting Thrust T1
S
5
4
5 5 5
9 FTL Drive
2 1
#
4 4 4 4 4
Starting on turn 2, youll add another variable to your ships movement: thrust. As
at the top of 1this primer, thrust in Mode 1 >adds to next turns speed,
3 3 3 Bridge
Cargo
mentioned
2 2
A
1 1 1
5and
T2
Hullmay add to the distance moved on this turn. Now, look at the group of four

1arrowheads inside
Std Sht (10 HS/1Sqd, 8-3-8/3+)the
2D AVID,
Movement, Mode or
1 below the 3D AVID. Structural Integrity (6)
1 4 3 1 > # W
0 Your initial speed is 6, carried over from lastArmor turn in the first arrowhead. Your
Hull #
maximum thrust, shown on the Thrust track, inU1Hit Location 10, is 3. Youll use
Pivot
637 6your maximum thrust this 4 2 turn,
2 1 so write a 3 in the arrowhead marked +M.
Because youre not pivoting, the thrust adds to the distance > traveled on this turn
of movement. Add half of your thrust of 3, or 1.5, to your initial speed of 6, and
Hull
drop the fraction. This has you moving 7 hexes this turn.
Gen Shld Regen
7 Moving down to the plotting
2 grids, your ships Nose is facing a hex side, so
youll use the hex side plotting grid. A speed of 7 gives# you a similar range of
available
Cargo
hexes your ship can move into as last turn. Select the rightmost white
10
10
10
hex with a 7 in it, andRolladjust your EoT tent on the hex map to match.
10
9
9
9
10
10 10 10 10 10 8 After everyone has adjusted
2 1
their End of Turn (EoT) tents, the Movement
9 8 9
Phase begins. Players move their ships to the EoT tents> and then update their
9 9 9 9
8 8
8 7 8 8 8 8
7 7
6
6
6
7 7 7 7 speeds.
Cargo Your starting speed for next turn will be the sum of your initial speed
6 6 6
5
this turn, or 6, plus the total amount of thrust used,
T1 or 3, minus the number of
5
4
5
4
5
4
5
4 9windows pivoted, or 0. 6+3-0=9. Erase all four arrowheads, and then write 9 S
4 4
3 3 3
in the first arrowhead. Bridge
1
>
2 2
1 1 1 Place
Hull your ships EoT tent 9 hexes directly in front of your ship. The ships are
Structural Integrity (6)
1still too far apart to fireMovement,
at eachMode
other with PhasArrs, so skip the Combat and
Std Sht (10 HS/1Sqd, 8-3-8/3+) 1
1 4 3 1 # W
0Crew Phases. Armor #
Plotting Pivots
For turn 3s Plotting Phase, assuming both ships have followed the previous two
turns of movement described above, it will be obvious that both ships need to change
heading (turn) to keep closing the range. In Squadron Strike, a change of heading is
called a pivot. While there are more options for pivoting in 3D, the basic mechanics
remain the same.

12 Squadron Strike: The Empire/Directorate War


4

On the AVID, draw an arrow from the window containing your Nose marker to
the window for the direction you want the ship to point. The maximum number A
TCargo
of AVID windows that arrow can span is set by the Pivot Rating of your ship, 5U
indicated on Hit Location row 6 on the SSD. For both ships used in this scenario, T
the maximum Pivot Rating is 3. O Hull
This turn has a range of choices to consider. The first is whether or not to pivot.
9 9 3 6R
Pivoting will slow you down and set your rate of closure. The second is how far to I
pivot. A glance at the two sides EoT tents shows the two ships are passing each A
other at this point. The third choice is how much thrust to use. If you use a thrust
of 3 and you pivot 3 (three AVID windows), you will cancel out the speed bleed
L Hull
from pivoting.
7
In the end, while its not the only good choice, the most aggressive choice is to
pivot three windows toward the ships right. For the Brasilian forces, this means Cargo
10
10 10
drawing an arrow from the AVID window for the Nose, currently facing direc- 10 9 10
10 10 10 10 10 8
9 9
tion F, to the window for direction A/B (the AVID window between the windows 9
8
8
8
9 9 9 9 9

for directions A and B). For the Directorate forces, assuming theyre running 8
7
7
7
8 8 8 8

6 7 7 7 7
parallel, the arrow goes from the window for the Nose, currently facing direction 6 6 6 6 6
Cargo
5
C, to the window for direction D/E. Both ships will face a hex corner when their 5
4
5 5 5
9
4 4 4
movement is done. 4
3
4
3 3
Cargo

In the set of four arrowheads inside or below the AVID, record the number 1
2 2
1 1 1 Hull
of windows transited (write 3) in the left-pointing arrowhead, labeled P. 1 2
Std Sht (1
Whether or not they thrust, both ships will move 9 hexes this turn, so write 9 1 1 1
in the third arrowhead. Because the ships are pivoting, do not add half of thrust
1 1 0 Hull

1
1

to speed. Whether or not to thrust is an interesting decision. However, dont 1 2


thrust this turn, now that youre pointing at the enemy and can make a close pass. The Three-Window
Because pivots happen after movement, the Magellan is still moving in direction F Epiphany
Cargo
and the Reason in direction C this turn. On the hex side plotting grid, circle a hexa- All of the orientation sym-
gon with a 9 in it. For the Brasilians, select the hex thats two off the centerline bols you draw on the AVID 3
are three windows apart from
toward the ships right before movement. For the Directorate, be clever and just go
each other. This is obvious in
straight ahead, choosing the hex in the center. 2D play, and less obvious in Hull
Once the plots are done, move the EoT tents to the corresponding hexes on the hex 3D play. All of the geometry
map, and continue on to the Movement Phase. of the AVID is built off of this 4
three-window separation.
Both ships move to their EoT tents and, after moving, change their orientation
on the hex map. Once theyre facing the appropriate directions, its time to redraw Cargo
the AVID. Erase the AVID and redraw the symbols, with the triangle for the Nose A
drawn in the window for the appropriate hex corner, the semicircle for the Aft 5
directly opposite, and the Left and Right symbols three windows away from each.
Once the AVID is redrawn, its time to adjust your speed. Both ships started Hull
with a speed of 9, neither used thrust, and both pivoted by three windows. This
6 6
will drop their initial speed for next turn to 9+0-3=6. Write the 6 in the first ar-
rowhead and erase the other three arrowheads; then, place the EoT tents 6 hexes
away from the front of each ship. Because both ships are facing hex corners, its Hull
easiest to count away from the ship by twos in the open hexes along the hex spine.
This ends the Movement Phase of the turn.
7
Both ships should be right on the outer edge of combat distances at this point.
Cargo
10
10 10
10
9
9
9
10
10 10 10 10 10 8
9 8 9 9 9 9 9
8 8
8 7 8 8 8 8
7 7
6 7 7 7 7
Copyright 2008, 2015 Ad Astra Games LLC 6
5
6 6 6 6 13 Cargo

9
5 5 5 5
4
4 4 4 4 4
3
T Combat Phase
U With the ships this close to each other, its time to run the Combat Phase Steps.
The first two are allocating Action Points and rolling for Electronic Counter Counter
T Measures (ECCM). Skip the Action Points Step for now. You can ignore the ECCM
O Step entirely; the Electronic Counter Measures (ECM) rules are only used as scenario
2 End /TL:RStd Empire/Directorate War specific rules in this tutorial, and none of the ships provided have ECM or ECCM
1
[SMed MMed Fi3] [EWR DefR AblR ArR/1+ CA2] [RMed DMed RoF4 Acc3 MDR 4:1]

I # CREW UNIT NAME


systems. The next
2 step is plotting fire. Squadron Strike has three Fire Steps. Youll use
A the Standard Fire Step for this battle and add the other steps later on.
3
MagellanL CAProton Cannon [ProtCn]
12 End /TL: Std x1 Empire/Directorate War
Plotting Fire 1[SMed MMed Fi3] [EWR DefR AblR ArR/1+ CA2] [RMed DMed RoF4 Acc3 MDR 4:1]
RNG ACC DMG PEN
0-5
ProtCn
4+
[In]
S
6 7 #In Squadron
CREW Strike, theUNIT
directions
NAME a ship can 2 fire in are constrained by firing arcs.
> 6-10 5+ 6 7 Firing arcs are shown on the center section
3 of the SSD and are different for 2D and
ProtCn 3D ships.
Proton To [ProtCn]
Cannon see if an enemy ship can
x1 be targeted by a weapon, draw an imaginary
11-13 6+ 6 7
[In]
line between
RNG ACC DMG your PEN ship and the target and see which of the windows of the AVID it
S1 Phased
PhasArr Array Emitter [PhasArr] crosses.
0-5 x14+ The6 window
7 it crosses will correspond to a map direction, from A through
T
RNG ACC [In] DMG PEN Interceptor:6-10
F, with
r3 (5) 5+ intermediate
6 7 map directions shown as two letters separated by a slash (A/B,
W1 > 0-3 3+ 2 5 11-13 6+ 6 7
TwnMiss D/E, and so on).
4-7 4+
[3] 2 4
8-13 7+ 1 4 Imagine
Phased Arraythe AVID
Emitter is in the mapx1hex your box mini is on, centered on your ship,
[PhasArr]
S2
PhasArr
with ACC
RNG the AVIDs
DMG PENNose Interceptor:
symbol r3aligned
(5)
with the Nose of your ship. Next, count the
U
> TwinMissile
[In] [TwnMiss] number
0-3 x23+ of 2hexes
5 from your ship to the target, not counting the hex your ship is in,
RNG ACC DMG PEN
TwnMiss
but
8+ counting
Arm 2 Ev 4-7 4+ 2 the
4 hex the target is in. This is the range to the target; write the range
0-7 [3]
3+ 5 5 Burstingin the7+AVID
8-13 1 window
4 your imaginary line crossed. Writing the range to a target in
T1
8-16 6+ 5 5 an AVID window is called shooting a bearing. Its a key component of the game.
ProtCn TwinMissile
Look at the[TwnMiss]
window directly oppositex2 of the bearing you wrote down; thats the
# [In]
V
RNG ACC DMG
direction yourPEN Armtake
target will 2 Ev 8+the damage from. For example, if you see the target
TwnMiss 0-7 3+ 5 5 Bursting
[3]
in direction A, theyll see incoming damage from direction D.
T2 8-16 6+ 5 5
The movement plots of the first three turns should have the ships 8 to 10 hexes
> PhasArr
[In]
W apart. Now, look at the firing arc diagrams. On the 2D SSDs, these are rings like
the one on the outer edge of the AVID, with the symbols for Nose, Aft, Left, and
U2
Right in the windows. Compare the position of the Nose symbol on the AVID
with the Nose symbol on the firing arc diagrams. If the bearing you marked on
> the AVID matches a white space on one of the firing arc diagrams, all the weap-
ons associated with that diagram bear on (can fire at) the target. To the left of the
firing arc diagram is a box listing the weapons using that arc; each diamond in the
U1
box represents a single weapon. For this scenario, we only care about the boxes with
# PhasArrs in them.
Choosing what weapons are fired is secret and simultaneous; each
V2 player records what weapons will fire and then all are revealed at
S T U V ECM once. The bottom of the 2D SSD has a set of 8 boxes for this pur-
> pose. The boxes are labeled S through Z. Each box has two rows of
six diamonds. Record the number of the ship youre shooting at in
V1
the box, and fill in the diamonds on the top or bottom to show how
S T U weapons
many V youreECM firing.
W X Y Z ECCM
> For example, if youre firing all of the Magellans PhasArrs at the
Reason, youd record R1 (for Red 1) in boxes T, U, and W, and
Structural Integrity (10) fill the first diamond in the top row of each.
# W X Y Z ECCM
These boxes are also at the bottom of the Move Card when playing in 3D.
Armor #

14 Squadron Strike: The Empire/Directorate War


[In]
Hull RNG ACC DMG PEN
S1
PhasArr 0-5 4+ 6 7
T
[In] 6-10 5+ 6 7
Reading a Weapon Table W1 > 11-13 6+ 6 7

argo
TwnMiss
The only weapons youll fire in this scenario are the[3]phased array
T
emitters (PhasArrs). To the right of the
S2 firing arc diagrams are weapon Phased Array Emitter [PhasArr] x1 U
tables for each type of weapon on the ship. The PhasArr
PhasArr weapon
U table is RNG ACC DMG PEN Interceptor: r3 (5) T
in the sidebar to the right. > [In] 0-3 3+ 2 5 O
4-7 4+ 2 4
Hull PhasArrs have three range brackets, shown in the RNG
TwnMiss
[3] column: 03 8-13 7+ 1 4
R
Damage Control
hexes, 47 hexes,
2 1
and 813 hexes. T1 columns after each range bracket
The I
are labeled ACC
FTL Drive
(Accuracy), DMG (Damage),ProtCn
#
and PEN
[In]
V (Penetra- TwinMissile [TwnMiss] x2 A
tion). The weapon
2 1 fires once per turn (thats the x1 in the upper right corner
RNGof the
ACC DMG PEN Arm 2 Ev 8+ L
argo table), and it can fire every turn. TwnMiss 0-7 3+ 5 5 Bursting
Gen Shld Regen T2 [3] 8-16 6+ 5 5
Accuracy is6the4 2number you must equal or exceed on a 10-sided die roll to hit the
target. Die roll modifiers will add to this number,
> makingWit harder to hit the target.
PhasArr
[In]
Damage is the base amount of damage you do to the target if you hit. This is the
Hull
minimum amount
Pivot
of damage a hit inflicts.
U2
Penetration3is2 bonus damage you inflict as the result of a die roll. The Penetration
die roll is a 2d10- roll, meaning you roll two> 10-sided dice and subtract the lesser
Hull number from the greater. For example, if you rolled a 7 and a 3 on the two dice, the
die roll result would be 7-3=4. Each range
U1 bracket has its own Penetration value.
The Penetration value is the maximum damage you can get from the Penetration
# weapons Penetration value is 3, your
die roll. If your 2d10- roll yields a 4, but your
argo
Penetration damage is 3. If the two dice come up with the same number, the result is
0. Penetration Rolldamage is added to theV2 base damage of the weapon. Base damage plus
Penetration damage
3 1 is Total damage.
The PhasArr has a weapon trait (a special>ability) called Interceptor: r3. It wont
argo be used until Scenario 3.
V1
Calling Damage
Firing Weapons While it doesnt seem like it,
Bridge
To fire at an3 enemy
2 1
> dice at once: a red one for Accuracy, two
ship, roll four 10-sided rolling weapons one at a time,
and calling damage like weve
Hull
of the same color for Penetration, and one of a third color for a Hit Location result. described significantly speeds
Using
td Sht (10 HS/1Sqd, thedice
8-3-8/3+) that Mode
Movement, come
1 in the boxed game, theres a red die,
Structural two
Integrity (10) black dice and
up play at its slowest point -
1 a blue die. If the weapon hits, call out Hit, X points to the Y, where
3 2 1 # X is the Total where information has to be
damage (base damage plus Penetration #
Armor damage), and Y (the roll of the blue die) is the shared across the table.
Hit Location number. It is significantly faster than
When a weapon hits a target with a Hit Location, the combination of Total dam- rolling Accuracy for all the
weapons, then remembering
age amount plus a Hit Location result is called a strike. An example of calling a strike what hit, rolling Penetration,
would be Hit, 5 points to the 4. This means that 5 points of damage have been dealt and then rolling Hit Loca-
to the target, and if the damage gets past the facing shields and armor, damage al- tions.
location will start at Hit Location 4.

Copyright 2008, 2015 Ad Astra Games LLC 15


Determining the Direction of Incoming Damage
T Why Dont You Just Eye-
ball Facings? When a target takes damage, that damage comes through a facing. On the defense
U Facings in Squadron Strike diagram, facings are easy to spot, and theyre labeled by the corresponding orienta-
T are filtered through the AVID. tion symbols. On the AVID, a facing is the set of windows adjacent to an orientation
O In 2D, this seems like a fiddly symbol. To find the window inbound damage is coming through, shoot a bearing to
extra step when you can just
R look at the box mini on the
the firing ship, or ask them for the inverse of the bearing they used to shoot at your
I hex map. That fiddly extra step ship. Write this incoming damage bearing down on your AVID. In 2D, a facing is the
A is critical for tracking firing orientation symbol and the two AVID windows to either side. In 3D, the number of
arcs and incoming damage adjacent windows varies from six to eight.
L when ships are maneuvering
While that sounds legalistic and fussy, its really simple: if the bearing for your
and orienting in 3D. Plus, the
more you practice it, the easier incoming damage comes through an orientation symbols window, you take damage
it gets. through that symbols facing. If your incoming damage bearing is next to an orienta-
tion symbols window, you take damage through that symbols facing.

Shields and Armor


Cargo
73 (3|0|3) Points / 72 Boxes Magellan CA 12 End /TL: Std
The ships in this product use two defenses: shields and armor. Each facing on the [

Quad Reloads: TwnMiss ProtCn


1 8 4 diagram has its own shields and armor. A facings shields[In]mustS be down
defense #
1 2 before armor is applied. A shield is down when all the shield
> bubbles for that facing
ProtCn Proto
1 have been marked off. [In]
1 2

1 2

1 1
Hull RNG
1 Shields are ablative hit points. Unless a weaponS1trait says otherwise, one damage
2 1 2 marks off one shield bubble. When marking shield damage,
point PhasArr mark
[In]
T lightly
0-5
6-10
shields can be regenerated. (Shield / 112 Boxes 2.) Maranho DN
Cargoregeneration is W1explained in Scenario
180 (7|0|8) Points
> 11-13
TwnMiss
Quad Reloads: TwnMiss
Armor is subtractive: every strike after the relevant facings shield is down subtracts ErPrCn
Cargo 1 20 16 12 8 4 [3]
Phase[
the armor value 1 2 from the strikes damage.
78 (0|1|3) Points / 80 Boxes Armor values
Reason
S2 CAare printed in descending
12 End /TL: Std
3 in the armor
Cargo >
order icons. Use the highest unmarked value onPhasArr the facing. If a 5-point ErPrCn
RNG
[SMe

Nose Shld Regen 0 Quad Reloads: NucTrp GluBm [In] S U [


1strike >
1 2

1 2

9 6 hits
3 20 armor,
0
only 83 4damage Hull passes through the armor to harm
[In] the ship. 0-3
#
0
1 2 3 S1 4-7
2 defense diagram when>the Armor
TwnMiss
Armor
Hull is only
2 1 marked off the PhasArr [3] Hit Location ErPrCn
8-13
1 Nuclea [
takes damage. Whenever you
Damage take
Control damage to theT1 Armor Hit Location,
[In] you lose
V2 the >
1 2

1 2

4
1 1
Hull SPD AC
1 2 1
highest armor icon on aGen facing of the ship. If there
Shld Regen S1 is no armor on the facing you took 5 ErPrCn
ProtCn TwinM
1 2damage through, you take FTL Drive
2 the armor
2 1
Cargo off of another facing # ofGluBm [In] T V
your[In] choice. 10RNG 6
3[

T1
Cargo 3 > TwnMiss 0-7
Damage Allocation PhasArr [3] ErPrCn
Gen Shld Regen T2 8-16
5When damage gets past6armor,
Cargo
4 2
[In] > W2 [
it is allocated to T1
Hit Locations, which are the light- Gluon B
3gray rectangular areas numberedHull1 through 10 on the > SSD. PhasArr
NucTrp [In] U W
PhasAr
RNG AC [
1 2 T2
Hit
Hull Locations are broken up 4 into groups of boxes or >
Damage Control [4]
diamonds
3 2 1 representing ship 0-5 3
0
systems or components, such
Pivot as the FTL drive orU2 hull. Unless a weapon trait says # 6-10PhasAr3[
6 Hull FTL Drive
0 3 2 2 1 11-15 4
1 2 otherwise, each group ofDamage Control W1
1 4boxes or diamonds
2 1
in a 3 2 1 Cargo > TwnMis
GluBm V1
Phased
1 Hit Hull FTL Drive
Location row absorbs2 1 5 # [In]
V
RNG AC
enough damage to mark U1
> 0-3PhasAr3
2 1
7 one box, and then
off
Cargo
4-7
[
4
U1
5allocation moves to the Hull # 8-13
TwnMis7
W1
nextCargogroup of boxes to the 6 >2 2 1 PhasArr[In] W
Pivot

10
right. In most cases, this Roll V2
10
10
9
10
10
8 Hull a single point of 3 1 PhasArr
>
9 9 10 10 10 10 10
means Pivot S2 [In]
6damage marks off a single
9 8 9
8
8
7
8
8
9
8
9
8
9
8
9
3 2 1 Hull >
U1
>8 6 4 2
7 7 Auxiliary Reactor Gen Shld Regen
box,Cargo
and then damage al-
7 1
6 7 7 7 7
6 6 6 6 6
5 location moves on to the V1
5 5 5 5
9 Hullgroup. # S
4
4
4 4 4 4 next Std Sht (10 HS/1Sqd, 8-3-8/3+) W2
3
2
3
2
3
7 Bridge
2 1
3 2 1
Hull >
16 1 1 1 Hull 8 Squadron Strike:#2 The
Roll
2 1
Empire/Directorate S2 War

Std Sht (10 HS/1Sqd, 8-3-8/3+) Movement, Mode 1 Structural Integrity (10)
1 Cargo
1 3 2 1 # > W
Wrap to the lower half of a Hit Location at the funny carriage return symbol (the
symbol above the > or # on the right edge of the Hit Location). Groups of boxes T
are referred to as systems in other parts of the rules. A box or diamond can also be U
called a damage box or a Hit Location box. T
If the end of a Hit Location row ends in a >, carry any remaining damage to the O
next Hit Location. If the end of a Hit Location row ends in a #, move to the Struc- R
tural Integrity (SI) track and mark off a number of boxes equal to either the remain- I
ing damage amount or a 2d10- roll, whichever is less. During play, youll say X to A
SI, and your opponent will pick up their Penetration dice and roll them again to tell
you how many boxes to mark off.
L
The Structural Integrity track is to the right of Hit Location 10 on the 2D SSDs. It is
possible to do 0 damage to SI because of a lucky die roll. The ship explodes when the
last SI box, containing a #, is marked off.
There are three special case rules for damage allocation:
1) After damage is allocated to the SI track, any remaining damage from this strike
is not used. You can imagine it being a big explosion out the other side of your ship, if
you like.
2) When a strike comes through the Aft facing to Hit Location 1, start damage al-
location at Hit Location 10 instead.
When you mark damage, mark one diagonal stroke through the box on the SSD;
if you fail while repairing it with a Damage Control check (page 22), mark the other
line of an X through it. You cant make another repair on the box once its failed. If
the box is disabled (which happens as a special scenario rule in this product), circle
ityou can make a repair attempt to reenable the system every six turns.

Crew Actions
Crew Actions, and what you can do with them, are covered in Scenario 2.

Continuing the Game


This programmed walkthrough should have gotten you through three turns of
movement and combat, put you into gunnery range, and shown you how to fire
PhasArrs. Both ships are now at the point at which interesting tactical decisions can
be made.
Before you plot your pivots and movement for turn 4, shoot a bearing, as described
earlier. However, shoot the bearing from your ships EoT tent to the targets EoT tent.
Can you draw a pivot that puts more weapons on that bearing before you plot your
move? Do you want to thrust this turn, or not thrust and bleed speed so that you can
turn inside of your opponent?
The rest of the scenario should take three to six turns to resolve. The more aggres-
sive player will usually have an advantage.

Copyright 2008, 2015 Ad Astra Games LLC 17


T Scenario 2: We Must Be Ready For Their Return! (2D)
U Objective: This scenario will familiarize you with Action Points, using gluon beams
T and proton cannons, repairing damage to your ship, and regenerating shields. It also
introduces three new rules for damage allocation. Weapons for this scenario are
O PhasArrs, gluon beams, and proton cannons. Ignore the twin missiles and nuclear
R torpedoes on the SSDs.
I Colonel Nero Moura looked out the window as the limb of the Earth caught the sun,
A a glorious curve of blue shading to violet and black. It still seems so strange, Carlos.
L He gestured to the pinched-faced analyst on the couch behind him. They gave us this.
Id always wanted to come out into space, but duties kept me from joining the rocket
program. He shook his head. Rockets. I look at them now and am astonished by our
madness.
Schumbeckler was decidedly not looking out the window. His face was pale. And
they gave us a great deal more. Reaching into a valise, he pulled out sheets of mimeo-
graphed paper and black-and-white photographs, still smelling faintly of the developing
fluid. On a photo, two tugs the size of his fingertip were pulling a barge on the open wa-
ter; the thing dangling over the barges stern looked like nothing of Earth. Fabbers. We
have three on the ground, and four more on the moon. That fabber is being fed charcoal
and is laying out pillars of artificial diamond on the seabed. Its making forty of those
pylons per day. Theyll be used as a bed for a bridge across the Atlantic, one we can run
trains over.
Moura rubbed his chin. Trains? He looked out the window: another sunrise was
due in twenty minutes. When we can go to space so easily? Why trains?
Schumbeckler nodded. Its a good question. The short answer is politics. Its easier
to get a railway project through both Chambers, and once built, railroad lines are very
efficient. We havent told the Chamber of Obligates that we have twelve of these fab-
bers; otherwise, wed be swamped in requests for them. It is best to give both Chambers
something impressive to marvel attrains to Port Miguel in Africathat they can
understand.
And what of our benefactors?
Weve shown them pictures of ringworm and blamed it on them. Swore that noth-
ing of that sort had ever taken place on Earth before. And that we had centuries of
experience in tropical diseases. There was an odd churning, not quite like banking in
a plane, and the Earth shifted out of view through the window. Some of the pictures
we sent included displays from carnivals. Chimpanzee fetuses pickled in formaldehyde.
Someone had remembered a roadshow that had made lot of reals from American tour-
ists. Quite stomach churning.
And they bought it?
Evidently so. They also bought the excuse that we were no longer shipping food to
them out of fear of giving them some Earthly disease.
Youd think that creatures that look like spindly devils out of a Germans Bible
would drive a harder bargain. Or be harder to fool. Moura was a social Catholic;
while Protestantism had been part of the Empire nearly since its founding, the Ger-
mans took visualizations of Hell with an lan that struck most Brasilians as unseemly.

18 Squadron Strike: The Empire/Directorate War


Appearances are a matter of coincidence, not theology. The alienswe know there is
more than one type, but the ones who seem to leadare from a planet with less grav- T
ity than Earth. The bumps on their foreheads arent horns. They detect vibrations and U
scent, we think. Remember the reception when they backed away from the Duchess T
Surea? It made the news. Apparently, her perfume offended them something fierce. O
And what of their...tails? R
For climbing, we think. That tip can cup around things and get quite a grip. Oh. An- I
other thing. Based on what they asked for when we were sending them food, its possible A
that theyre vegetarian. Or they didnt want to offend us by asking to taste something L
inappropriate.
Inappropriate?
Colonel Moura, my job is to think of the bizarre things nobodys asking about. Who
knows what an alien culture would ask for?
Moura considered that. Then looked at the pictures, and started reading through the
mimeographed report.
And theyve left?
Indeed they have. Were going to move more fabbers from Earth to the moon to keep
building these. He pulled another set of photographs out of the valise. The ships were
boxy and had none of the aesthetics of the streamlined alien hulls. The Universidade
de So Paulo has canceled all classes for this coming spring as part of the quarantine
story. Heinlein has asked his government for several people from Princeton to help.
Were ferrying the scientists up to the base on Lunar Farside to do some development
work and try to turn plans into actual ships.
Context: While the Empire had working copies of the phased array emitter from
the Directorate, the Directorate hadnt been so generous with other weapon technol-
ogy. One of the Empires working groups was advocating for a conservative approach
to weapon design, using guided rocketry based on the gravitic drive the Directorate
had given them, with a shaped charge nuclear warhead. The other was advocating
heavy particle accelerators, which, through a mangling of American English through
academic German into Portuguese, had been named proton cannons.
The Brasilians ran this scenario multiple times, testing different guesses about
Directorate weapons. You and your opponent will be using the actual weapons with
their full capabilities.
Map: Two sheets; maps A and B are laid long edge to long edge using the larger
hexes.
Blue Force: Within 3 hexes of 3217 on map B, facing direction F, altitude 0, initial
speed of 6. Disengagement timer is 8 turns.
1 Magellan CA [8+]
Red Force: Within 3 hexes of 0102 on map A, facing direction C, altitude 0, initial
speed of 6. Disengagement timer is 8 turns.
1 Reason CA [6+]
Setup Notes:
This is a 2D fight. Use the 2D versions of the SSDs. Both sides are at opposite cor-
ners of a double map, with a 32 by 36 area to play in, facing to the players left.

Copyright 2008, 2015 Ad Astra Games LLC 19


T Primer on Crew Rate
U Ship crews are highly trained, and work as a team. A ships Crew Rate is the num-
ber in square brackets after the ships class on the force list for a scenario. In this
T scenario, the Magellan-class CA has a Crew Rate of 8+. Lower numbers mean better
O trained crews, or a team thats having an excellent day. A crew rate of 6+ is Average.
R PIVOT MODE
SEQUENCE OF PLAY
PLOTTING When a rule calls for you to make a Crew Rate check, you roll a d10; the roll result
rner?
p I Plot pivot & roll on AVID, mark midpoints
must equal or exceed your vessels Crew Rate to succeed.
x edge.
A 1
1 If no pivot, add half of thrust to this turns speed
Plot vertical & horizontal move, spend plotting APs
L 2
2 Record vector changes Primer on Action Points (APs)
Adjust EoT Marker for Displacement/Thrust
1 2
Action Points (APs) are a combination of power allocation and command and con-
3 MODE trol limits. In this tutorial, Action Points are used to power Faster Than Light (FTL)
MOVEMENT
Move to EoT marker, complete pivots & rolls
drives to disengage from scenarios, and to arm proton cannons and gluon beams.
Record new AVID orientation
4
1 Bleed speed fromEach ship
pivots, add speedgenerates
from thrust a number of APs equal to its highest unchecked Bridge box (in
2 Hit Location 9 on the SSD), plus any additional Action Points generated by Auxil-
Consolidate and record new vectors
Place EoT marker for current vectors / speed
iary Reactors on the larger ships (Hit Locations vary). APs replenish at the end of the
5 1 2
Fighters move, torpedoes move closer to targets
73 (3|0|3) Points / 74 Boxes Magellan
turn, after the CA Crew Action Phase. OnStdthe SSD, we Empire/Directorate
12 End /TL: print a track ofWarboxes on 1
[SMed MMed Fi3] [EWR DefR AblR ArR/1+ CA2] [RMed DMed RoF4 Acc3 MDR 4:1]

loads: TwnMiss
COMBAT
the right-handProtCn margin that shows how many APs a ship generates, to save you
2
6
S
the trouble # CREW UNIT NAME
successes of counting boxes. Use a paper clip on this track to show how many
[In]
3
Roll for ECCM, note ELINT
NET ACC APs remain > toProtCn spend during the turn.
= Acc+Pro+(ECM-ECCM) Proton Cannon [ProtCn] x1
[In]
2 End /TL: Std Empire/Directorate War Boxes in the Hit Location area of the SSD RNGthat
ACCrequire APs to use are shaded.
DMG PEN
0 ACTION POINTS
Light-gray shading
S1 1 with black lettering indicates
[SMed MMed Fi3] [EWR DefR AblR ArR/1+ CA2] [RMed DMed RoF4 Acc3 MDR 4:1]
0-5 4+1 AP.
6 A 7key explaining shading for
PhasArr
2 costs
3 2 1 0
0
C R E W A C T I O2N SAP and 3 AP
T
0 # CREW UNIT NAME [In] is printed on the Reference
6-10 5+Card.
6 The7 FTL Drive boxes for the
W1 >
3 tutorial are light gray with black lettering,
Activate cloaking device
ships used in this and thus the FTL drives
00

0 FIGHTER MOVE 11-13 6+ 6 7


0 1) Farthest First Activate other equipment (simultaneous)TwnMiss
0 Nuclear
2) Low ThrustTorpedo
First [NucTrp]
Boarding party cost
combat 1 x1
AP to activate.
[3] Only the FTL drive boxes use APs in this product, and none of
3) Largest First
0
SPD ACC
4) Die Roll; DMG PEN 5x2,
Low First Armthe
Md 1,control,
Damage 2, Tghships
S2
shield &1, 8+have boxes with AP costs of 2 or 3.
Ev regeneration
globe Phased Array Emitter [PhasArr] x1
0
5 3+ 12 5 Bursting PhasArr RNG ACC DMG PEN Interceptor: r3 (5)
U
2x Hits -Other >than FTL [In]
drives,
only a couple of 0-3
weapons use APs. Both the proton cannon
COPYRIGHT (C) 2015 AD ASTRA GAMES
10 6+ 9 5 SI 3+ 2 5
and
S E Q Constant
UENC EBurnthe gluon beams use them, albeit in slightly
O F P L A Y 4-7 4+different
2 4ways.
PIVOT MODE PLOTTING TwnMiss
rner?
Plot pivot & roll on AVID, mark midpoints 8-13 the7+weapons
On the GluBm weapon table,
[3] 1 4 range bands are shaded,
p T1
x edge. GluonDamage
Beam1 Control
[GluBm] x1this turnsfor
If no pivot, add half of thrust to speed
an AP cost of 1. Each time the weapon fires, 1 AP must be spent per
2 1
1
RNG ACC DMG PEN Plot vertical & horizontal move, ProtCn
spend plotting APs TwinMissile [TwnMiss] x2
FTL Drive
Record vector changes
gluon beam
V fired. These APs are spent during the Combat Phase when
# [In]
0-5 2 1
3+ 4 2
5 RNG ACC DMG PEN Arm 2 Ev 8+
2 you decide to fire the weapon. Other than the increased ranges and
3+ Empire/Directorate War
1 Adjust EoT tent for Displacement/Thrust
2 End /TL: Std 6-10 3 5
2

11-15
1
TwnMiss
damages (and
[SMed MMed Fi3] [EWR DefR AblR ArR/1+ CA2] [RMed DMed RoF4 Acc3 MDR 4:1]
4+ Shld [3] AP costs),
0-7
gluon
3+
beams
5
are
5
mechanically
Bursting
very similar to
Gen M3Regen
ODE 4 T2 8-16 6+ 5 5
2 PhasArrs youre already familiar with.
MOVEMENT
Move to EoT tent, complete pivots & rolls the
3
# 6 CREW
4 2 UNIT NAME
4Phased Array Emitter [PhasArr] x1> 3PhasArr
Record new AVID orientation
Proton cannons
Bleed speed from pivots, add speed from thrust [In]
W introduce two new rules. The first is that they fire
ProtonACC
RNG Cannon
DMG2[ProtCn]
1
PEN Consolidate
Interceptor:
and recordr3new x1
(5) vectors every other turn. This is shown by the symbol that looks like a square
RNG
0-3
5 ACC
3+ DMG
1 2 2 PEN
5 with a circular cutout preceding the x1 rate of fire at the top part of
Place EoT tent for current vectors / speed
Pivot U2
0-5
4-7 4+
4+ 62 74 Fighters move, torpedoes move closer to targets
3 2 the weapon table; that symbol means that the proton cannon has to
6-10
8-13 5+
7+ 61 74
6
11-13 6+ 6 7
COMBAT > cool down a turn between firings. Cooldown times are also shown on
Roll for ECCM, note ELINT successes
the weapon mounts. Weapon mount cooldown times can differ from
NPhased
E T A C C Array Emitter [PhasArr] U1 x1 those shown on the weapon table. When they do so, the weapon mount
= Acc+Pro+(ECM-ECCM)
RNG ACC DMG PEN trumps the cooldown time on the weapon table. The Directorates Wisdom CL uses
Interceptor: r3 (5)
0 0-3
A C T I O N3+P O I N T2S 5 this rule.#
3 2 1 0
0 4-7 4+ 2 4 C R E W A C T I O N SThe second rule is that the proton cannons require an AP to fire, but that AP must
0
8-13
F I G H T E7+R M O V1E 4
beV2spent during the Plotting Phase of the cooldown turn. The cooldown symbol is
Activate cloaking device
00

0 Roll
0 1) Farthest First Activate other equipment (simultaneous)
2) Low Thrust3 First
1 printed over light-gray shading to indicate an AP cost of 1.
0
TwinMissile
3) Largest First [TwnMiss] Boarding party combat x2
Damage control, shield & globe >
0
4) Die Roll; Low First regeneration
0 RNG ACC DMG PEN Arm 2 Ev 8+
0-7 3+ 5 5 Bursting
COPYRIGHT (C) 2015 AD ASTRA GAMES

8-16 6+ 5 5 V1

20 Bridge
3 2 1
> Squadron Strike: The Empire/Directorate War

Structural Integrity (10)


0 0
Hull

2
0

2 1 2
All APs that are spent for a weapon during the weapons cooldown turn must
be spent in the Plotting Phase. Once the AP cost is paid, the weapon is considered Cargo
T
armed until its fired. This allows the proton cannon (or other weapons with an AP U
cost on the cooldown turn) to bank APs from turn to turn. 3 T
The addition of heavy weapons, and the damage they do, should shorten the fights. O
The different arming cycles between the gluon beam and proton cannon lead to an Hull R
interesting tactical dynamic. The Directorate ships need to maneuver aggressively
1 2
4 I
Damage Control
3 2 1
and whittle down the shields of the Empires ships, and they must be constantly
0
fir- A
FTL Drive
ing. The Empire needs to line up a few good shots and do sustained damage.
0 2 1
L
2 1 Cargo
Plotting Phase Rules Added
Some Crew Actions are tied to specific locations. Damage Control parties are as-
5
signed to specific Hit Location numbers, and they perform their function on boxes in
that Hit Location. On the Plotting Phase of turn 1, you may assign crew units freely. Hull
On subsequent Plotting Phases, crew units may be moved to any Hit Location within Pivot

three of their current location. Thus, if a crew unit is at Hit Location 4 at the start of 6 2 2 1

turn 3, it can move to any Hit Location between 1 and 7 during the Plotting Phase of
turn 3. Damage Control parties are explained further below. Hull
Auxiliary Reactor Gen Shld Regen
No more than three Damage Control parties can be assigned to the same Hit Loca-
7 1 8 6 4 2
tion. The white circles in the left margins of Hit Locations (and shown in the sidebar
here)) are for tracking the placement of damage control parties, as well as defensive
troops and troops attempting to capture or damage the ship. Hull
Roll

Combat Phase Rules Added 8 2 2 1

Shield Reinforcement
Cargo
APs can be spent to reinforce a shield during the Combat Phase. During the first
step of combat, Allocate APs, decide how many APs youre going to spend on shield 9
reinforcement. For each AP you spend, pencil in two additional shield bubbles on the Bridge
6 5 4 3 2 1
facing of your choice on the defense diagram. Any unused shield reinforcement is
Hull
lost at the end of the Combat Phase. Std Sht (10 HS/1Sqd, 8-3-8/3+) Movement, Mode 1
1 2 1 3 2 1 1
A shield that has been knocked down to 0 bubbles cannot be reinforced. 0
Hull Substitution
Once per strike, you may damage a Hull box rather than something of greater
value on your ship. The Hull box can be in any Hit Location; do all the damage from
the strike and then decide what you want to substitute.

Crew Unit Casualties


When damage allocation for a specific Hit Location has been completed and al-
location is about to continue to the next Hit Location or to the SI track, each Damage
Control party must succeed on a Crew Rate check to survive. Destroying Damage
Control boxes does not kill Damage Control parties assigned to different Hit Loca-
tions. Loss of all Damage Control boxes increases the ships Crew Rate by 3 for Dam-
age Control checks, as its cache of spare parts is exhausted.

Copyright 2008, 2015 Ad Astra Games LLC 21


T Crew Action Phase Rules Added
U Damage Control Parties
T The highest unmarked Damage Control box in Hit Location 4 shows how many
O Damage Control parties a ship starts with. These Damage Control parties may be al-
R located to various Hit Locations during the Plotting Phase. During the Crew Action
I Phase, each allocated Damage Control party can attempt one repair to a box in the
Hit Location its in. Choose a box and make a Crew Rate check. If it succeeds, erase
A the damage mark. If the roll fails, put a second stroke through the box; one failed at-
L tempt means the box cannot be repaired further during the scenario.
Damage Control parties cannot repair armor or SI boxes. All other types of boxes
can be repaired.
During the Crew Action Phase, you may make one ad hoc Damage Control party
available per pair of unused Bridge APs. These ad hoc Damage Control parties can
each attempt one repair of any repairable box in any Hit Location, on the turn theyre
created.
Reactor APs cannot make ad hoc Damage Control repairs. During the turn, its as-
sumed that all Auxiliary Reactor APs are used before Bridge APs are used.
Damage Control parties make repairs before the Shield Regeneration Step of the
Crew Action Phase. You can use a shield regenerator on the turn of its repair.

Shield Regeneration
The Empire uses general shield regenerators, which are in Hit Location 5. The high-
est unchecked box indicates the number of shield bubbles the regenerator can repair
in a single turn. These repairs may be applied to any facing of the ship, but cannot
improve a shield past its original rating.
The Directorate has a mixture of faced shield regenerators, in Hit Location 1, and
limited general shield regenerators, in Hit Location 2. The faced shield regenera-
tor can only repair shield bubbles on the Nose facing of the ship. The general shield
regenerator can repair shield bubbles on any facing. Both types of regenerator can
repair shield bubbles on the Nose facing on the same turn.

Moving Shield Groups


In addition to being repairable through shield regeneration, shield bubbles can be
moved between facings to help compensate for damage. It costs 1 AP to move one
group of shield bubbles, and no more than 1 AP can be spent on this per turn. For
the ships in this product, a group comprises six bubbles. The group of bubbles must
be moved from one facing to an adjacent facing. Neither the shield donating bubbles
nor the shield receiving bubbles may be regenerated on the turn when this happens.
The Directorate will want to use this more than the Empire does; it allows the
Directorate to move shields from the Nose facing to the Top, Bottom, Left, or Right
facing on turn 1, and to regenerate the Nose shield on turn 2.

22 Squadron Strike: The Empire/Directorate War


Designers Notes T
This scenario will play out differently from Scenario 1, and it should be more in- U
teresting. While the first scenario has ships that are nearly identical other than their
defensive allocations, and it walks through the first three turns with them mirroring
T
each others movements to get into firing range, Scenario 2 has ranges that are more O
open and ships that are more differentiated in their firepower and tactics. R
The Directorate needs to focus fire on one shield and position its ship to fire on the I
same shield on multiple turns. The Empire doesnt quite get a one-shot kill capabil- A
ity in this fight but should absolutely focus on attacking the Directorate from the rear L
if it can arrange it.
This scenario can be played multiple times: players can swap sides and experiment
with timing and maneuvers. This is a good get their feet wet scenario for teaching
your friends how to play Squadron Strike once you know it well enough to teach.
Variation: To play this scenario with proper historical levels of paranoia, assume
the Directorates gluon beams have twice their base damage in every range bracket,
and that their Accuracy is improved by 1. This wont be a balanced scenario, so be
aware of that before you begin!

Scenario 3: On the Shoulders of Centaurus (2D)


Objective: This scenario will familiarize you with missiles and the Interceptor
weapon trait.
Joo Ribeiro de Barros wasnt sure what to expect. They had moved three ships to
where the Directorate ships had vanishedwell, to the anomaly that Einstein and the
others were certain was there. Nothing had shown up at all on radar, or to the naked
eye. It was a far cry from flying across the Atlantic in a boat-plane, certainly.
However, the weird gadget that the Institute had made, that swung in relation to
masses at its focal pointthe Devils Gyroscope, always pointing at Hell? That was
pointing to something, and they were triangulating on it. The Imperial researchers said
that when they found it, the foldspace devices should workand the power consumed
by them would be tremendous.
The foldspace device would work, or tidal stresses would kill them all. Moura had
said to send the smaller ships in first; he was inclined to agree. Testing something that
contorted gravity fields and squeezed you down a hole in the fabric of reality certainly
sounded like something youd send a subordinate intoand he had Rosa to return to in
the Pampas.
On the other hand, hed been selected to command this mission because his presence
would bolster the spirits of the crew, and the Empire had always rewarded initiative.
He sent his ship forward, with three frigates trailing him, and gave the command for
translation

Copyright 2008, 2015 Ad Astra Games LLC 23


Context: The Empire of Brasil had made its first theoretical FTL drives and, in a
T gesture of Imperial confidence, sent one of the leading pioneers of aviation to com-
U mand the test. De Barros led his small squadron through the translation point. Six
T hours later, theyd found the shifted stars and four-year-old news broadcasts coming
O from the direction of Cassiopeia. The binary star system was definitely Alpha Cen-
R tauri. Ribeiro sent one of the three Paloma-class frigates back home with the news.
I Twelve hours later, they detected the Directorates picketing pair of cruisers, and
moved forward to engage.
A
L The reasons for de Barross engagement were never recorded in his logs, and de Bar-
ros himself did not survive the fight. In later depositions, three of his junior officers
indicated that hed had psychological issues with the appearance of the Directorates
Turthonian members. While the Empire had a long-standing tradition of allowing
commanders considerable leeway and local discretion, this decision had impacts that
would linger for years.
Map: Two sheets; maps A and B are laid long edge to long edge using the larger
hexes.
Blue Force: Within 3 hexes of 3217 on map B, facing direction F, altitude 0, initial
speed of 0. Disengagement timer is 15 turns.
1 Magellan CA [7+]
2 Paloma FG [8+]
Red Force: Within 3 hexes of 0102 on map A, facing direction C, altitude 0, initial
speed of 9. Disengagement is not possible.
2 Reason CA [8+]
Special Scenario Rules:
The Directorate ships do not have their nuclear torpedo launchers, in mount U.
Mark those systems as destroyed prior to the start of the scenario.
Setup Notes:
This is a 2D fight. The two Reason-class cruisers are near the end of their remaining
Endurance. They may not disengage; they do not want to reveal the translation point
to Alpha Mensae by retreating.
The Empire had inaccurate data on the Directorates weapons. The Directorate had
no data at all on the Empires weaponsand the Paloma-class frigates missile fire
came as a particularly unpleasant shock to the Directorate captains.

New Plotting Phase Rules


This scenario is the first one with more than one ship on a side. It introduces the
following restrictions and abilities.

Controlled and Aggressive Targeting


At the start of the Plotting Phase, make a Crew Rate check for each ship. On a suc-
cess, the ship has controlled targeting: it is able to target any enemy ship its player
desires. On a failure, the ship has aggressive targeting restrictions, and must target
the closest enemy unit in the Combat Phase. This Crew Rate check is made before
pivot and movement plots are made. It is perfectly reasonable to maneuver a ship that
has failed the roll to make a desired enemy ship the closest enemy unit.

24 Squadron Strike: The Empire/Directorate War


If two enemy ships are at the same distance from a ship that failed the roll, the fir-
ing player may choose which one is closest, but may not split their fire between them. T
Weapons with the Interceptor trait (explained below), such as PhasArrs, are never U
subject to aggressive targeting restrictions. T
In games where ECCM is used, a unit under aggressive targeting restrictions con- O
verts one failed ECCM roll to a success against their designated target. None of the R
ships in this product use ECCM. I
Action Point Lending A
Units are organized into squadrons in Squadron Strike. A squadron leader has sub-
L
ordinate ships, and may lend APs to subordinate ships. A fleet is made up of multiple
squadrons, and the fleet flagship (the ship with overall command of the fleet) may
lend APs to any ship in the fleet.
No ship may receive more than two APs, one from the flagship and one from its
squadron leader. APs are lent as the last action of the Plotting Phase, after EoT tents
are updated for plotted movement, but before ships move and pivot. Only APs gener-
ated by Bridge boxes can be lent down the chain of command. Lent APs can be used
for any purpose by the receiving ship.
A lent AP can be used to reroll the Crew Rate check for units under aggressive tar-
geting restrictions. A ship that is lent two APs can reroll the Crew Rate check twice.
The second AP can be lent after the first reroll has failed.

New Combat Phase Rules


This scenario introduces rules on multiple Fire Steps, Profile numbers, and missile
combat.

Multiple Fire Steps


Prior scenarios only used the Standard Fire Step of the Combat Phase. This scenar-
io introduces the Defensive Fire Step and the Reserve Fire Step.
Defensive Fire allows a ship to target missiles and other small targets like fighters
and torpedoes before the Standard Fire Step. Weapons with the Interceptor trait (ex-
plained on page 28 in this tutorial and on page 86 of the main rulebook) can fire in
defense of other units, provided the other units and the target being intercepted are
within a fairly short-range cone. Unless another rule says otherwise, weapons fired
in the Defensive Fire Step cannot damage other ships. None of the weapon traits that
permit this are in this product, so this future-proofs your knowledge of the game.
All weapons fired in the Defensive Fire Step must be allocated to targets before
any die rolls are made. A weapons rate of fire (RoF) indicates the number of shots
it may make in a single turn, not in a given Fire Step; a weapon that allocates all of
its available shots in the Defensive Fire Step cannot fire them again in the Standard
or Reserve Fire Steps. The rate of fire appears in the upper right of the weapon table;
x1 indicates one shot per turn, x2 indicates two shots per turn, and so on.
Beam weapons can be held back for Reserve Fire. When a weapon is held back for
Reserve Fire, no target is assigned to it until after Standard Fire has been resolved.
Using weapons in Reserve Fire lets you to finish off ships that were wounded in
Standard Fire. Weapons destroyed by damage during Standard Fire before they fire
in Reserve fire dont fire at all. Weapons held back for Reserve Fire can shoot at small
targets launched during Standard Fire, potentially thinning the missile salvoes or
torpedo swarms before they get to Defensive Fire range.

Copyright 2008, 2015 Ad Astra Games LLC 25


Profile Numbers
T Profile Numbers in Other
Settings This scenario introduces Profile numbers. Profile numbers are printed on the SSDs
U In the Empire/Directorate inside the orientation symbols at the center of a ships defense diagram. The Profile
T War, all Profile numbers are number for the relevant facing adds to the Accuracy target number of any weapon
O uniform, across all facings fired at the ship, and generally makes the ship harder to hit. For example, when a
of the ship. In other settings,
R they can vary by facing, mak-
weapon with an Accuracy target number of 4+ is fired at a ship with a Profile number
I ing a ship thats easier to hit of 1, the weapons Accuracy target number becomes 5+. If the ships Profile number is
A from the side or top than from -1, the weapons Accuracy target number becomes 3+.
the front or stern.
L Missile Combat
For this product, Profile
numbers are easy to keep track The Empire of Brasil uses missiles as a secondary armament. Missiles are the pri-
of - smaller ships will have mary armament on the Paloma-class frigate. Missiles are launched at where a target
a +1 Profile, and the largest will be on the next turn. Those launched on turn 1 have a chance of impacting on
ships will have a Profile of -1. turn 2. Missiles can be shot down in the Defensive Fire Step by defensive weapons
with the Interceptor trait. The Directorate developed torpedoes after seeing the Em-
pires missiles; torpedoes are covered on page 47. Twin missiles have a rate of fire of
2 (the x2 in the upper right corner of their weapon table) and limited ammunition
on the mount. Each firing of a TwnMiss from a Brasilian ship fires two missiles, and
reduces the number of remaining shots in the mount by 1.
To launch a missile, shoot a bearing from the firing ship to the targets EoT tent.
This is the launch range and distance for the missile shot, and will determine which
range bracket the missile uses when it rolls to attack. Write down this range and
bearing on a piece of scratch paper, and put a Salvo Launch tent on the map at the
hex of the launching ship. (In later scenarios, youll put it at the hex and altitude of
the launching ship.) Put a Salvo Midpoint tent down at the halfway point between
the launch point and the targets EoT tent. If the distance to the target ever gives two
hexes as the halfway point for the Salvo Midpoint tent, pick the one closer to the
OK, Tell Me the Odds launching ship. If neither is closer, the launching player chooses which one to use.
Here are the odds of de- After the Movement Phase of the subsequent turn, the target can allocate Inter-
stroying a missile based on the ceptor weapons in the Defensive Fire Step against the inbound missiles. To see what
number of interception points weapons bear, the target shoots a bearing from the hex its in to the Salvo Midpoint
the defender allocates to it in
tent. There are two categories of weapons for firing at missiles: Interceptor weapons
excess of armor.
and non-Interceptor beam weapons.
0 10% Only Interceptor weapons can engage missiles or torpedoes in the Defensive Fire
1 28% Step, and their special abilities are described on page 28. In a nutshell, a ship with an
2 44%
Interceptor weapon can fire at a missile that is at any range from itself between range
3 58%
4 70% 1 and the maximum Interceptor range of the weapon (the number after r follow-
5 80% ing Interceptor on the weapon table). Interceptor weapons can also be used to fire
6 88% at missiles and torpedoes targeted on other units, allowing ships to act as escorts for
7 94% one another. The only Interceptor weapons in this product are PhasArrs.
8 98%
9 100% When an Interceptor weapon is fired at missiles, the weapon has a number of in-
terception points for the defender to allocate per firing of the weapon; on the weapon
As you can see, 3 points
over armor gives you nearly a table on the SSD, the number of points is shown in parentheses after the word In-
60% chance of destroying the terceptor. Multiple Interceptor weapons fired from the same ship may pool their
missile, while 6 points only interceptor points together. Interceptor weapons from different ships may not do this.
gets to 88%. If faced with a lot
Each missile with interception points allocated to it must make a survival roll of
of missiles, try to put at least 2
or 3 points past armor on each 2d10-, adding the missiles armor to the result. If the modified die roll exceeds the
of them. points allocated, the missile survives, otherwise, the missile is destroyed. Allocating
fewer interception points than the missiles armor will have no effect.

26 Squadron Strike: The Empire/Directorate War


Any missiles that survive the Defensive Fire Step attack during the Standard Fire Examples: Non-Intercep-
Step of that turn. As with any other weapon, the order the attacker declares them in tor Weapons Fire T
is the order of resolution. The missiles Bursting trait (see below) makes it advanta- A Reason-class CA is fir- U
geous to fire the proton cannons and PhasArrs first to knock down any shields before ing a gluon beam held back T
for Reserve Fire at a Brasil-
the missiles impact.
ian missile. The missile was
O
Non-Interceptor weapons can fire at missiles during the Reserve Fire Step, and only launched at a range of 7, and R
at missiles targeted at the ship firing the non-Interceptor weapons, i.e., in self-de- its Salvo Midpoint is at range I
fense. The weapon is fired at the Salvo Midpoint tent. Missiles have a Profile number 4 from the Directorate ship. At
range 4, the gluon beam has
A
of 3, and the Damage value of any weapon firing at a missile is capped at 3; damage
from Penetration is not changed.
an Accuracy of 3+, a Damage L
of 4, and a Penetration of 5.
This is the only way that missiles can be launched at other missiles, or at torpedoes The Accuracy is adjusted to 6+
on the turn of launch, and the only way missiles can be launched during the Reserve due to the Profile number of
Fire Step at all. the missile, and the Damage of
4 is treated as a Damage of 3
The total damage done by the weapon firing at the missile is treated as interception due to the small-target target-
points, and the missile makes a survival roll as described above. ing rules. When the dice are
rolled, the gluon beam rolls a 7
Weapon Traits for Accuracy, which hits, and
rolls a 4 for Penetration, deal-
Squadron Strike has a library of weapon special abilities, called weapon traits. The ing 3+4=7 interception points
ships in the Empire/Directorate War use a limited subset of themthere are hun- to the missile. The Brasilian
dreds more available. The text below is copied directly from the weapon trait text in player rolls 2d10- and adds +2
the main Squadron Strike rulebook. for armor to the result, trying
to exceed a 7. The die roll is a
Independent 3, and the missile is destroyed.
Weapons with the Independent trait may be fired at different targets from the rest
of the weapons in the mount. Weapons with Independent and a high RoF may target
each shot at a different target. Weapons with this trait never suffer from aggressive
targeting (page 24, page 58 in the core rulebook).

Bursting
Bursting weapons damage two adjacent boxes in each group before moving to the
next group. This uses up twice the number of damage points in a strike than destroy-
ing one box would take, including component armor effects. Bursting weapons divide
the amount of damage that hits SI into two groups, and roll 2d10- for each. Hull
substitutions for Bursting weapons damage two Hull boxes; the two Hull boxes taken
for substitution need not be in the same Hit Location.
Component armor is not present on any of the ships in this product.

Copyright 2008, 2015 Ad Astra Games LLC 27


Examples: Interceptor Interceptor (r3, r7, r11) (Beam Only)
T Interceptor generates interception points for the small target procedure (see page 59
On the inset map below,
U Ship A has an Interceptor r3 of the main rulebook) within a limited range, called Interceptor range. The number
T weapon that bears through of interception points generated are based on the weapons Profile-adjusted average
O directions E, F, and A. The damage. If there are multiple range brackets within Interceptor range, the trait will
area covered by its firing arc
R is shown with tinted hexagons.
show the interception points for each one. Interception points are used in the Defen-
I Ship B has no Interceptor sive Fire Step. Interceptor has Switchable and Independent built into its cost. Inter-
A weapons available. Ship A and ceptor weapons can fire as standard weapons inside of Interceptor range.
Ship B are allies.
L Interceptor weapons can engage small targets attacking friendly vessels. Both the
An enemy ship launched small target and the friendly vessel must be within Interceptor range of the ship us-
missiles at Ship B at a range ing Interceptor weapons. Interception points from different ships cant be combined
of 12; the missiles Salvo
against the same target.
Midpoint tent is circled on the
map. On the turn of missile Interceptor weapons
launch, Ship B can fire any may backtrack the in-
weapons held back on the A
F B coming small targets,
Reserve Fire Step that bear on
including fighters, within
the Salvo Midpoint tent. E C
D the traits listed range (3,
Because Ship A doesnt
6, or 12 hexes), counting
have any weapons with Inter-
ceptor r12, it cannot fire at any away from the unit the
A
of the missiles at the midway small target is engaging,
point. (The midway point is at or half the distance that
range 7 from Ship A.) the small target traveled,
On the turn of impact, Ship B
whichever is less. Ambig-
A can engage the missiles at uous cases go in favor of
any hex and altitude along the Interceptor weapon.
their path to their target, pro-
This allows Interceptor weapons to get a shot on a small target that would otherwise
vided the following conditions
are met: be out of the weapons firing arc at the end of movement. If the target enters a myopic
zone inside of Interceptor range, the Interceptor weapon can no longer backtrack it.
1) That hex is within Inter-
ceptor range of Ship A. The illustration is explained in the sidebar on this page.
2) Ship B is within Inter-
ceptor range of Ship A. Note Designers Notes
that the ship being protected Historically, this scenario was a close-fought Brasilian victory; while the Director-
doesnt have to be in the firing ate had an advantage in tonnage, the coordinated missile salvoes from the Imperial
arc of the Interceptor weapon;
it just has to be within Inter-
ships meant that the Brasilians were able to engage closely and have a significant
ceptor range. firepower advantage. Neither of the Directorates cruisers withdrew, and both were
In this particular case, due
destroyed. The Magellan took extensive damage, including the Bridge damage that
to firing arcs, there is only one killed Ribeiro.
valid hex the missiles could be In practice, this outcome is hard to replicate without saddling the scenario with
stopped in. Ship A stops the special scenario rules restricting the Directorate forces. Rather than play this scenar-
missiles in that hex and takes
its Defensive Fire shots. Ship
io out multiple times with different variations, move on to the next scenario, which
B can still fire defensively introduces 3D combat to the game.
with its own Interceptor weap-
ons, but it has to allocate all of
its shots at the same time Ship
A does; it does not get to see
the results of Ship As shots
before allocating its own.

28 Squadron Strike: The Empire/Directorate War


Scenario 4: Adrift on the Sea of Stars (3D) T
Objective: This scenario introduces pivoting and moving in 3D, as well as shooting U
bearings and using firing arcs in 3D.
T
The cruisers left behind to watch the Terrestrials were late, by a considerable margin. O
Grand Adalante Thumiscar yul-Jamal had taken the bulk of the fleet on a long trek
back to Directorate space, and left Contact Specialist Hlanis sah-Ybaro in charge of the
R
remnants. Her survey team had found a water-world next to a heavy asteroid belt a
I
good five wormhole transits out from the savages of Sol. A
It was almost faster to go back to Turthon than to reprovision the pickets from there.
L
The natives on the planet were, for a just-barely-agrarian society, friendly. The teams
savants were torn between studying them more closelythough what you could learn
from a culture that had just figured out the digging stick for planting seeds, Hlanis
was less than certainand going back to the peculiar star with the odd magnetosphere
resonance, which they were certain was evidence of the Precursors.
She granted study requests whenever it was time to rotate ships to observe the hu-
mans; it kept the savants out from under her tail while she reprovisioned the fleet. Fleet
provisioning was driving a lot of wear and tear on her shuttles, and she hoped that
Thumiscar would return soon. She polished her head spiracles, trying to brush the scent
of worry from her airspace before it affected the crew.
And she was worried. She was worried with good reason. The Directorate had never
encountered a race of primitives with a space program before. The sheer brilliance of
the night side of Earth showed just how densely populated that planet was; her best
guess had the population of Earth at two and a half billion Terrestrials. They were
due for a die-off just from exceeding agricultural carrying capacity, as had happened
with the Tharrow after contact with the Directorate. Tragic, reallythe Directorate
had shown them a more efficient form of agriculture with crop rotation, and taught
them hygiene which had dropped their infant mortality rate by an order of magnitude.
They had gone from working orbital platforms built to their physiology to fighting with
spears in two generations.
Now the Directorate was involved in what looked to be a generations-long process
of helping the survivors on Tharrow, climbing back out of god-king worship. If only
the average Tharrownian brood wasnt sixteen eggs. The Umgalitaq, whod been more
primitive, had been easier to work into the Directorate. Some even served on starships.
The protocols for unifying planets had been built around assumptions of indigenous
populations armed with, at best, hand-made black powder weapons, not a degree of
mechanized warfare beyond what the Turthonians had ever seen.
Her instincts said the Brasilians were dangerous, and far more dangerous than Thu-
miscar was allowing himself to believe. Of course, she was a contact specialist. Her job
to contemplate the worst possible case. But the denial of permission to inspect the ru-
ined cities in the northern hemisphere, and the putative parasite crossovershe wasnt
of a savant bloodline herself, but these struck her as deeply suspicious.
Now two cruisersalmost half of her total forceswere twelve standard days over-
due. The fleet was provisioned, or as well provisioned as it could be without a proper
spaceport. The new food was even moderately tasty, which was good for morale. It was
best to find out what was going on with her missing cruisers before Thumiscar re-
turned

Copyright 2008, 2015 Ad Astra Games LLC 29


Context: When the two cruisers left to picket Alpha Centauri had not returned,
T Thumiscars subordinate began the transits from Delta Pavonis back to Alpha Cen-
U tauri to learn their fate. The journey took five months: one month per transit.
T She was not remotely prepared for what she encountered in Alpha Centauri. A full
O squadron of ships of a type unknown to her, lying in wait.
R Map: Two sheets; maps A and B are laid long edge to long edge using the larger
I hexes.
A Blue Force: Within 3 hexes of 3217 on map B, facing direction F, altitude 12, initial
L speed of 4. Disengagement timer is 15 turns. The force may split up into two com-
mand elements if the player desires. This is a large enough force that two players
The AVID Assistant should play it as a team.
Thanks to the generosity of 1 Magellan CA [5+]
over 300 Kickstarter backers, 2 Magellan CA [7+]
Ad Astra Games has an app
2 Paloma FG [7+]
called the AVID Assistant,
which automates all of the Due to limitations in the counter set, you will need to use the Tamandar box min-
skills needed to use the AVID. iature for the third Magellan CA
You can pull it up in a web
browser at http://services.adas- Red Force: Within 3 hexes of 0102 on map A, facing direction C, altitude 0, initial
tragames.com/avid/. speed of 0. Disengagement timer is set by special scenario rules.
1 Reason CA [7+]
1 Wisdom CL [7+]
2 Thought DD [7+]
Special Scenario Rules:
Directorate ships do not have their nuclear torpedo launchers. Mark them as de-
stroyed before the start of the scenario.
Prior to the start of the scenario, the Brasilian player draws two cards from a deck
of playing cards, looks at them, and places them face-down where the other player
can see them. The sum of these two cards, plus 3, determines when the Directorate
player can disengage. Face cards have a value of 10. When a number of turns equal to
3 plus the higher-valued card are completed, reveal the higher card. When the Direc-
torate ships can disengage, reveal the second card.
Place a token in the center hex of the map. Any Directorate ships attempting to
retreat must be within range 15 of this token and have a speed of 7 or less when the
FTL drives are engaged.
Setup Notes:
This is a 3D fight. The Directorate is outmatched. Historically, the Directorate
forces dont know about the Brasilian missiles, theres almost no way to keep that
information from another player.
Additional Components Needed:
In addition to the SSDs and box miniatures, you will also need a pair of tilt blocks
for each ship, and a selection of stacking tilesthe usual mix is seven white, four
light blue, one dark blue, and one black per ship. You will also need one Move Card
per ship youre flying; the Move Cards are the tall, skinny cards with a large AVID
hexagon near the top.

30 Squadron Strike: The Empire/Directorate War


New Plotting Phase Rules Where Are Rolls?
T
This scenario doesnt intro-
This scenario introduces the following rules: U
duce rolling your ship. Rolling
Plotting 3D Pivots is less important in space than T
it is in air-to-air combat. Un-
Scenario 4 requires that you use the separate Move Cards with the full AVID like an airplane, a spaceship
O
printed on them. If youve been using the plotting circles on the 2D SSDs, all of their never needs to roll to change R
functionality has migrated to the Move Cards. At the top of the Move Cards are its direction of travel. If you I
boxes for your Action Point (AP) expenditures; theyre numbered from 20 down to 1. think you have to make a roll
to change where your Nose is
A
The AVID on the Move Cards is very similar to the stripped-down play aid printed pointing, youre letting your L
on the 2D SSDs. Some elements have changed. The set of arrowheads that have +M intuition lead you astray.
and P in them are moved out of the center of the hexagon, and where you used to Rolls, more than any other
have just the twelve windows going around the clock face, you now have more win- orientation change, cause
dows available. confusion with new players.
Get used to using pivots in 3D
The AVID is a top-down view of a sphere. If you envision first. Youll learn rolls in the
this sphere as the Earth, the central, purple window is over next scenario, where theyre
the North Pole; the yellow or amber ring is the equator; used for getting different
the blue ring is 30 degrees up; and the green ring is 60 shield facings and weapons
degrees up. Whereas before you drew into arc.
symbols for the Nose, Aft, Left,
and Right, now youll be add-
ing two more symbols: a star (or
pentagram) for the Top of your
ship, and an anchor symbol for
the Bottom of your ship.
There are three skills youll need to master
with the AVID. Unless youre an astronomer or pilot, or
drove a submarine for a living, none of them exactly match
things youve done in gaming or in real life before. It will
take some repetition before things click. The first skill, which
well go into now, is orientation. Well cover the other two (shooting bearings and
mapping them to firing arcs) in the Combat Phase. 1 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 17 18 19 20
AVID Overview
When you recorded your ships orientation on the 2D AVID, you
# UNIT NAME
+ A
always kept the four orientation symbols three windows apart. The AVID
same principle applies when drawing a ships orientation in 3D. For
example, a ship with no pitch on the map and facing direction A F F/A A/B B
would have the Nose symbol in the amber ring facing direction A, the Nose
Aft
Aft symbol in the amber ring facing direction D, the Right symbol Left
Right
E/F B/C
in the amber ring facing direction B/C, and the Left symbol in the Top

amber ring facing direction E/F.


Bttm.
Mid
D/E C/D
In 3D, you would add the Top symbol in the purple window in the E C
center of of the AVID, showing its 90 degrees off of the Nose, Left,
Right, and Aft. Each window is 30 degrees, so 90 degrees is three win- D -
dows. If you count toward the Aft from the Nose, its three windows
from the Nose to the Top symbol. The Bottom symbol of the ship
8 +M -P

would also be shown in the purple window; its 90 degrees away from VERTICAL PLOTTING GRID HORIZONTAL PLOTTING GRID
0 1 2 3 4 5 6 7 8 9 10
the Nose, but going down the sphere into the bottom hemisphere. To 10 10 10 10 10 +10 10
10
10
9
10
10 10 10 10 10 10
9 9
show that its in the bottom hemisphere of the AVID, its circled. 9
8
9
8
9
8
9
8
9
8
10
9
10
10 10
+9
+8
9
8
8
7
8
8
9
8
9 9 9 9
8 8 8
7 7 7 7 7 7
7 7 7 7 8 8 9 9 10 +7 7 6 7 6 6 6
7 6 6 7
6 6 6 6 7 7 8 9 10 10 +6 6 5 6 5 5
Copyright 2008, 2015 Ad Astra Games LLC 5
4
5
4
5
4
5
5
6
5
7
6
7
7
8
8
9
8
10
9
+5
10 +4
6
5
4
5
4
3
4
3
5
4
3
5
4
6
4 4 4
3 3
31
3 3 3 4 5 5 6 7 8 9 10 +3 2 2
2 2 1 1
2 2 2 3 4 5 6 7 8 9 10 +2 1
1 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 17 18 19 20
There are two handy rules of thumb: The first, just described, is the
T # UNIT NAME rule of three windows. There will be occasional exceptions to it, covered
U + A
AVID
later, but if you try to keep all the symbols three windows apart, youll
T rarely go too far wrong. The other rule of thumb is that symbols from
O F F/A A/B B
opposite sides of the ship are always drawn in AVID windows of the
R Nose same color. When drawn outside of the amber ring, one of them will
I
Aft
Left be circled to show that its on the lower half of the AVID sphere.
E/F B/C Right
A Top The set of six orientation symbols shows a ships complete orienta-
L
Bttm.
Mid
tion on the AVID. Facing changes (changes in direction) are shown by
E D/E C/D C drawing an arrow from the ships Nose symbol to the window cor-
responding to the direction you want the ship to go next. It is possible
to put the Left, Right, Top, and Bottom symbols on the spine between
D - two green windows; the Nose and Aft symbols must always be in an
+M -P
AVID window. An example of this sort of orientation is a ship with its
Nose facing B/C (blue, upper), shown in the illustration at left.
VERTICAL PLOTTING GRID HORIZONTAL PLOTTING GRID
0 1 2 3 4 5 6 7 8 9 10 10
101 10 10 210 10 3 4 5+10 6 10 10 79 10Plotting
10 8 10 9
10 10 101010
3D Facing Changes
9 9 9 9 9 9
9 9 9 9 9 10 10 +9 9 8 9
8 8 8 8 8
11 8 8 128
8 8 13
9 10 10 14 15+8 16 8 17
7
7
8 18
7
19
7 7 7 7 20 You plotted pivots in 2D by drawing an arrow from your ships
7 7 7 7 8 8 9 9 10 +7 7 6 7 6 6 6
7 6 6 7
6
5
6 6 6 7
5 5 5 6
7 8 9 10 10
#
7 7 8 9 10
+6
+5
6
6
5
5
5
4
5
6
UNIT NAME
5
6 5 5
4 4 4
Nose symbol to the destination AVID window. The same principle
4 4
4 4 4 5 5
+ 6 7 8 8 9 10A +4 4
3
3
2
3
4 3 3
2
applies in 3D: you just have more choices available. In the illustration
3 3 3 4 5 5 6 7 8 9 10 +3
2 2 2 3 4 5 6 7 8 9 10 +2
2
1
2 AVID 1 1 immeditely to the left, the AVID shows a ship making a three-window
1 1 2 3 4 5 6 7 8 9 10 +1
1 2 3 4 5 6 7 8 9 10
HEX HEX pivot from the Nose (originally facing direction A, in the amber ring,
1 2 F3 4 EDGE B CORNER
1
2 2 2 3 4
5 6 7 F/A
8 9
5 6 7 8 9
10
10
-1
-2
A/B
Nose
called A (amber) hereafter) to face B/C (blue, upper). The pivot
3
4
3 3 4 5
4 4 5 5
5 6 7 8 9
6 7 8 8 9
10
10
-3
-4
TARGET BEARING Aft makes a diagonal transition from A (amber) to A/B (blue, upper),
Left
5 5 5 5 6 7 7 8 9 10
E/F -5
B/C Right then goes from A/B (blue, upper) to B (blue, upper), and from B (blue,
6 6 6 6 7 7 8 9 10 10 -6
7 7 7 7 8 8 9 9 10 -7
Top
Bttm.
upper) to B/C (blue, upper).
8 8 8 8 8 9 10 10 -8 Mid
9 9 9 9 9 10 10
D/E -9
C/D If the pivot were going to move the ships Nose from A (amber) to
10 10 10E10 10 -10 C
0 1 2 3 4 5 6 7 8 9 10 ECM ECCM B/C (blue, under) instead, the arrowhead would be circled to show
that the end of the pivot is in the lower half of the AVID. In Mode 1
S T U VD W X -Y Z movement, youll still be counting the number of AVID windows you
8 +M -P draw an arrow through for bleeding speed from pivots and record-
ing this in the P arrowhead on the Move Card, so this would be a
MOVE CARD / COPYRIGHT (C) 2015 AD ASTRA GAMES v234

VERTICAL PLOTTING GRID


0 1 2 3 4 5 6 7 8 9 10
HORIZONTAL PLOTTING GRID
10
3-window pivot.
10 10 10 10 10 10 10
10 10 10 10 10 +10
9 9 9 9 9 10 10 +9
10
9
9
9
8
9
10
9 There
9 9is9 no
9 penalty for drawing the arrow up the AVID, nor is there any bonus
8 8 8 8 8
8
7
8
7
8
7
8
7
8
8
9
8
10
9
10
9 10
+8
+7 7
8
7
7
6
7
7
8
for drawing
7 7 7 7 the arrow down to the lower half of it.
7 6 6 7 6 6 6
6 6 6 6 7 7 8 9 10 10 +6 6 5 6
5 5 5 5 6 7 7 8 9 10 +5
6
5
5
4
4Youre
5
4
54 4only
5 5
6
4 allowed to make one diagonal transition per pivot. An exception exists
4 3 4 3 3
4
3
4
3
4
3
5
4
5
5
6
5
7
6
8
7
8
8
9
9
10 +4
10 +3
3
2
for pivots2 that cross diagonally from a blue window through the yellow window and
2
3
2 1 1
2
1
2
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10 +2
10 +1
into the diagonally opposite blue window on the opposite hemisphere, but it wont
1

1 2 3 4 5 6 7 8 9 10
HEX
EDGE
come up very often.
HEX
CORNER
1 1 2 3 4 5 6 7 8 9 10 -1
2
3
2
3
2
3
3
4
4
5
5
5
6
6
7
7
8
8
9
9
10
10
-2
-3
You may not make a pivot that puts your Nose in the same window it originated
TARGET BEARING
4 4 4 5 5 6 7 8 8 9 10 -4 in at the start of the pivot; this prevents an abuse that bleeds speed in Mode 1 move-
5 5 5 5 6 7 7 8 9 10 -5
6 6 6 6 7 7 8 9 10 10 -6 ment.
7 7 7 7 8 8 9 9 10 -7
8 8 8 8 8 9 10 10 -8 Both of these exceptions are covered in more detail on page 19 of the Squadron
9 9 9 9 9 10 10 -9
10 10 10 10 10 -10 Strike core rulebook.
0 1 2 3 4 5 6 7 8 9 10 ECM ECCM

S T U V W X Y Z
MOVE CARD / COPYRIGHT (C) 2015 AD ASTRA GAMES v234

32 Squadron Strike: The Empire/Directorate War


D
+M -P

Plotting Movement in 3D 1 2 3 4 5 6 7
VERTICAL PLOTTING GRID
8
0 1 2 3 4 5 6 7 8 9 10 9 10 THORIZONTA
10
In 3D play, youll use the Vertical Plotting Grids before you use the Horizontal 10 10 10 10 10 +10
10 10
U109 89 98 98 109
11 12on the
Plotting Grids. The Vertical Plotting Grids are underneath the AVID 13 left14side 15 16 17
9 9 9 18
9 9 19
10 10 20 +9
of the Move Card, and are very colorful. The color-coding matches the rings of the
8
7
8
7
8
7
8 8 9 10
7 8 8 9
10
9 10
+8
+7
T78 7 76 7 78
#
AVID, and covers the sweep from +90 degrees to -90 degrees. In the Plotting Phase, 66 UNIT NAME6 6 7 7 8 9 10 10 +6 6O 5 5
7 6 6
6 5 6
55 5 5 6 7 7 8 9 10 +5 5 4 5
youll be using the part of the grid that matches the AVID ring your + Nose is in prior A 44 4 5 5 6 7 8 8 9 10 +4 R4 43 32 43 4
4 AVID
to any pivots.
3
2
3
2
3
2
5 5 6
3 4 5 6
7
7
8
8
9 10
9 10
+3
+2
I 212
As in 2D play, take your accumulated speed, and add zero if youre pivoting, or half
F
11
1
2
2
3 4 5 6
3 B4 5 6
7
7
8
8
9 10
9 10
+1 A HEX
of your thrust, rounded down, if youre not pivoting. Write the result below theF/A
AVID A/B 1 1 2 3 4 5 6-1 7 8 9 10
Nose
L EDGE
2 2 2 3 4 5 6-2 7 8 9 10
hexagon in the second white arrowhead. 3 3 3 4 5 5 6-3 7 8
Aft
9 10 TARG
Left
4 4 4 5 5 6 7-4 8 8 9 10
Look for that number on the Vertical Plotting Grid in the area that is theE/Fsame B/C5 5 5 5 6 7 7-5 8 9 10
Right

color as the AVID ring your Nose symbol is in prior to any pivots. In most cases, 6 6 6 6 7 7 8-6 9 10 10Top
7 7 7 Bttm. -7
7 8 8 9 9 10
youll have a range of cells to choose from. Circle any box that matches; if a box is 8 8 8 Mid -8
8 8 9 10 10
split between two colors, it can be used if your Nose symbol was in either
E matching
D/E C/D 9 9 9 -9
9 9 10 10
C
10 10 10 10 10 -10
AVID ring. 0 1 2 3 4 5 6 7 8 9 10 ECM
Cross-reference to the right to find out how much your altitude will change by.
Your altitude may change up or down depending on the ring of the AVID your Nose D S T- U V W X
is facing. +M -P
Cross-reference to the top or bottom to find out how far youll move in the plane of MOVE CARD / COPYRIGHT (C) 2015 AD ASTRA GAMES

the map. Youll be using this second number with the Horizontal Plotting Grids,GRID
VERTICAL PLOTTING as HORIZONTAL PLOTTING GRID
0 1 2 3 4 5 6 7 8 9 10
you did in the prior scenarios. 10
10
10 10 10 10 10 10
10 10 10 10 10 +10 10 9 10
9 9 9 9 9 9
9 9 9 9 9 10 10 +9 9 8 9
Placing the End of Turn Tent in 3D 8 8 8 8 8
8 8 8 8 8 9 10 10 +8 8 7 8
7 7 7 7 7 7
+7 7 6 7
Altitude is shown with stacking tiles; theyre designed to snap76into 7 7 7 8 8 9 9 10
the bottom
6 6 6 7 7 8 9 10 10
of +6
7
6
6
5
6
6
7 6 6 6
5 5
6 5 5 6
the bases of the tilt blocks. Each stacking tile color represents a different
5 5 5 5 6 number
7 7 8 9 of10 +5 5
4
4
4
5 4 4 4
4 4 4 5 5 6 7 8 8 9 10 +4 4 3 4 3 3
altitude units above or below the plane of the map. White tiles are 1 unit of altitude,
3 3 3 4 5 5 6 7 8 9 10 +3
3
2
3 2
2 2 1 1
light-blue tiles are 4, dark-blue tiles are 16, and black tiles indicate
2 2 a 2negative
3 4 5 6 altitude
7 8 9 10 +2 1
1 1 2 3 4 5 6 7 8 9 10 +1
below the plane of the map. When putting tiles underneath a ship, put the darkest
1 2 3 4 5 6 7 8 9 10
C
HEX HEX
tiles on topthis makes making change easier. 1 1 2 3 4 5 6 7 8 9 10 -1 EDGE CORNER
2 2 2 3 4 5 6 7 8 9 10 -2
When your ships EoT tent is at a different altitude from your ships
3 3 3 current
4 5 5 6 posi-
7 8 9 10 -3 TARGET BEARING
tion, put stacking tiles underneath it equal to the difference in altitude.5 For
4 4 4 5 6 example,
7 8 8 9 10 -4
5 5 5 5 6 7 7 8 9 10 -5
if your ship is at altitude 6 and your EoT tent is at altitude 8, you6 only
6 6 6put 7 two
7 8 9white
10 10 -6
tiles underneath the EoT tent. If your EoT tent is below your ships 7 7 current
7 7 8 8 altitude,
9 9 10 -7
8 8 8 8 8 9 10 10 -8
place the altitude tiles upside-down to show that your motion is9 taking 9 9 9 you down.
9 10 10 -9
10 10 10 10 10 -10
Because altitude uses the same scale as the hexes on the map, 0hexes of altitude is
1 2 3 4 5 6 7 8 9 10 ECM ECCM
acceptable nomenclature.
FIGURE C-2

New Movement Phase Rules S T U V W X Y Z

Using Tilt Blocks MOVE CARD / COPYRIGHT (C) 2015 AD ASTRA GAMES v234

When your ship moves to its EoT tent, you complete


your pivot at the end of the move; this is unchanged from
playing in 2D. When your ship has its Nose pointed in any
direction other than level with the map, you need a tilt Yes Yes No
block. The tilt block looks sort of like a chair, and has a 30
degree incline (the seat of the chair) and a 60 degree incline (the back
of the chair). When your ship has its Nose pointed straight up or straight
down, youll place the box miniature on its end.

Copyright 2008, 2015 Ad Astra Games LLC 33


Nose
Aft
Left
E/F B/C Right
Top
Redrawing the AVID
T Bttm.

After all units have moved, its time to redraw your ships symbols on the AVID
Mid
U E D/E C/D C
to match your current orientation. Start by erasing the symbols and the pivot ar-
T row, then draw the Nose symbol in its correct orientation. Once the Nose symbol is
O drawn, draw the Left and Right markers, and then draw the Aft symbol. Put the Top
R D -
and Bottom markers in the pair of windows that are each three windows away from
I +M -P both the Nose and Left markers. Unless the Top and Bottom symbols are on the am-
A ber ring, one will be above the plane of the map (in the top hemisphere of the AVID
sphere) and
GRID the other will be below it (in the bottom hemisphere). Circle any symbols
L VERTICAL PLOTTING GRID
0 1 2 3 4 5 6 7 8 9 10
HORIZONTAL PLOTTING
10 10in the10bottom
10
half of the AVID sphere. Remember the rule of thumb mentioned ear-
10 10 10 10 10 +10 10 9 10 10 10 10 10
9 8 lier 9 about 9 9 9pairs of symbols always being drawn in AVID windows of the same color.
9 9 9
9 9 9 9 9 10 10 +9
8 8 8 8 8
8 8 8 8 8 9 10 10 +8 8 7 8
7 7 7 7 7 7
7 7 7 7 8 8 9 9 10 +7 7 6 7
6 6 6 6 7 7 8 9 10 10 +6
7
6
6
5 Bleeding Speed
6
6
7 6 6 6
5 5
6 5 5 6
5 4 5
5 5 5 5 6 7 7 8 9 10 +5
4
4
3
4
4
This step
4 4 4 hasnt
3 3
changed. Generate your new speed for the start of the next turn.
4 4 4 5 5 6 7 8 8 9 10 +4 3 3
3 3 3 4 5 5 6 7 8 9 10 +3 2 2
2 2 1 1
2 2 2 3 4 5 6 7 8 9 10 +2 1 Place EoT Tent for Current Speed
1 1 2 3 4 5 6 7 8 9 10 +1
1 2 3 4 5 6 7 8 9 10
HEX On theHEXMove Card, each of the zones of the Vertical Plotting Grid has a series of
EDGE CORNER
1 1 2 3 4 5 6 7 8 9 10 -1 cells with a more saturated (darker) background color. Use the saturated cell match-
2 2 2 3 4 5 6 7 8 9 10 -2
3 3 3 4 5 5 6 7 8 9 10 -3 ing your
TARGET BEARING current speed to determine how far out (horizontal) and up or down your
4 4 4 5 5 6 7 8 8 9 10 -4 post-movement EoT tent will be from your current position. For example, if your
5 5 5 5 6 7 7 8 9 10 -5
6 6 6 6 7 7 8 9 10 10 -6 speed is 8, and your Nose is angled down in the blue ring of the AVID, youll place
7 7 7 7 8 8 9 9 10 -7 your EoT tent 7 hexes out and 4 hexes down.
8 8 8 8 8 9 10 10 -8
9 9 9 9 9 10 10 -9

ECMNew ECCM
Combat Phase Rules
10 10 10 10 10 -10
0 1 2 3 4 5 6 7 8 9 10
Shooting Bearings
S T U V W X Shooting
Y Z bearings is the second of the three new skills you have to learn. In 2D,
you shot bearings every time you marked where you saw an opponent on the sight-
MOVE CARD / COPYRIGHT (C) 2015 AD ASTRA GAMES ing ring on v234your SSD. The process is very similar to what you did in 2D, but is much
more important.
The first step of shooting a bearing is formal-
RAN GE AN GLE LO O K UP T AB L E ( RA LT )
izing the draw an0 imaginary line procedure H ORI Z ON T A L BEA RINGS
90
you learned in Scenario 1. We need to figure out Is the target visible through a hex edge or hex corner?
PIVO
30 30 30 30 30 30 30 30 If the target is three times as far away in one map
whether the target is visible through the hex side direction as the other, its visible through that hex edge.
or the hex
29 29 29 29 29 29 29 29 30 30 30
corner (also called a hex spine) 60 0
of Otherwise, its visible through the hex corner. 1
28 28 28 28 28 28 28 28 29 29 29 30 30 30
the hex 27the27 ship
27 27 is27in.
27 On
27 27the Reference
28 28 28 29 29 29Card
30 30
HE

HEX EDGE
(top center,
26 26 under
26 26 26Horizontal
26 26 26 27 27 Bearings),
27 28 28 29 29 theres
30 30
XC

2
OR

25 25 25 25 25 25 25 25 26 26 26 27 27 28 28 29 29 30 30
a hex diagram that illustrates the underlying geom-
NE
R

24 24 24 24 24 24 24 25 25 25 26 26 26 27 27 28 28 29 30 30
etry: If a23target
23 23 23is 23at 23least
23 24three
24 24 times
25 25 25as26far
26 away
27 28 28in29the
29 30 3
first map22 direction
22 22 22 22 as 22 it
22 is
23 in
23 the
23 24second
24 25 25 map
26 26 direction,
27 27 28 29 29 its30
visible through
21 21 21 21the 21 side
21 21 of22 the
22 22hex
23 23facing that
24 24 25 25 map direction.
26 27 27 28 29 29 30
4
20 20 20 20 20 20 20 21 21 21 22 22 23 23 24 25 25 26 26 27 28 29 29 30
Otherwise, its on the hex corner, or spine, between the two map
19 19 19 19 19 19 19 20 20 21 21 21 22 23 23 24 24 25 26 26 27 28 29 29 30
directions. For
18 18 18 18example,
18 18 18 19a target
19 20 20 thats 9 hexes
21 21 22 22 23 24away
24 25 in
26 direction
26 27 28 29 30 30
5
A and 3 hexes away in direction B is visible through direction
17 17 17 17 17 17 18 18 18 19 19 20 20 21 22 22 23 24 24 25 26 27 27 A 28 on
29 30
30

16 16 16 16 16 16 17 17 17 18 18 19 20 20 21 21 22 23 24 24 25 26 27 28 28 29 30
the AVID. If a target is 7 hexes away in direction A and 3 hexes away in
0

15 15 15 15 15 15 16 16 17 17 18 18 19 19 20 21 21 22 23 24 25 25 26 27 28 29 30 30
direction14 B,
14 the
14 14target
14 14 15is 15
visible through
16 16 17 17 18 19 the
19 20A/B
21 22hex corner.
22 23 24 25 26 26 27 28 29 30 6
13 13 13 13 13 13 14 14 15 15 16 17 17 18 19 19 20 21 22 23 23 24 25 26 27 28 29 29 30
12 12 12 12 12 13 13 13 14 15 15 16 16 17 18 19 20 20 21 22 23 24 25 25 26 27 28 29 30
11 11 11 11 11 12 12 13 13 14 14 15 16 17 17 18 19 20 21 21 22 23 24 25 26 27 28 29 30
10 10 10 10 10 11 11 12 12 13 14 14 15 16 17 18 18 19 20 21 22 23 24 25 26 26 27 28 29 30 NET
=A
9 9 9 9 9 10 10 11 12 12 13 14 15 15 16 17 18 19 20 21 21 22 23 24 25 26 27 28 29 30
8 8 8 8 8 9 10 10 11 12 12 13 14 15 16 17 17 18 19 20 21 22 23 24 25 26 27 28 29 30
7 7 7 7 8 8 9 9 10 11 12 13 13 14 15 16 17 18 19 20 21 22 23 24 25 25 26 27 28 29 30 ACT
34 6 6 6 6 7 7 8 9 10 10 11 12 13 Squadron
14 15 16 17 Strike: The
18 18 19 20 21 Empire/Directorate
22 23 24 25 26 27 28 29 30 War 3

5 5 5 5 6 7 7 8 9 10 11 12 13 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
00

4 4 4 5 5 6 7 8 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 FIG
19 19 19 19 19 19 19 20 20 21 21 21 22 23 23 24 24 25 26 26 27 28 29 29 30 2 Consolidate and record new vectors
18 18 18 18 18 18 18 19 19 20 20 21 21 22 22 23 24 24 25 26 26 27 28 29 30 30
5 1 2 Place EoT marker for current vectors / spe
17 17 17 17 17 17 18 18 18 19 19 20 20 21 22 22 23 24 24 25 26 27 27 28 29 30
Fighters move, torpedoes move closer to

30
16 16 16 16 16 16 17 17 17 18 18 19 20 20 21 21 22 23 24 24 25 26 27 28 28 29 30
This process determines which orange slice of the AVID youll see the target

0
15 15 15 15 15 15 16 16 17 17 18 18 19 19 20 21 21 22 23 24 25 25 26 27 28 29 30 30
through,
14 14 14 14and
14 14it 15is 15
identical
16 16 17 to 17 18what
19 19youve
20 21 22been
22 23 doing
24 25 26in262D27 play. The next step is to 6
28 29 30 COM B AT T
count the total horizontal distance out (hexes in first direction plus hexes in second
13 13 13 13 13 13 14 14 15 15 16 17 17 18 19 19 20 21 22 23 23 24 25 26 27 28 29 29 30 U
12 12 12 12 12 13 13 13 14 15 15 16 16 17 18 19 20 20 21 22 23 24 25 25 26 27 28 29 30
direction) and the difference in altitude, and cross-reference those two numbers on
11 11 11 11 11 12 12 13 13 14 14 15 16 17 17 18 19 20 21 21 22 23 24 25 26 27 28 29 30
Roll for ECCM, note ELINT successes T
the
10 10Reference
10 10 10 11Cards
11 12 12Range-Angle
13 14 14 15 16 17Lookup 18 18 19 Table
20 21 22(RALT)
23 24 25 to
26 determine
26 27 28 29 30 both the 3D N ET A C C
1 2 3 4 5 6 7 8 9 10
= Acc+Pro+(ECM-ECCM)
O
range
9 9 9and 9 the
9 10 color
10 11 12of 12the13 AVID
14 15 15ring
16 17youll see21 the
18 19 20 21 22target
23 24 through.
25 26 27 28 29 30 11 12 13 14 15 16 17 18 19 20 R
8 8 8 8 8 9 10 10 11 12 12 13 14 15 16 17 17 18 19 20 21 22 23 24 25 26 27 28 29 30
7 7 7 7 8 8 9 9 10 11 12 13 13Continuing 14 15 16 17 18 the 19 20second
21 22 23example,
24 25 25 26where
27 28 29 30 A CT IO N P OIN T S UNIT NAME # I
6 6 6 6 7 7 8 9 10 10 11 12 the 13 14target
15 16 is17 10 hexes
19 20 away
21 22 on
23 24the25 A/B A
3 2 1 0
18 18 26 27 28 29 30 + A
5 5 5 5 6 7 7 8 9 10 11 12 spine, 13 13 14if 15the
16 difference
17 18 19 20 21in22altitude
23 24 25 were
26 27 28 29 30 CREW A CT ION S
AVID
Activate cloaking device L

00
4 4 4 5 5 6 7 8 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 F IG HT E R M OV E
7, the target would be visible through 1) Farthest First Activate other equipment (simultaneous
3 3 3 4 5 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
2 2 2 3 4 5 6 7 8 9 10 11 the 12 13blue
14 15ring
16 17at18a true
19 20 range
21 22 23 of
24 12.
25 26Youd
27 28 29 30
F 2)F/A
Low Thrust First
3) Largest First
A/B B
Boarding party Nose
combat 12
1 1 2 3 4 5 6 7 8 9 10 11 write the15 number
12 13 14 16 17 18 191220 21in22the
23 A/B
24 25 (blue,
26 27 28 29 30 Aft
4) Die Roll; Low First Damage control,Leftshield & globe regenera
0 1 2 3 4 5 6 7 8 9 10 11 upper) 12 13 14 AVID
15 16 17window.
18 19 20 21 22 23 24 25 26 27 28 29 30
E/F B/C Right
C O P Y R I G H TTop ( C ) 2 0 1 5 A D A S T R A
Youll want to practice shooting bear-
SQUADRON STRIKE! REFERENCE CARD V147
Bttm.

RAN GE ANG LE LOOK UP T AB LE ( RA LTings


) a few times as you play this scenario. Mid
S EQ UE N C E OF P LAY
E D/E C/D CPLOT T IN G
In particular, 0 practice going through all of the steps and writing the
H ORI Z ON T A L BEA RIN G S
90 Is the target visible through a hex edge or hex corner?
P IV OT M O DE
range
30 30 30in30an30 AVID
30 30 30window. Dont skip any of them because
If the target you
is three times as fardont
away in one map
Plot pivot & roll on AVID, mark midpoints

think
29 29 29theyre
29 29 29necessarytheyre all there for a direction as the
reason, other, its
even whenvisible through that hex edge. 1 If no pivot, add half of thrust to this turn
29 29 30 30 30 60 0 Otherwise, its visible through the hex corner. 1 D -
theyre
28 28 28 easy
28 28 to28 perform
28 28 29 29 and
29 30seem
30 30 obvious.
+M -P
Plot vertical & horizontal move, spend pl
27 27 27 27 27 27 27 27 28 28 28 29 29 29 30 30 HE 2 Record vector changes

HEX EDGE
26 26 26 26 26 26 26 26 27 27 27 28 28 29 29 30 30
XC
Mapping Bearings to Firing Arcs
25 25 25 25 25 25 25 25 26 26 26 27 27 28 28 29 29 30 30
ORN
VERTICAL PLOTTING GRID
2 1 HORIZONTAL
2 Adjust EoT tent
PLOTTING for Displacement/Thrust
GRID
0 1 2 3 4 5 6 7 8 9Bearing 10 Examples
24Once
24 24 youve
24 24 24 shot
24 25 bearings,
25 25 26 26 figuring
26 27 27 28 out 28 29how 30 30to fire weapons at the
ER
10
10 10 10 10 10 10 10
10 10 10 10 10 +10 10 9 10
M ODE 9 9
targets
23 23 23 youve
23 23 23 lined
23 24 up
24 24is25the
25 next
25 26 step. This 28 29is 29 the30 third skill thats novel 98compared 9 9 9 9 10 10to The +9 rulebook 9 M OVEM 9 E 9 NT
8 includes
26 27 28 3 9 8 9 9
8 8 8 8
8 Move to EoT tent,
7 7complete pivots & rolls
8 8 8 8 9 10 10 +8 8 7
7 7 7 7 8 8 9 9 10 a series +7 7of7 seven 7 examples
22 22 22 22 22 22 22 23 23 23 24 24 25 25 26 26 27 27 28 29 29 30 7 7 7 7
those used in playing 2D games. Well start with the firing arc diagrams. 6
Reason CA
21 21 21 21 21 21 21 22 1222End 22 /TL: 23 24 24 25 25 26Empire/Directorate
23 Std 27 27 28 29 29 30 War
1
6 6 6 6 7 7 8 9 10 10 covering+6 6 6bearings
6
5
5
6
5
7
6 Record
6 6 6
new5 AVID
6 and firing 5 orientation
20 20 20 20 20 20 20 21 21 21 22 22 23 23 The 24 25firing arc27 diagrams
28 29 29 30 in 3D are shown in the
5 5 5 5 6 7 7 84 9 10 5 4 5
[SMed MMed Fi3] [EWR DefR AblR ArR/1+ CA2] [RMed DMed RoF4 Acc3 MDR 4:1]
25 26 26 +5 4 4 4
4 4 4 5 5 6 7 8 8 9arc diagrams 3 in4much greater
4 4 Bleed speed
1 3 3 pivots, add speed from
from
2
GluBm 10 +4 4
19 19 19 19 19 S19 19 20 20 21 21 21 22 23 23 24 24 25 26 26 27 28 29 29 30 3 3
[In] same
# place
CREW they were UNIT in 2D, NAME but now theyre an oval 3 3 3 4 5 5 6 7 8 detail, on pages
9 10 +3 22
2
1
2 49-55. 1 and
Consolidate 2 record new vectors
1
3
18 18 18 18 18 18 18 19 19 20 20 21 21 22 22 23 24 24 25 26 26 27 28 29 30 30 2 2 2 3 4 5 6 7 8 9 10 +2
> thats been sliced
17 17 17 17 17 18 18 18 19 19 20 20 21 22 22 23 24 24 25 26 27 27 28 29 30
17 PhasArr into several white and black
1 1 2 3areas. 4 5 6 75 8 9 10These +1 1 examples 2 Place EoT tent for current vectors / speed
are also
x1 shoot through,
HEX HEX
Nuclear Torpedo [NucTrp] arc you can 1 2 3 4 5 6 7 8 9 10
16 16 16 17 17 17 18 18 19 20 Like 20 21 in 2D, 23 white
24 24 25is26the 1 1 2 3 4 5 6 7 8 9available a freeFighters
asEDGE downloadmove, torpedoes move closer to
30

16 16 16 [In] 21 22 27 28 28 29 30 10 -1 CORNER
15 15 15 15 15 15 16 16 17 17 18 18 19 SPD ACC
21 21 DMG PEN
0

and
19 20 black 22is 23 24 255x2,25Md261,
obscured. Arm282, 29
Unlike
27 Tgh the301, Ev 8+ firing
302D arcs,
2 2 2 3 4 5 6 7 8 9from 10 -2 Ad Astra Games.; you
1 3 3 3 4 5 5 6 7 8 9 10 -3 TARGET BEARING
14 14 14 14 14 15 15 16 16 17 17 18 519 19 203+ 21 22
14 GluBm 12 22 23 5 24 25 26 26Bursting 27 28 29 30 8 8 9can direct other players COM B ATin
T theyre not based on a top-down view of your 4 4 4 ship;5 5 6 7 6 10 -4
13 13 13 [In]
13 13 13 14 14 15 15 16 17 17 10 18 19 196+ 20 219 22 235 23 24 25 2x 26 Hits
27 -28SI 29 29 30 5 5 5 5 6 7 7 8 9 10
your-6 group to download them,
-5
> 12 12 12 12 12 13 13 13 14 15 15 16 16 instead,17 18 19 20theyre 20 21 22 a23set 24 of fifty
25 26 firing
25Constant 27 28 29arc
Burn 30 windows
6 6 6 6 that 7 7 8 9 10 10
7 7 7 7 8 8 9 9 10 or bring -7 them with Rollyou tonote ELINT successes
for ECCM,
11 11 11 11 12 12 13 13 14 14 15 16 parallel
11 PhasArr 17 17 18 19the 20 windows
21 21 22 23 of 24 25 the26 AVID. 27 28 29 While 30 8 the
8 8 AVID
8 8 9 10 is -8
[In]
10
9 9 9 9 9 10 10 N ET A C C -9
group meetings.
10 10 10 10 10 11 11 12 12 13 14 14 15 a16 top-down17 18 18 19 view 20 21 22of23a sphere 24 25 26 thats 26 27 28fixed 29 30 to
1 Gluon Beam [GluBm] x1 10 10the10 10map,
10 = Acc+Pro+(ECM-ECCM)
-10
9 9 9 9 9 10 10 11 12 12 13 14 15 15 16 17 18 19 20 21 21 22 23 24 25 26 27 28 29 30 0 1 2 3 4 5 6 7 8 9 10
the firing arc diagrams are an interior view of a simi- ECM ECCM
8 NucTrp RNG ACC DMG PEN
8 8 8 8 U 9 10 10 11 12 12 13 14 15 16 17 17 18 19 20 21 22 23 24 25 26 27 28 29 30
> 7 7 7 [4]7 8 8 9 9 10 11 12 13 13 0-5 lar
14 15sphere
163+ 17 184thats 19 20 5 locked
21 22 23 to 24 the25 25orientation
26 27 28 29 30of your ship. A CT IO N P OIN T S
Online Help! X
6 6 6 6 7 7 8 9 10 10 11 12 13 6-10 Think3+of it3 as looking
14 15 16 17 18 18 5
19 20 21 22out of a goldfish bowl from the 3 2 V1 0 W
23 24 25 26 27 28 29 30 S T U Y Z
5 5 5 5 6 7 7 8 9 10 11 12 1311-15 13 14 154+ 16 173 18 19 20 21 22 23 24 25 26 27 28 29 30 If this is tricky, use
CREW theA CT ION S
inside. 4
F IG HTAVID Assistant (http://ser-
Activate cloakingv234device
W1
00

4 4 4 5 5 6 7 8 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 E R M OV
MOVE CARD / COPYRIGHT (C) 2015 AD ASTRA GAMES
E
3 3 3 4 5 5 6 7 8 9 10 11 12 13 The 14 15Top 16 17of18your 19 20 ship 21 22 is 23 the24 25top 26 of27 the
28 29diagram.
30 The 1) vices.adastragames.com/avid/)
Farthest First Activate other equipment (simultaneous
GluBm Phased Array Emitter [PhasArr] x1 2) Low Thrust First
# 2 2 2 [In] 3 4 V 5 6 7 8 9 10 11 12 Bottom 13 14 15 16of17your 18 19 ship 20 21 is22 the 23 24bottom 25 26 27of28 the 29 30diagram. and do this with aBoarding
3) Largest First
button- party combat
1 1 2 3 4 5 6 7 8 9 10 11 12 RNG 13 14 ACC15 16 DMG 17 18 PEN 19 20 21 22Interceptor: 23 24 25r3 26 (5) 27 28 29 30 push: The crosshairs button
The symbols for Nose, Aft, Left, and Right are also on 4) Die Roll; Low First Damage control, shield & globe regenera
0 1 2 3 4 5 6 7 8 9 10 11 12 0-3 13 14 153+ 16 172 18 195 20 21 22 23 24 25 26 27 28 29 30 converts a bearing into a firing
1 the diagram;
4-7 4+ 2 Aft 4 is all the way to the left edge. arc display.
SQUADRON STRIKE! REFERENCE CARD V147 COPYRIGHT (C) 2015 AD ASTRA
8-13Well 7+ walk 1 through 4 a procedure that will map a Youll have an easier time
> PhasArr
[In]
W target bearing to a firing arc window. Its hiding a playing the game if you under-
lot of trigonometry and spherical coordinate conver- stand this procedure, but do
PhasArr
2 [In] sions from youtrust the procedure, even if it doesnt whichever method works!
make intuitive sense at first. This is the trickiest part of
> the game, and the one that
takes the most practice.

W2

# Copyright 2008, 2015 Ad Astra Games LLC 35


9 9
9 9 9 9 9 10 10 F/A +9 A/B 9 8 9 9 9 9 9
8 8 8 8 8Nose
1 2 3 4 5 6 7 8 9 10 8 8 8 8 8 9 10 10 +8 8 7 8
7 7 7 7 7 Aft7
7 7 7 7 8 8 9 9 10 +7 7 7 6 6 6 7 7 6 6 6Left
6 6 6 6 7 7 8 9 10 10 +6 6 6 5 5 5 6 6 5 5
4 5 611 712 813 914 15
10 16 17 18 19 20 5 5 5 5 6 7E/F 7 8 9 10 +5 5 B/C
4
4
4
5 4 4 4Right
First, on the AVID, count the number of windows between the Top
4 4 4 5 5 6 7 8 8 9 10 +4 4 3 4 3 3 Top

14 15T 16 17 18# 19 20 UNIT NAME 3 3 3 4 5 5 6 7 8 9 10 +3


of the ship (the star icon) and the bearing you shot. Use the shortest
2 2 2 3 4 5 6 7 8 9 10 +2
3
2
2
1
3
2
2 Bttm.
1 1 Mid

U +
UNIT NAME
A
AVID
1 2 3 4 5 6 7 D/E
E
1 2 3 4 5 6 7 8 9 10
8 9 10 +1 C/D
path from the Top window to the bearings window; you may count
1
HEX C HEX

AT
EDGE CORNER
diagonally but are not obligated to do so. On the AVID printed to the
1 1 2 3 4 5 6 7 8 9 10 -1
2 2 2 3 4 5 6 7 8 9 10 -2
O F
AVID
F/A 12
A/B B left, its two windows from the Top symbol to
3 3 3 4 5 5 6 7 8 9 10 -3
4 4 4 5 5 6 7 8 8 9 10D -4 -
TARGET BEARING

R Nose
Aft
the number 12 5 5 5 5 6 7 7 8 9 10
+M -P -5
B 6 6 6 6 7 7 8 9 10 10 -6
F/A
I A/B E/F Nose
B/C
Left
Right
Next, count the same number of rows down
7 7 7 7 8 8 9 9 10
8 8 8 8 8 9 10 10
-7
-8
A Aft
Left
Top
Bttm.
from the top of the firing arc diagram. This
9 9VERTICAL
9 9 9 PLOTTING
0 101 102 103 10
10 10 GRID -9
4 5 6 7 8 9 10 -10
HORIZONTAL PLOTTING GRID
10 10

L B/C Right Mid is the row youll see the target in. Weve put a
10
0 10
1 102 103 10 ECM
4 5 6 7 8 9 10 +10 ECCM 10 10
10 9
9 9
10 10 10 10 10 10
Top 9 9 9 9 9 10 10 +9 9 9 9 9
E D/E C/D C bounding box on the image of the firing arc diagram to show it.
9
8
8
8
9
8 8 8
Bttm. 8 8 8 8 8 9 10 10 +8 8 7 8
7 7 7 7 7 7
Mid 7 7 7 7 8 8 9 9 10 +7 7 7 6 6 6 7 7 6 6 6
D/E C/D C On the AVID, count the number
S T of windows
U V separating
6 6 6 6 7 7 8 9 10 10W X theY closest
Z+6 6 6 5 5 5 6 6 5 5
5 5 5 5 6 7 7 8 9 10 +5 5 4 5 4 4 4
D - orientation symbol to the bearing, and note the direction. For ex-
4 4 4 5 5 6 7 8 8 9 10 +4
MOVE CARD / COPYRIGHT (C) 2015 AD ASTRA GAMES
4
4
3
3
4
3
4 3 3
v234
2 2
+M -P ample, count how many windows separate the Nose symbol from the
3 3 3 4 5 5 6 7 8 9 10 +3
2 2 2 3 4 5 6 7 8 9 10 +2
2
1
2 1 1

D - bearing window. Then note that youre counting from the Nose in the
1 1 2 3 4 5 6 7 8 9 10 +1
1 2 3 4 5 6 7 8 9 10
HEX HEX
P VERTICAL PLOTTING GRID HORIZONTAL PLOTTING GRID general direction of the Right symbol.
1 1 2 3 4 5 6 7 8 9 10 -1 EDGE CORNER
0 1 2 3 4 5 6 7 8 9 10 10 2 2 2 3 4 5 6 7 8 9 10 -2
10 10
NG GRID
10 10 10 10 10
9 HORIZONTAL
9 9 9 9 10 PLOTTING
10
+10
GRID +9
10
9
9
9
8
9
9
Count
10
9 9 the9 9 same number of windows away on the firing arc
10 10 10 10 10 3 3 3 4 5 5 6 7 8 9 10 -3
4 4 4 5 5 6 7 8 8 9 10 -4
TARGET BEARING

7 8 9 10 8 8 8 10 8 8 9 10 10
10 10
+8 8
7
8
7
7
8
diagram,
8
7 7 7in
8 8 8
7 the same direction. This will isolate the firing arc
5 5 5 5 6 7 7 8 9 10 -5
+10 7 107 7 9 7 810 8 9 109 1010 10 10 10+7 7 6 7 6 6 6 6 7 7 8 9 10 10 -6
+9
9
8
9
6 96 6 8 6 79 7 8 9 9 109 109 9 +6
8 8 8 8
7
6
6
6
5
5
6
5
diagram
6
7
6
6 6 6
5 5 window the target is seen through. On this example,
7 7 7 7 8 8 9 9 10 -7
0 +8 5 85 75 7 5 7 68 7 7 8 7 9 7 107 7 +5 5 4 5 4 4 4 8 8 8 8 8 9 10 10 -8
9 10 +7 47 74 64 6 5 6 57 67 7 8 68 69 610 +4 4
4
3
3
4
3
the bearing
4 3 3 is one window diagonally above and to the right of
9 9 9 9 9 10 10 -9
2 2
9
8
10
9
10
10
+6
+5
36 63 53 5 4 5 56 56 6 7 8 5 95 10 +3
2 52 42 4 3 4 45 5 6 7 48 49 410 +2
2
1
2the Nose1 1symbol. 10 10 10 10 10
0 1 2 3 4 5 6 7 8 9 10 ECM
-10
ECCM
8 8 9 10 +4 1 41 32 3 3 3 44 5 6 7 8 3 93 10 +1
7 8 9 10 +3 1 22 2 3 2 4 5 6 7 8 9 10
2
1 1
HEX In very rare circumstances, you may have a target that appears to be in two ad-
HEX
1 1 2 1 3 4 5 6 7 8 9 10 -1 EDGE CORNER
7
7
8
8
9
9
10 +2
10 +1 2 2 2 3 4 5 6 7 8 9 10 -2
jacent firing arc diagram windows. When this S occurs, T the
U attacker V Wchooses
X which
Y Z
HEX HEX
7
7
8
8
9
9
10
10 -1
3 3 3 4 5 5 6 7 8 9 10 -3
EDGE
4 4 4 5 5 6 7 8 8 9 10 -4
CORNER window the target is visible through; onceMOVE
TARGET BEARING
chosen, this applies for that target for allv234
CARD / COPYRIGHT (C) 2015 AD ASTRA GAMES
7 8 9 10 -2 5 5 5 5 6 7 7 8 9 10 -5 weapons fired by that ship on that turn.
7 8 9 10 -3 6 6 6 TARGET
6 7 7 BEARING
8 9 10 10 -6
8
8
8
9
9
10
10 -4
-5
7 7 7 7 8 8 9 9 10
8 8 8 8 8 9 10 10
-7
-8
The Move Card has a blank firing arc diagram printed under the Horizontal Plot-
9 10 10 -6 9 9 9 9 9 10 10 -9 ting Grids. Mark the firing arc diagram window there once youve completed this
9 10 -7 10 10 10 10 10 -10
0 -8 0 1 2 3 4 5 6 7 8 9 10 ECMprocedure,
ECCM and you can visually compare this to the firing arc diagrams on your ship.
-9
-10
ECM ECCM
7 8 9 10
S T U V W XDirection
Y Z of Incoming Fire
All bearings are reciprocal; if the firing ship sees you in direction A/B (blue, up-
U V W X Y per), you see
Z
MOVE CARD / COPYRIGHT (C) 2015 AD ASTRA GAMES v234
the firing ship in direction D/E (blue, lower). The closest orientation
5 AD ASTRA GAMES v234
symbol to the inverse bearing of the incoming fire determines which facing of your
ship takes the incoming damage. If its on an orientation symbol, you take damage
through that facing. If its one window off of a symbol, you still take damage through
2)Points / 65Boxes Wisdom CL that facing. In10End very/TL:
rare
Std cases,# the incoming
CREW fire willUNIT
be ambiguously
NAME placed between
Empire/Directorate War two or three symbols; in these cases, the attacker chooses which facing takes the
Structural Integrity (8) Structural Integrity (8)
damage. (This 1 isCargo Quad Reloads: NucTrp
one of8 the
Nose Shld Regen
4 meta-rules for Squadron
9 6 3 Strike: In ambiguous cases, the at-

> # # tacker chooses, and round in favor of the attacker.) >


S1
2 Hull
Mount-Specific Cooldown Gen Shld Regen
2
S1

GluBm GluBmWisdom CL is an odd shipits got four gluon beams (more than the Reason
The
# [In]
S S
[In] #
heavy cruiser) packed into a very small firing arc. If you look at the SSD, youll see
S2 GluBm
[In]
that 3 beams
the gluon
GluBm
[In]
Cargo S2
have a cooldown icon in the weapon mount listing, but not on
> the weapon table. These cooldown symbols indicate that the Wisdoms>gluon beams
PhasArr T T
firePhasArr
every other turn, rather than every turn.
[In] 4 allows a lot of variety in how2 weapons
[In]
Squadron Strike
Hull
1
Damage Control
get put on ships, and you can
FTL Drive
# make a weapon mount that has limitations (like
2 1 cooldown times or AP # costs) that are
in addition to anything thats on the weapon table itself. If theres a difference be-
V2
PhasArr tween 5 Cargo V2
PhasArrthe weapon mount and the weapon table, the weapon mount takes precedence.
U U
> [In] [In]
>
T2 36 Cargo
6
Squadron
Pivot Strike: The Empire/Directorate
T2 War
3 2 2
Other New Rules T
Sometimes, scenarios (like this one) arent an even matchin some ways, scenarios U
that are profoundly uneven result in a better game, or a more enjoyable narrative for
players to talk about. Victory point calculations are used to figure out how well or
T
poorly an outmatched force performed. O
R
Victory Point Calculations I
Scenario victory points (SVPs) are equal to the enemy units (ship or fighter squad- A
rons) point cost times the percentage of the unit destroyed. To get the percentage L
destroyed, count Hit Location boxes that are disabled, damaged, or destroyed, and
divide that by the total boxes on the ship. The box counts and point costs are printed
on the SSDs (see Ship Information, page 8).
Damaged boxes that are repaired by tactical Damage Control at the end of the sce-
nario still count as destroyed for the purposes of SVP calculations. Disabled boxes
restored to functionality by the time one side disengages do not count as destroyed
for SVP calculations. (There are no weapons in the Empire/Directorate War that dis-
able boxes rather than damage them.)
A destroyed ship gives its full SVPs. A ship or fighter squadron left behind when
the rest of the force disengages gives 125% of its victory point total, as its considered
captured. Scenario objectives may also give victory points, or may multiply the value
of a ship for victory point calculations.
Your SVPs earned are divided by the cost of the force you brought to the battle,
generating a victory point ratio (VPR). The enemy does the same thing. The larger
VPR wins the fight; to determine the Margin of Victory, subtract the VPRs from each
other and look up the result on the table below. This table is copied from the main
rulebook; the campaign victory point (VP) references can be ignored.
VPR Difference Margin of Victory Tourney Match Points
Crushing Defeat (must play the next ceasefire card available in the
Less than -0.60
campaign game, lose 3 VPs)
-0.31 to -0.60 Major Defeat (Lose 1 VP)
-0.11 to -0.30 Defeat
-0.01 to -0.10 Minor Defeat
0 to 0.10 Draw 5
0.11 to 0.30 Minor Victory 10
0.31 to 0.60 Victory 20
0.61 to 0.90 Major Victory 25
0.91 to 1.30 Overwhelming Victory (1 campaign VP) 30
1.31 or higher Legendary Victory (3 campaign VPs) 35
Historical outcome
Historically, this scenario was a mugging by the Empire of Brasil; only the Reason
CA escaped. You may want to play this scenario twice and swap sides for the second
run. Expect that the first playthrough will involve overshooting and not quite getting
the desired firing solution and shot on the first few turns.
The only chance the Directorate forces have is to take the fight into the vertical,
and to use their higher rate of fire to continually hammer whatever Imperial ship is
in range; they really want to do damage from astern. The more engine damage the
Imperials take, the likelier it is that the Directorate forces will be able to get a pass on
the wormhole before theyre destroyed.

Copyright 2008, 2015 Ad Astra Games LLC 37


T Interlude: A Matter of Nuance and Perspective
U Carlos Schumbeckler had a puzzle. He hated puzzles. His sinuses were making him
T hate the moon as well, with its corridors smelling faintly of gunpowder and the air arid
and low in pressure. He got nosebleeds whenever he sneezed.
O
R They had captured one of the Directorate destroyers two months agoforced its sur-
render when the FTL drives had been blown to scrap. Theyd taken the parole of every
I officer, or officer-analog, they could, and stripped off as many of the alien enlisted rat-
A ings as they could manage without killing everyone else aboard. They had human spac-
L ers shadow the Directorate enlisted personnel, learning how the controls worked. Most
of the captured personnel were in a greenhouse tunnel, tending to crops and treated in
accordance with the Rules of Civilized Warfare, such as they were.
It was the computerstechnology that the Empire barely understoodthat stymied
them and gave him headaches. The species of the Directorate used the language of one
of the member nations. The best guess was that it was the native tongue of the ones
that looked like spindly devils, the Turthonians. The Turthonians dominated the officer
castes, and did most of the speaking.
No human spoke or read Turthonian insofar as he knew; the Empresss Institute
had brought in dozens of linguists, but they were on Earth. Not speaking the language
hadnt been completely insurmountable. The Turthonians used some sort of biological
access control, and Schumbecklers people had recovered the intact corpse of a Turtho-
nian female with enough rank insignia to appease an Austrian general. Theyd prac-
ticed with two other corpses first, but it was her embalmed left hand and right eye that
had gained them access to the computer system on the destroyer. They didnt have full
access, and they couldnt read everything they found, but from time to time, they got
movies. Hed assigned three Intel ratings in shifts to do nothing but make sure the sys-
tem didnt shut down suddenly, and teams to take photographs of the displays as they
came up. At some point, a mistake would be made, and the system would shut them
out. He was certain of it; its how he wouldve designed it.
While the linguists were making some progressTurthonian was quasi-Germanic
in its structurethe Turthonians had arrived speaking Portuguese. Every document
the Directorate had given the Brasilians was in oddly translated Portuguese, and was
of only limited help in translating Turthonian beyond indicating its rigid verb-at-
the-end grammar. Schumbecklers team had taken a suggestion from an American, a
writer named Piper, and had started translating mathematics from the periodic table
of elements, something theyd found and identified in captured Turthonian books. The
Turthonians knew of at least a dozen more lanthanide and actinide elements than
Brasil did, according to the chemists. Once they had cracked the periodic table, theyd
been able to figure out Turthonian numbering, which used base-16, and from notations
on half-lives of radioactive elements, theyd found that the Turthonian second was 72%
as long as Earths.
What they were missing was information on culture. Nuances. How the various
species of the Directorate cooperated. What fracture lines were there to exploit. While
the Empire had a run of victories to date, these were the results of inexplicable alien
behaviors, luck, and sheer bloody-mindedness.
They were, he thought, starting to tease out the wormhole geography. Actually, he
supposed, the term should be astrography. He had a great number of photographs
of stars linked by lines, with rainbow slices under them. The astronomy teams said the
rainbow slices were spectrums for each star, and each was as unique as a fingerprint.

38 Squadron Strike: The Empire/Directorate War


Theyd corroborated information already known: that the Directorate forces had
come through Alpha Centauri and had split into two prongs, one presumably head- T
ing back to their home, the other continuing to explore the region of space near Sol. U
They were guessing blindly as to which direction was which for the Directorate, but the T
captured destroyer had given them the coordinates of a wormhole located in the Alpha O
Centauri system. R
From Alpha Centauri, the bulk of the Directorate forces backtracked through a I
wormhole into another star system; the astronomers were certain it was Alpha Men- A
sae. From Alpha Mensae, the data showed a wormhole to another star, bright blue and
large. One group of astronomers thought it was Fomalhaut, the other that it was Sirius.
L
They were proceeding cautiously lest they trigger something in the computer system
that would lock them out or wipe the records. Schumbeckler was reasonably certain
that the link to the big blue star led to home for the Directorate.
Hed made a recommendation that the fleet deploy to Alpha Mensae; it was one link
farther away from Sol, and it seemed to lead to the rest of Directorate space. The Em-
pire was still manpower limited, and direct experience with the Directorates computers
was showing him just how primitive they were in comparison. It meant putting Teix-
eira out in Alpha Mensae like a staked calf to lure a lion, but it was necessary. There
were still two months of communication lag to consider, even though theyd established
a picket doctrine to get news home quickly. It said something odd about the Directorate
that theyd seen nothing like courier pickets to relay information to commanders.
The lack of suitably trained personnel had led to asking for American assistance in
finding other wormholes in Sol system. The Americans had taken Einstein and Di-
rac into deep space; theyd even taken some of their fiction writers, like that chemist,
Smith, and that peculiar Austrian painter. Trust the American lack of experience with
aristocrats to get them fantasizing about telepathic supermen.
He sneezed once again, and dabbed at the nosebleed. The Americans were unlikely
to find another wormhole other than by blind luck. He hoped they were lucky.
Motion picture footage had been found on the Directorates computers. The greens
were darker than he was expecting; the trees had fronds that looked like corn tassels,
trailing down only one side of their trunks, and the bark looked like nothing on Earth.
It was a world ripe to colonize. The Crown used grants of estates as a significant
political reward, and there were enough aristos with sons whod have little to inherit to
provide an unusual confluence between the Crown and the Chamber of Obligates. The
Empire would expand. Not in as orderly a fashion as hed like, but it would expand.
Nobody knew about it yet, other than he and his crewsand when the news broke,
operational security would go to hell. The Chamber of Obligates would meddle in naval
strategy. They werent even sure which star it orbited on the Directorates spoke-and-
ball map. They only knew it was accessed via Alpha Centauri.
The motion pictures showed nativesthey were spindly centauroids with six legs
down and four on the torso, carrying spears. Two non-Turthonian members of the
crew, the ones who looked like four-eyed feathered badgers, made different gestures
and rhythmic body motions at the spear-bearers. Gifts were exchanged. Nearly eighty
years past, and the techniques for bartering with savages seemed much the same as the
romances of the conquest of Africa.
Yes, this would change things. The Empire could use this information well.

Copyright 2008, 2015 Ad Astra Games LLC 39


T Scenario 5: The Directorate Strikes Back (3D)
U Commodore Raoul Teixeiras force had been on station in Alpha Mensae for three
T months. Reports of enlisted scuffling on other ships were starting to seep into his morn-
ing briefings. It showed that some of the new officers couldnt keep their crews in line.
O Morale was starting to suffer throughout the fleet. And he was still training some of the
R other ship commanders in the finer points of maneuvering in three dimensions.
I Better, gentlemen. Think about where your shield arcs overlap, and anticipate. You
A will have decent plots on where the enemy will be. Sacrifice a bottom or top shield to get
L your cannon in arc shortly after. Give them a target they cannot resist shooting at.
There was a muttered curse about how this was more like flashing a skirt at Carni-
vale, which he pretended not to hear.
Were the decision his, hed have waited for the Directorate to arrive, sent a frigate
back with information and fought a holding action. It was the sensible and sane plan.
It was a pity that sensibility and sanity were in such short supply. According to
Schumbeckler, the Alpha Mensae system had four wormholes, and they knew the
location of one. The Directorate had come through another one, and Schumbecklers
instructions had them searching for it. Nobody on Earth had an appreciation for the
actual volume a star system comprised. The fact that they had not, yet, successfully
found a wormhole without seeing the Directorate use it made surveying a madden-
ing exercise. Frigate squadron two was investigating a cone of space between Alpha
Mensaes primary star and the Beta Hydri system. They were, he hoped, painstakingly
quartering and re-quartering an expanding cone of space, looking for the dip on the
so-called Devils Gyroscope.
And these jumped-up African aristos still couldnt make a coordinated roll. Hed
been monitoring the communications, and one of them wasnt even using the proper
terminology, saying port and starboard rather than left and right.
Capitan Heinz, kindly invite Commander Diaz and Commander Alves to my ward-
room for dinner this evening. Weve some finer points to discuss, with models, before
their stubbornness costs their crews their pay.
Shall do. Commodorewe have an emergence pulse. One-seven-two degrees from
us, one-four-zero degrees by negative six-two degrees off of the primary. Roughly 360
light seconds off the primary.
Weve found another wormhole. Whats the survey teams position?
Bearing 320 relative to the primary, 900 light seconds out as of their last report.
Teixeira did the inverse bearing in his head. So theyve got the star between them
and the Directorate, it seems.
Yes, Commodore.
Send a tight-beam phased array pulse giving them the emergence coordinates for
the Directorate. Do not to engage. Keep surveying with radios off. Have the Astronomy
Department keep me apprised of what were facing.
Teixeira had a bad feeling about this. The Great War had taught him to respect those
bad feelings, and to recheck any variable under their control. The Directorate had come
back after six months of no contact. The fight would begin in hours.
All hands, prepare for battle in the next twelve hours; capitans, prepare your crews
for combat. This is not a drill.

40 Squadron Strike: The Empire/Directorate War


Context: Commodore Teixeiras force had been blocking the wormhole between Al-
pha Centauri and Alpha Mensae for three months. While the Empire was expecting T
the Directorates return, and even knew what system theyd have to come through, U
they had no idea how much force would come back at them. Making matters worse, T
his forces were split between two places in the Alpha Mensae system, and the frigate O
force performing the survey was too distant to reach him before the Directorate did. R
He told them to maintain radio silence and continue the survey.
I
What he faced was the largest Directorate force assembled in years. A
Map: Two sheets; maps A and B are laid long edge to long edge using the larger L
hexes.
Blue Force: Within 3 hexes of 3217 on map B, facing direction F, altitude 12, initial
speed of up to 8. Disengagement timer is 8 turns.
1 Magellan CA [5+]
2 Rio de Janeiro CL [7+]
2 Paloma FG [8+]
Red Force: Within 3 hexes of 0102 on map A, facing direction C, altitude 0, initial
speed of 0. Disengagement timer is 12 turns.
1 Reason CA [5+]
1 Reason CA [6+]
2 Wisdom CL [7+]
2 Thought DD [7+]
Special Scenario Rules:
Directorate ships do not have their nuclear torpedo launchers. Mark them as de-
stroyed before the start of the scenario.
Place a token in the center hex of the map. Any Brasilian ships attempting to retreat
must be within range 15 of this token and have a speed of 6 or less when the FTL
drives are engaged.
The Reason CAs count as twice the normal number of points for determining the
margin of victory.
Setup Notes:
This is a 3D fight, and its unbalanced in favor of the Directorate. The Brasilian
player should focus their firepower on the Reason CAs to score as many points as
possible and, around turn 6 or 7, should make sure that they can close to within
range 15 of the token on the center of the map to disengage. While technically, the
Directorate forces dont know about the Imperial missiles, theres almost no way to
keep that information from the person playing them.

New Plotting Phase Rules


Plotting 3D Rolls
As was implied in the vignette leading up to this scenario, well be introducing rolls
here. A roll rotates your ship on the axis defined by its Nose and Aft windows. Your
maximum roll, measured in AVID windows, is equal to the highest unchecked num-
ber in the Roll track in Hit Location 8. Rolls are never required in play, though some
post-pivot great circle adjustments that sweep through the green ring of the AVID
can look like a roll.

Copyright 2008, 2015 Ad Astra Games LLC 41


11 12 13 14 15 16 17 18 19 20
# UNIT NAME
+ A A roll can only move a Left, Right, or Top symbol through the set of AVID
T AVIDwindows that are three windows away from both the Nose and Aft of the ship.
U This set of windows is called a great circle and will be 12 or 14 windows
T F F/A A/B B around. A roll will never move the Nose of the ship. To keep things simple (rolls
Nose
O can Aftbe counter-intuitive on the AVID), we restrict rolls to being drawn in the up-
Left
R E/F B/C per hemisphere
Right of the AVID. Rolls always happen after pivots in terms of which
I comes
Top
Bttm.
first; while this isnt precisely how physics works, it gets close to the right
results
Mid with the least amount of effort and confusion.
A E D/E C/D C
L1 2 3 4 5 6 7 9 To10plot a roll, find the amber windows three away from both the Nose and
8
11 12 13 14 15 16 17 18 19 Aft 20
markers of the ship. These will be on the great circle, though they may not
D - contain any symbols at the time the roll is plotted. Draw an arrow from one of
+M #-P UNIT NAME
the two amber windows along the great circle in the upper half of the AVID. The
+ A number of windows crossed is the number of windows the ship rolls.
AVID
VERTICAL PLOTTING GRID HORIZONTAL PLOTTING GRID
0 1 2 3 4 5 6 7 8 9 10 10 When plotting a pivot and roll that occur on the same turn, mark the window
10 10 10 10 10 10 10
10
9
10 10 10 10
9 9F 9 9 10 10 F/A
+10 10 9
+9 A/B 9
9
8
9
10
9 B directly opposite the arrowhead of your pivot, and use those two windows to find
9 9 9 9
8 8 8 8 8Nose
8
7
8 8 8 8 9 10 10
7 7 7 8 8 9 9 10
+8 8
7
7
+7 7 7 6 6 6 7 7
7
8
the amber windows on the great circle route. Plot your roll from one of those
7 7 7 7
6 6 6Aft
6 6 6 6 7 7 8 9 10 10 +6 6 6 5 5 5 6 6
5 4 5
two amber windows and through the top half of the AVID. In effect, you com-
5 5 Left
5 5 5 5 6 7E/F 7 8 9 10 +5 B/C 4 4 4Right
4 4 4 5 5 6 7 8 8 9 10 +4 4
4
3
3
4
3
4 plete your pivot, and then roll the ship a few windows around the Nose/Aft axis
3 3 Top
2
3 3 3 4 5 5 6 7 8 9 10 +3 2
2 2 2 3 4 5 6 7 8 9 10 +2
2
1
2
once the pivot is complete.
1 1
Bttm.
Mid
1 1 2 3 4 5 6 7 8 9 10 +1
D/E C/D HEX
1 2E 3 4 5 6 7 8 9 10 C HEX
When a ships Nose is in the blue ring and facing a hex corner, the AVID
1 2 3
1 1 2 3 4 5 6 7 8 9 10 -1 4 5 6 7
EDGE 8 9 10
CORNER
2 2 2 3 4 5 6 7 8 9 10 -2 positions for the Top, Bottom, Left, and Right markers in the green ring are the
11 12 13
3 3 3 4 5 5 6 7 8 9 10 -3 14 15 16 17 18
TARGET BEARING 19 20 between windows rather than the windows themselves.
spines
4 4 4 5 5 6 7 8 8 9 10 -4 -
5 5 5 5 6 7 7 8 9 10
D -5
6 6 6+M6 7 7 8 -P # 9 10 10 -6 UNIT NAME Unlike pivots, rolls do not cause the ship to bleed speed in Mode 1 movement.
7 7 7 7 8 8 9 9 10 -7
+
8 8 8 8 8 9 10 10
A -8
9 9VERTICAL
10
0 10
1 10
9 9 9 PLOTTING
2 103 10
10 10 GRID
4 5 6 7 8 9 10 -10
-9
AVID
New Movement Phase Rules
HORIZONTAL PLOTTING GRID
10
100 101 102 103 104 5 6 7 8 9 10 +10 10 9
ECM
10 10
10
ECCM
10 10 10 10 10
9 9 9 F 9 9 10 10 F/A +9 A/B 9
9
8
8
9
8
9 B Rolling With Tilt Blocks
9 9 9 9
8 8 8Nose
8 8 8 8 8 9 10 10 +8 8 7 8
7 7 7 7 8 8 9 9 10
S T U V W
7
+7 7 7 6 6 6 7 7
7
X Y When
7 7 7 7
Z
6 6 6Aft
your ship is rolled, its put into the tilt block with either the left or right
+6 6 6 5 5 5 6 6
6 6 6 6 7 7 8 9 10 10
5 5 5 5 6 7E/F 7 8 9 10 +5 5
B/C
4
4
4
5 side of the box miniature angled up. One window up means the ship is rolled
5 5 Left
4 4 4Right
4 CARD
MOVE 4 4/ COPYRIGHT
5 5 6 (C)7 2015
3 3 3 4 5 5 6 7 8 9 10 +3
8 AD8 ASTRA +4
9 10GAMES 4
3
3
2
3
4
by 30 degrees, and uses the shallow angle of the tilt block. Two windows up
3 3 Topv234
2
Bttm.
2 2
2 2 2 3 4 5 6 7 8 9 10 +2 1
means a roll of 60 degrees, using the steeper angle.
1 1
Mid
1 1 2 3 4 5 6 7 D/E 8 9 10 +1 C/D
HEX HEX
1 2 E 3 4 5 6 7 8 9 10 C
1 1 2 3 4 5 6 7 8 9 10 -1 EDGE If your ship is both pitched and rolled at the same time, use a tilt
CORNER
2 2 2 3 4 5 6 7 8 9 10 -2 block to adjust the pitch (the angle, up or down, that the Nose is at)
TARGET BEARING
3 3 3 4 5 5 6 7 8 9 10 -3
4 4 4 5 5 6 7 8 8 9 10 -4
5 5 5 5 6 7 7 8 9 10
D -5
- before using a second tilt block to show roll. Set the roll tilt block
6 6 6+M 6 7 7 8 -P 9 10 10 -6 in the seat of the pitch tilt block, but rotated 90 degrees relative to
7 7 7 7 8 8 9 9 10
8 8 8 8 8 9 10 10
-7
-8
the first.
9 9VERTICAL
9 9 9 PLOTTING
10 10 GRID -9 HORIZONTAL PLOTTING GRID
10
0 10
1 102 103 104 5 6 7 8 9 10 -10 10
Historical Outcome:
0 10
10 1 102 103 104 5 6 7 8 9 10 +10 10 9
ECM
10 10
10
ECCM
10 10 10 10 10
9 9 9 9 9 10 10 +9 9
9
8
8
9
8
9 Teixeira withdrew with one of the Rio de Janeiro light cruisers in tow, after destroy-
9 9 9 9
8 8 8
+8 8 7 8
X ingY bothZ of the Reason CAs; the battle turned in part because Teixeira kept repair-
8 8 8 8 8 9 10 10
7 7 7 7 7 7
7 7 7 7 8 8 9 9 10
S T U V +7 7 7 6 6 6 7 7
W 6 6 6
6 6 6 6 7 7 8 9 10 10
5 5 5 5 6 7 7 8 9 10
+6 6 6 5 5 5 6 6
+5 5 4 ing weapons during the course of the fight, and because the Rios punch above their
5 4
5 5
4 4
4 4
4 CARD
MOVE 4 4/ COPYRIGHT
5 5 6 (C)7 20158 AD8 ASTRA +4
9 10GAMES 4
3
3
2
3 weight when flown aggressively. One of the Rios, commanded by Alves, never did
4 3 3 v234
2
3 3 3 4 5 5 6 7 8 9 10 +3 2 2
2 2 2 3 4 5 6 7 8 9 10 +2 1 learn to roll appropriately to preserve its shielding and was destroyed.
1 1
1 1 2 3 4 5 6 7 8 9 10 +1
HEX HEX
1 2 3 4 5 6 7 8 9 10
1 1 2 3 4 5 6 7 8 9 10 -1 EDGE One of the two Palomas lost their FTL drives in the fight, and was captured by the
CORNER
2 2 2 3 4 5 6 7 8 9 10 -2 Directorate. Frigate squadron twos quartet of Palomas located the wormhole to Beta
3 3 3 4 5 5 6 7 8 9 10 -3 TARGET BEARING
4 4 4 5 5 6 7 8 8 9 10 -4 Hydri two days after the battle, and retreated there.
5 5 5 5 6 7 7 8 9 10 -5
6 6 6 6 7 7 8 9 10 10 -6
7 7 7 7 8 8 9 9 10 -7
8 8 8 8 8 9 10 10 -8
9 9 9 9 9 10 10 -9
10 10 10 10 10 -10
0 1 2 3 4 5 6 7 8 9 10 ECM ECCM

42
S T U V W X Y Z
Squadron Strike: The Empire/Directorate War

MOVE CARD / COPYRIGHT (C) 2015 AD ASTRA GAMES v234


Scenario 6: A Knife by Any Other Name Still Cuts As T
Deep (3D) U
Grand Adalante Thumiscar yul-Jamal was dead. The Council of Captains had named T
Ganissen yul-Iocep their interim leader, and Ganissen was, quite honestlyafraid. O
Thumiscar had been their grand tactician and strategist; the rest of the team had been
contact specialists, and as a contact specialist herself, Ganissen was having a crisis of
R
conscience. The Brasilians were simply not playing to expectations. Their savagery had
I
been completely beyond the pale. A
There were models about cultural development, about how sophonts were shaped by
L
culture. Hunter-gatherer cultures tended to languish for eons, fighting bloody skirmish-
es over food rights and lands. Agriculture allowed larger armies, and once the large
army phase had passed, allowed for larger nation-states. Once agriculture allowed a
surplus, culture took root, and writing, and with writing, cultural cohesionand the
power of large-scale cooperation.
In retrospect, the news of the war that had ended before the Directorates arrival
in Sol showed that the Brasiliansno, perhaps the entire species of Humanwasnt
following the models for cultural development. The contact specialists and savants
still argued over the number of nation-states, and there was a near-unanimous opin-
ion that the supercontinent in the northern hemisphere had suffered limited nuclear
strikes; there were high anomalous radiation counts teased out of their year-old data
from when theyd been in orbit over Earth. While its possible to destroy cities with
non-nuclear weapons, there was a higher albedo, almost glass-like.
Having seen what the humans had done with 3D fabbers and the ability to make
drive modules, Ganissen was certain that this opinion was right. They were throwing
missiles in combat: just a drive module run to its theoretical maximum with a gun-
type nuclear weapon. In retrospect, the design was brutal and simple, but it was clearly
something that the humans had come up with on their own. She had consolidated the
human crews into one of their captured vessels, ripped out its broken FTL drives, used
the parts to fix the FTL drives on the other, and sent it back with a skeleton crew and
high-value prisoners for the savants to study. The Directorate was moving a base for-
ward to better support operations. When Thumiscar had proposed it to her, shed been
appalled in her role as a contact specialist; this much military capability close to their
homeworld wouldve been seen as a provocation. Events had addressed her concern
with brutal military necessity.
The humans had a shorter supply line until that base was established. To prosecute
this war, the Directorate needed a closer supply cache.

Copyright 2008, 2015 Ad Astra Games LLC 43


Context: Fleet Leader Ganissen yul-Ioceps force is using a captured ship as tem-
T porary storage for captured Imperial crew, and it has taken back Alpha Mensae from
U Imperial control. Shes attempting to hold Alpha Mensae until a prefabricated base
T can be set up in the system. Strategically, the Directorate wants that base as a staging
O area for future fleet actions and shorter supply lines. She also needs to retain the ship
R full of captured human prisoners to study. Operationally, the Directorate running
I low on heavier units, which the Empire has been targeting heavily.
A Map: Two sheets; maps A and B are laid long edge to long edge using the larger
L hexes.
Blue Force: Within 3 hexes of 3217 on map B, facing direction F, altitude 12, initial
speed of up to 8. Disengagement timer is 8 turns.
1 Magellan CA [5+]
1 Paloma FG [7+]
2 Rio de Janeiro CL [8+]
Red Force: Within 3 hexes of 0102 on map A, facing direction C, altitude 0, initial
speed of 0. Disengagement timer is 12 turns.
1 Reason CA [5+]
1 Reason CA [6+]
1 Wisdom CL [7+]
2 Thought DD [7+]
Special Scenario Rules:
Directorate ships do not have their nuclear torpedo launchers. Mark them as de-
stroyed before the start of the scenario.
The Directorate has a captured Rio de Janeiro light cruiser in hex 0203; it has no
shields active and cannot move. If the Directorate forces ever spend three turns with
their closest ship more than 50 hexes away from the captured ship, the Brasilian
forces are assumed to have recovered the ship, which is worth 300 SVPs. The Reason
CAs count as double their points for SVP purposes. You will need to use another
Brasilian box miniature for the captured Rio.
Place a token in the center hex of the map. Any Brasilian ships attempting to retreat
must be within range 15 of this token and have a speed of 7 or less when the FTL
drives are engaged.
Historical Outcome
One of the Reason CAs was destroyed and the other was badly mangled, but the
Brasilians were unable to recover the captured Rio de Janeiro before they retreated.
The Directorate moved a prefabricated fortress into Alpha Mensae.

Designers Notes
The captured ship acts as a tether. One way for the Directorate ships to avoid hand-
ing 300 SVPs to the Brasilian player is to leave a destroyer guarding the captured
ship; unfortunately, that will encourage the Brasilian player to concentrate fire on
whatever unit is guarding the prize. The Brasilian player should focus firepower on
the Reason CAs to score as many points as possible, and around turn 6 or 7, should
get within range 15 of the token on the center of the map to disengage. If they can
force the Directorate forces away from the captured Rio de Janeiro and destroy one of
the Reason CAs, they can win the scenario on points even if they disengage.

44 Squadron Strike: The Empire/Directorate War


Scenario 7: Hammer and Anvil (3D) T
Ganissen felt exposed. The humans had done occasional frigate-probes in the last U
three months, always varying their timing and returns to avoid a conflict. Yet there was
no push through the wormhole. Clearly, they were up to something. It was a question
T
of what. Her recent reinforcements should complicate their plans when they did come.
O
Turthonian savants, working from that captured human ship and its missiles, had R
made a secondary weapon system. Nobody was quite sure how it would work, but it I
was a hafnium isomer implosion weapon clad in a lot of lithium. The mechanism was, A
on paper, a ship wrecker. They had put it in an armored shell, and mated it to a propul- L
sion unit. It was much more dangerous than the humans missiles, but training and
tactical doctrine were still being worked out. The base commander was still refitting the
ships of his old command with them.
Her own attempts at reconnaissance into the double star system the humans staged
from had discovered littlethe humans were there, and there was always a picket of
light cruisers watching that wormhole. She lacked the force to throw them from that
system immediately. The latest picket from Turthon said that newer, larger ships were
under construction, but it would be quite some time before they arrived. Still, the lon-
ger the delay before they attacked, the more forces shed be able to gather. Given enough
time, shed be able to organize a large strike force. Currently, though, her forces were
split, with some supporting the survey mission to the Precursor artifact swarm in the
next system over, and others rotating through for rest and refit.
###
Raoul Teixeiras forces had been thrown out of Alpha Mensae with great prejudice the
first time, and hed barely escaped the last battle alive. This timethis time he intended
to bring in the hammer. In the ten months since the Empire had gone to the stars,
theyd been trying to find the limits of the fabber technology that the Directorate had
gifted them with. His new command had nearly twice the tonnage and considerably
heavier armament than the Magellan-class cruiser that had borne his flag before. The
Empire had never seen anything from the Directorate that matched this. He intended to
take full advantage.
The Maranho class had been rushed forward; he had the first ship of the type under
his feet. He wasnt sure what hed face. It had been more than three months since any
substantial forces had attempted Alpha Mensae, and the Lord only knew how many
worlds of materiel they could draw from. While hed kept his former conning lieuten-
ant as his flag captain, most of the crack crew hed assembled had been spread out
among other ships, with a few being sent back to Lunar Farside to dictate what theyd
learned to Schumbeckler, spreading their training around. The Space Navy was too
small, and too hard pressed, to fail to institutionalize the hard lessons learned.
While he had two ships that were larger than anything the Empire knew of in Direc-
torate service, he couldnt be certain. There was a lot they didnt know, and only one
way to find out.

Copyright 2008, 2015 Ad Astra Games LLC 45


Context: Teixeiras force has two Maranho-class dreadnoughts, both of which are
T undergoing some teething pains. His force went into Alpha Mensae expecting to run
U into a cruiser picket It found ia cruiser picket at anchor, supporting a Directorate
T prefabricated base. The Empires policy of moving experienced officers to newly built
O commands has cost Teixeira his usual advantage in crew quality.
R Map: Two sheets; maps A and B are laid long edge to long edge using the larger
I hexes.
A Blue Force: Within 3 hexes of 1517 on map B, facing direction F, altitude 12, initial
L speed of up to 3. Disengagement timer is 12 turns.
1 Maranho DN [6+]
1 Maranho DN [7+]
1 Rio de Janeiro CL [5+]
2 Paloma FG [6+]
Red Force: Within 3 hexes of 0102 on map A, facing direction C, altitude 0, initial
speed of 2. Directorate forces may not disengage without sacrificing the Resolve-class
fortress.
1 Resolve BS14 [7+]
1 Reason CA [6+]#
1 Wisdom CL [6+]#
1 Wisdom CL [7+]
2 Thought DD [6+]
Special Scenario Rules:
The Maranho DNs have been rushed into service. Roll two 7-point strikes of dam-
age on each of them, ignoring Cargo and Hull. Draw a triangle in each damaged box
rather than a diagonal strokeeach of these boxes is disabled, rather than damaged,
at the beginning of turn 1. A Damage Control party may attempt to repair a disabled
box. A failure means that the system is not restored and another attempt can be made
during the Crew Action Phase after another six turns.
The Reason CA and Wisdom CL with pound signs (#) after their Crew Rates have
skeleton crews on them; they were undergoing refit. Until they are activated, they are
considered Surprised (see the rules on page 50). They have no shields active, and they
may not thrust, pivot, fire weapons, or spend APs.
The Directorate ships without pound signs have their nuclear torpedo launchers
active and fully loaded. The deactivated ships can launch torpedoes the turn after
theyve recovered from the surprised condition.
Until nuclear torpedoes are launched, the Imperial forces may not hold weapons
back in Reserve Fire to shoot them and on the first turn that nuclear torpedoes can
be engaged by PhasArrs, Imperial ships may fire PhasArrs in the Defensive Fire Step,
and allocate interception points normally. They may not be used to fire at a torpedo
pursuing another ship. After the first turn in which nuclear torpedoes are engaged,
each Imperial ship may make a Crew Rate check during the Crew Action Phase. If it
succeeds, that ships PhasArrs Interceptor trait will work normally.
Setup Notes:
This is a very large scenario; both Thought DDs can be run from the same Move
Card. The same advice also applies to the Paloma FGs.

46 Squadron Strike: The Empire/Directorate War


New Plotting Phase Rules T
Fortress Maneuverability U
Fortresses have a limited ability to pivot and roll, and cannot have their pivot and T
roll capabilities destroyed by damage. Similarly, they do not have Thrust tracks (la- O
beled Movement in Hit Location 10). A fortress can pivot or roll one AVID window R
per turn, and it is capable of pivoting at speed 0 (which ships cannot do). A fortress I
has an inherent Thrust Rating of 1/3; if it spends three consecutive turns without piv-
oting, it may gain a speed of 1 hex per turn in the direction its Nose is facing. Pivot-
A
ing bleeds speed normally. L
New Combat Phase Rules
Torpedoes
Torpedoes act as movement inhibitors, and as firepower absorbers. They are
launched during the Standard Fire Step of the Combat Phase. Torpedoes thrust (and
move) after ships move during the Movement Phase of the subsequent turn. Torpe-
does may pursue the enemy ship or the enemys EoT tent, whichever is advantageous
to the controller.
A torpedos weapon table has rows marked SPD where other weapons have
RNG (range)this is not the maximum range the torpedo can be launched at, but
the maximum speed it can attain accelerating from a speed of 0. Torpedoes with the
Constant Burn trait must thrust every turn theyre on the map. Torpedoes without
this trait can turn their propulsion units off and drift as other Mode 1 movement
units do. The number of turns of thrust used will determine which row youll use to
make the torpedos attack. Thus, if the torpedo hits after the first turn of thrust, youll
use the first78row ofPoints
(0|1|3) the/ table.
80 BoxesIf the torpedo
Reasonhits
CAafter the second turn12 End of
/TL: thrust,
Std youll Empire/Directorate War
Cargo
use the second row of the table. When a torpedo has used its last turn of thrust, it is
[SMed MMed Fi3] [EWR DefR AblR ArR/1+ CA2] [RMed DMed RoF4 Acc3 MDR 4:1] 1
Nose Shld Regen Quad Reloads: NucTrp
9 6 3 removed from play at the end of the Combat Phase. [In]
8 4
GluBm S
# CREW UNIT NAME 2
A torpedos first weapon trait is a shorthand > code, showing the thrust
PhasArr
3
Nuclear Torpedo [NucTrp] x1
times the number of turns of available endurance (5x2 [In] in the table to the
Hull SPD ACC DMG PEN 5x2, Md 1, Arm 2, Tgh 1, Ev 8+
right), the movement
Gen Shld Regenmode (Md 1 inS1
the table) armor (Arm 2), Tough- 5 3+ 12 5 Bursting
2 GluBm
ness (Tgh 1) and the torpedes Evasion number, which[In]wont T be used in
10 6+ 9 5 2x Hits - SI
this product. > Constant Burn
PhasArr
Cargo Unlike missiles, torpedoes have the ability to be damaged
[In] by intercep-
Gluon Beam [GluBm] x1
tion points without being destroyed by them. A torpedo has a warhead
T1
NucTrp RNG ACC DMG PEN
strength, which is equal to the Damage value at the currentU turn of thrust. Damaging
>
torpedoes means reducing the warhead strength.
[4] 0-5 3+ 4 5
6-10 3+ 3 5
Hull Damaging a torpedo is similar to shooting down a missile. The defender allocates11-15 4+ 3 4
Damage Control W1
interception points
3 2 1 and the player controlling the torpedo makes a 2d10- survival
roll, adds armor to the result, and subtracts#that result
GluBm from Phased Array Emitter [PhasArr]
V the points allocated. All
x1
FTL Drive
[In]
further mentions of interception points in this part of the tutorial will assume post
2 1 RNG ACC DMG PEN Interceptor: r3 (5)
Cargo survival roll interception points unless stated otherwise. Any interception points0-3 3+ 2 5
U1 4-7 4+ 2 4
remaining can reduce the torpedos warhead strength.
8-13 7+ 1 4
The warhead strength reduction depends >on anPhasArrattributeW called Toughness, ab-
breviated Tgh on a torpedos weapon table. For the [In] nuclear torpedo used by the
Hull
Directorate, its 1. To reduce a torpedos warhead strength by 1, you must have a
PhasArr
Pivot S2 [In]
number of postsurvival
3 2 1 roll interception points equal to its toughness. Additional
points reduce the warhead strength by the same > ratioexceeding a nuclear torpedos

Hull
Copyright Std2008, 2015 8-3-8/3+)
Sht (10 HS/1Sqd, Ad Astra
Games
W2 LLC 47
2 1
Torpedo Tactics survival roll by 4 reduces its warhead strength by 4 and so on. Any fractional torpedo
T Torpedoes do a lot of dam- warhead strength reductions will round down when the torpedo impacts.
U age and are hard to shoot If a torpedos warhead reduction reduces its Damage to 0, its removed from play. A
T down. What keeps them from
torpedos Penetration value is never reduced by warhead reduction.
being a terror weapon is that
O the geometry of the shot is Interception points against torpedoes are cumulative from turn to turn. For a tor-
R hard to arrange. Torpedoes pedo with toughness 2, 5 interception points past the survival roll reduces the war-
I work best when launched head by 2, 3 more interception points on the next turn would make a total of 8, for a
at a target as it approaches.
A Torpedoes launched at targets
warhead reduction of 4.
L that are already running away Weapons fired by the same ship on the same turn add their interception points
encourage the target to keep together before the survival roll. Weapons fired from different ships, or weapons fired
running away. on different turns, each require their own survival roll. More information on damag-
The best launch angle for ing torpedoes can be found on page 81 of the main rulebook.
torpedoes has them lined up
directly opposite the line be- Non-Interceptor weapons firing at torpedoes adjust their Accuracy by the tor-
tween the targets ships posi- pedos Profile of 3, and have a maximum Damage value of 3. Any damage they do is
tion and the targets EoT tent, treated as interception points. Interception points from non-Interceptor weapons can
making, in effect, a head-on never be combined with other interception points prior to the survival roll.
collision. Every AVID window
off of that angle makes it like- As a quick reference for when you can combine interception points before the sur-
lier that the target can avoid vival roll:
the torpedo by turning or side- 1) You can combine them when the Interceptor weapons are fired from the same
slipping, or by accelerating.
ship on the same turn.
The second tactical lesson
of torpedoes is that they dont 2) You cannot combine them before the roll when the weapons are fired by different
have to damage the target ships.
to shape the outcome of the 3) You can never combine them before the roll when they come from non-Intercep-
battle. A torpedo spread that
causes an enemy formation to
tor weapons.
split up, or causes an impor- Whereas missiles cant typically be outmaneuvered, but are easy to shoot down,
tant ship to turn away and torpedoes are hard to shoot down but easier to outmaneuver.
accelerate to avoid being hit,
may do more good than if it Torpedo Thrust & Movement
had simply hit the target.
Torpedoes start with a fraction of their launching ships speed, based on the num-
Unlike missiles, a torpedo ber of windows separating the torpedos launch direction and the launching ships
can switch its pursuit target
from the targets EoT tent and
Nose marker. This inherited speed can be negative for rear-launching torpedoes.
the target itself. This can, in See the table in the sidebar. [Include inherited velocity table from back of reference
some circumstances, be used card] Inherited speed can never be greater than one turns thrust for the torpedo. In
to choose which facing of the the event of a negative speed, the torpedo must thrust on its first turn on the map; it
target gets hit, though its cannot drift backward until it reaches an advantageous position and then thrust to
very unlikely with the nuclear cancel the negative speed.
torpedoes the Directorate
developed. Once a torpedo is on the map, it accelerates to pursue its target. As is shown on the
Move Torpedoes Step of the Movement Phase of the Sequence of Play, torpedoes do
all of their movement after all other units move. In the event of torpedoes targeting
other torpedoes, the targeted torpedoes move before the pursuing torpedoes.
Torpedoes gain their full Thrust Rating as movement, rather than half. A torpedo
with the Constant Burn trait must thrust on every turn, accelerating each turn as it
moves. A torpedo that has used its last turn of thrust is removed from play at the end
of the Combat Phase.
Torpedoes always have a Pivot Rating of 2, and torpedo pivots do not normally
bleed speed. On any turn save the first, torpedoes may pivot before or after they move
on the map.

48 Squadron Strike: The Empire/Directorate War


Torpedo Attacks
Any torpedo that enters the hex of its target rolls to attack during the Standard Fire
T
Step. A torpedos movement will never cause it to overshoot its target. If a target U
flies through the torpedos position, the torpedo gets to make an attack. To determine T
if a targets movement triggers an attack, check the following; both must be true: O
The targets bearing (but not the bearing of its EoT tent) is in the same window as R
the Torpedos Nose symbol before the targets movement (in other words, the torpedo I
is pointed at the target). A
The targets bearing after movement is visible on or adjacent to the torpedos Aft L
symbol. (The target flew through the torpedo.)
While thats somewhat legalistic in terminology, the concept is simple: if the ship
flies over the torpedos position, the torpedo still gets to attack.

New Crew Action Phase Rules


The following Crew Action Phase rules are added with this scenario:

Reloading Ammunition-Based Weapons


Most scenarios up to this point havent lasted long enough to worry about reloading
ammunition in weapon mounts.
Each Quad Reloads box on the SSD has four reloads. Each reload is enough ammu-
nition to fire the weapon at its full rate of fire, once. Reloads boxes are intended for
loading weapon mounts outside of an engagement. During combat, reloading weap-
ons is tricky.
First, the weapon mount must be taken offline. This renders both rows of the weap-
on mount unable to fire until the mount is put back online. Weapon mounts may be
taken offline during the Activate Other Equipment Step of the Crew Action Phase.
Once the mount is offline, assign one Damage Control party per weapon being re-
loaded; these Damage Control parties must be in the Hit Location row the weapon is
in. During the Damage Control Step, make a Crew Rate check. If it succeeds, youve
transferred two turns of ammunition from the reloads storage into the weapon; two
successful rolls will empty a Quad Reloads box, and raises the ammunition number
in the mount by 4. On a failed Crew Rate check, nothing happens. Damage Control
parties used to reload weapons cannot be used for other purposes; ad hoc Damage
Control parties made from Bridge APs can be used to reload weapons.
Weapon mount activation is done during the Activate Other Equipment Step of the
Crew Action Phase of the subsequent turn. In effect, it takes a minimum of two turns
(one to take the mount offline and make the Crew Rate check, and one to bring the
mount back online if the Crew Rate check succeeds) to reload a weapon from reload
stores. It can take longeryou may keep rolling Crew Rate checks for as long as you
have Damage Control parties at the weapons Hit Location and the weapon is down
ammunition.

Copyright 2008, 2015 Ad Astra Games LLC 49


T Surprise
U Some scenarios specify that a ship starts out surprised. Surprised ships and for-
tresses may not have active shields and may not thrust, pivot, fire weapons, or spend
T APs on other functions. Surprised ships may make a Crew Rate check during the
O Crew Action Phase to overcome these penalties.
R On the first successful check, the affected ships shields are active, and one weapon
I type that costs no APs may be active. No APs may be spent.
A After the second successful check, the unit may thrust, pivot, and roll normally.
L A second weapon type with no AP costs may be active. The ship may spend APs on
movement, pivoting, and rolling, but not on any other functions.
On the third successful check, the ship is fully activated. No more than one Crew
Rate check can be done per ship per turn.
All weapons with a cooldown cycle must wait that number of turns after being
activated before they can fire.

Weapon Traits
2x Hits (SI)
When this weapon hits Structural Integrity (SI), one point of damage destroys two
boxes rather than one.

Constant Burn
A torpedo with this trait may not drift. It must apply thrust for each turn its on
the map. It cannot be combined with the Bubble trait.

Fortress Weapons
Fortresses have larger versions of ship-mounted weapons, and longer ranged mis-
siles. This is shown in their weapon tables. Fortress-scale weapons have an * at the
end of their weapon codes, and fortresses can use ship-scale weapons.
This is the last training scenario in the tutorial; further scenarios cover the ongoing
battle between the Empire and the Directorate.
Historical Outcome:
Ganissen yul-Iocep partially activated the Reason CA and the Wisdom CL, and
ensured both were able to fire PhasArrs. Teixeira, unaware of the risk of nuclear
torpedoes, focused fire on the Resolve-class base with his dreadnoughts, damaging
it extensively before being forced to withdraw. Ganissen yul-Iocep concentrated her
nuclear torpedo launchers at one of the Maranhos as soon as her mobile units got
within range of it; the unexpected salvo, following a concentrated gluon beam strike,
gutted the dreadnought.
Fortunately for the Brasilians, it wasnt Teixeiras flagship.
The Directorate fortress in Alpha Mensae survived.

50 Squadron Strike: The Empire/Directorate War


Interlude: A Long Way from Missouri T
Commander Robert Heinlein stared through the windows at a painfully bright blue U
star, glittering like an acetylene torch against the velvet of the interstellar sky. Ruby
Payne-Scott and her radio crew had requested that they do a series of rolls and send
T
out radar pings at different frequencies. She was looking for any kind of distortion from
O
the wormhole theyd just come through, and for any reflections off of local debris R
there were a lot of small rocks and dust in the systemfrom their own emergence pulse. I
The Skipper was aggrieved but acquiescent. Heinlein had sympathies with the man. A
His days at Annapolis had left him with a bone-deep prejudice that women on board L
ships for extended cruises Simply Wasnt Done. And since it wasnt done, hed had no
direct experience with them on board ship. Particularly bright, attractive ones with
Australian accents.
Payne-Scott, he freely admitted, knew her stuff backward and forward. He had no
idea what on Earth shed been doing in Australia during the Great War, but shed been
seconded to this expedition by British Intelligence with a dossier he didnt have the
clearances to read.and if anyone had tried to get handsy with her at all, it hadnt got-
ten back around to him.
Commander Heinlein? Astronomy section has confirmed an extra second-magni-
tude star in Hercules. Weve found Sol.
This would be Sirius, then?
It seems likely, sir. Were trying to find the B-companion and take a spectrographic
analysis to pin it down absolutely.
Thank you, Miss Payne-Scott. Carry on with your observations. He put down the
sound-powered telephone and looked at the rest of his charges. Unlike Payne-Scott,
they werent hovering over instruments manned by technical ratings. Which, given
their habits and tendency toward pranks, was just as well.
Ted Smith, in his fifties and with his eyesight comically myopic, was goggling through
the windows and grinning like a kid let loose in a doughnut factory. Adolph Hitler had
already set up an easel and airbrushes and was painting some mad scene in pulp colors.
To say hed had second thoughts on having Smith here, writing popularizations of
something that by all rights should have been classified, was to undercount his thought-
ful considerations by at least ten. Smiths longtime illustrator, Hitler, was one of those
men who stared intently enough at people to raise discomfort, then crack jokes to
break the tension. Heinlein found it irritating. Everyone found Hitlers digestion ir-
ritating on board a spaceship.
Unfortunately for him, the Office of Reconciliation hadnt given up its press control
powers since Atlanta was burned from dirigibles half a century ago. It made something
of a mockery of a free press...and Smith and Hitler had passed the security clearances.
The votes of the American public were important to Congress, and thus were impor-
tant to the Navy. Smith could tell a good yarn, and Hitler could illustrate astronomical
scenes beautifully. Since both were vetted by the Office, presumably the government had
blackmail material on them, and they were presumed safe.
It was his other three charges who were the key to this. Einstein, Dirac, and that
smart-alec kid, Feynman. Hitler stared at them the way a plebe stared at dancers at
Carnivale. They argued about theories the way Brasilians and Germans argued about
soccer gamesand hed spent most of the last five months playing soother of egos, a

Copyright 2008, 2015 Ad Astra Games LLC 51


task he freely admitted no aptitude for. He was from Missouri; blunt directness saved
T time, and that was that. The fact that he was a supernumerary officer and outside of
U the chain of command also made things socially awkward with the Skipper.
T At least theyd found the blasted wormhole. It was most of the way to Jupiter, almost
O 2,300 light seconds out from Sol. Only Feynmans calculations had put it that far out.
R Now Dirac and Einstein were building models in the wardroom with ping-pong balls
I and yarn and a huge table of stellar positions, trying to figure out the likeliest other
A links out of here. Feynman was scribbling more calculus on the chalkboard than Hein-
L lein had done in a decade, trying to come up with a theory balancing all the variables.
When Feynman talked about predicting the spatial decay rate as a something-some-
thing of lambda and stellar mass to see if he could predict distances, Heinleins eyes
glazed over.
These were bright guys. Arguably the brightest guys America had access to. Heinlein
couldnt imagine a better bet for figuring this stuff out, and Payne-Scott was getting
performance out of the PhasArrs as radar sets that he hadnt thought possible. Things
seemed under control, or as under control as this madhouse ever got.
He thought back to growing up in Butler, and riding on buckboard. He was in an-
other star system, albeit one filled with dust and rocks. It was a hell of a long way from
Missouri.
Heinlein glanced at the painting Hitler was airbrushing, which had somehow turned
the Sirius system into a roiling, frothing mass of rock, dust, and actinic rays coming
from a double star. It looked nothing like reality. The Austrian was getting worked up
again, his hands gesticulating as he mangled English and German at Smiththe man
could only seem to focus on something when he was outraged over it. Typical artist
temperament. Not wanting to get drawn into another of his tired recapitulations of
Nietzsche and Marx on the nature of the superman and the inevitability of destiny,
Heinlein withdrew to the blessed solitude of paperwork.
Two copies were needed of this reportone for the U.S. Navy, and the redacted one
for the Brasilians.

52 Squadron Strike: The Empire/Directorate War