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A Conflict of Worlds Game

STARRING
THIN GREENS / THE ROBOTS / ROCKET PEOPLE OF MARS / JUPITER STORMCALLERS
A TABLETOP GAME OF RETRO SPACE COMBAT AND PLANETARY EMPIRE EXPANSION
A galaxy in peace was shattered when two races encountered each
other and created a series of disastrous events. The Thin Greens have a
reputation just for the shape of their ship designs in many primitive
cultures across the galaxy. They are inquisitive and naturally peacefully
yet should they be pushed to the brink of war they will not stop until
the threat is gone.
The Robots could colonise entire planets in less than a year. They are
feared for their lack of fear and the extensive use of Death Rays and
Super Weapons. The Robots primary goal is to expand and update not
processing the many cultures that get in their way and deleting those
who resist or attack them.
These two very different cultures clashed over two very minor races in
the galaxy that were first thought of as no threats. The Rocket People of
Mars are a relatively young race compared to the Robots and Thin
Greens and their lack of space technology shows in their ships and
vessels. Little is known of the race that are known as Jupiter Stormcallers
except they are massive living ships that evolve through eating planets
and ships of any type. Despite their need to feed they have been found
to defend themselves against such threats and evolve in the midst of
ship-to-ship combat.
Now these four races find themselves locked in one massive intergalac-
tic war as well as their own personal vendettas. Smaller races quiver in
fear of the mighty Robots and Thin Greens while other smaller races
rush to the aid of the calling Rocket People as a grand alliance in being
formed.

Who will win the war and restore peace in the galaxy.
.or conquer the galaxy for their own diabolical needs!!!

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With Dominion Wars I tried to keep many of the ships true to the star trek profiles
yet keep them balanced which I found to be a monumental task but I truly think that
the original games ships were balanced and worked well against and with each
other. However in the expansion I went a little crazy and produced some very evil
and powerful ships that could wipe out an entire fleet with ease.
In this game; Aliens Vs The Robots I had the freedom to do whatever I wanted and
create ships as powerful or as simple as I wanted and not keep with a canon or tra-
ditional set. I added elements of old B-Movie and sci-fi shows from the retro or
pulp eras.
Shields in Dominion War were too numerous and could make the game last a hell of
a lot longer than it really should have. In this game only the really big ships gain
many shields while some races dont receive shields at all.
Enough of this, lets get on with the game!
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The game has handy profile section for each ship for all races. This profile contain all
the information needed to use that class of ship in game and to refer to with all
ships of that type on the board. The profile below is perfect of example:

2 3 4 5 6
Ship Name Race Class Speed Hit Points Shields
1
Rocket-60 Rocket People 2 8" 5 2
Weapons
Type Range Attacks Notes
7 Torpedo Tube 12" 1 Does 2 Damage per hit
Missiles 6" 8 -
Abilities
8 Retro-Targetting: Attacks require 5+ to hit

1. Type: generally the name given to a ship type.


2. Race: what Race the type of ship belongs to.
3. Class: denotes the size of ship which is important for game purposes.
4. Speed: how far the ship can move up to, always in Inches.
5. Hit Points: how many hits it can take before being destroyed.
6. Shields: how many attacks it may ignore.
7. Weapons: a list of all the weapons the ship can fire.
8. Abilities: only a handful of ships have traits and these will be clearly stated in the
profile.
All profiles for any race will have the same layout as the one above but the value
and weapons for the different ship types and races will be different. While the profile
tells you everything you need to know about your ship, you need something to rep-
resent the said ship. Enter the Ship Counter:
1. Bow (top half): the front of the ship
5 1 2. Stern (bottom half): the rear of the ship
3. Arrow: what way the ship should be pointing
4. Image: a dorsal view of the ship

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4
3 5. Shields: monitor how many shield points are left
Most ship counters will have these five requirements de-
pending on their race but the centre image will be different
and the number of shields may vary. Ship sizes arent to scale as all ship counters are
enlarged or decreased so they can fit within the ship counter template size. This
should make it easier to distinguish in game. Naming ships if there are multiple types
can also help to distinguish the different ships also. Just make sure you use pencil!
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Movement is a straight forward affair as the Speed cell in the units profile shows
how many inches the ship can move. Using the arrow shown on the ship counter
move the counter forward X amount of inches in that direction. Thats the basics of
movement!
This is where movement gets a little trickier. If you move the ship their maximum
speed in the previous turn but dont want to move them this turn; you have to!
Ships require a small amount of time to slow down and stop so if you wish to com-
pletely stop the ship you must move the ship half its maximum speed the next turn.
By the following turn it has come to a complete halt. This can cause problems for
some of the faster ships if they come up against something that is in the way but this
is where Turning comes into play.
All ships may turn between 45 to 90 in either direction. Ships may make a 45 turn
if they haven't moved or have moved up to half their speed. Ships may make a 90
turn if they have moved their full speed, this turn may be made before the ships
moves or after. However should these turns still makes your ship counter touch an
enemy ship counter then this is called a collision. Your ship must roll a 1D6 (6 sided
dice), if the result is a 1-3 your ship is destroyed, and on a 4-6 your ships moves

Firing off weapons from arsenal your ship has is the main point of the game hoping
with enough firepower you will decimate the other players. Shooting has been com-
pressed into a more of an arcade-style of shooting with all weapon arcs concen-
trated to the Bow (front) of the ship counter, so within this 180 firing arc all your
Weapons can be fired from.
All Weapons that hit deal 1 damage unless their Notes says otherwise.
Now on to the easy part that is, well, easy to remember! In order to hit just measure
to see what is in range by seeing how far the weapon can reach. The Range cell in
the ship profile will say and this could be from 6-18 long. If the target is in range
you will now roll to hit the other ship.
Roll a D6 and if the score is 1-3 you miss, but if the score is 4-6 you score a hit! Firing
at a ship on their Stern (bottom) half grants +1 Damage to all of your attack rolls
making it a 1 damage per hit to a 2 Damage. So try and get around them!
This roll can change if the weapon you are currently firing has something written in
their notes part of the weapon section.

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That is pretty simple to remember but not everything is what it seems if you look on
the profile below:

Weapons
Type Range Attacks Notes
Torpedo Tube 12" 1 Does 2 Damage per hit
Missiles 6" 8 -
Abilities
Notice that after the Range cell you have something called Attacks. The bigger the
ship the more attacks you will have. The number of attacks tells you how many D6
you roll to hit with. In the case above you will have 8 D6 to hit with the Missiles and
1 D6 to hit with a Torpedo Tube. Attacks are important because a single hit will not
suffice to destroy an enemy ship. You must accumulate enough hits to equal or beat
the enemy ships hull points and this is called Damage; this is covered in the next
section.

Splitting Attacks (optional)


As mentioned before; the bigger the ship the more attacks you will have and this is
very true. Any ship may split their attacks between two enemy ships if they so wish
or more if they think they can destroy all of them. Declare you are going to split at-
tacks between X and Y targets dividing the number of attacks equally between the
two then roll to hit as normal. If dividing the attacks creates an unequal amount
then the closer of the two targets receives the extra attacks.

After firing off every weapon your ship has at the enemy target and you score
enough hits to destroy it the enemy, and indeed you, have the options of using
Shields. Shields have a limited amount of shield points that can be used during the
entire game but there are three ways they can be used:
1. Use shield points to ignore damage against your ship.
2. Use shield points to make enemy re-roll hits hit against your ship.
3. Use all shield points to set the ship as disabled not destroyed if hits equal (hits
points + shield points) together.
Shields can be used after all attacks have been made from the class section that was
attacking. Shields dont have to be used as sometimes hits dont equal or beat your
ships hull points value.
If the number of attacks do equal the number of hull points your ship has , even
after using all of your shield points, the ship is declared as Disabled. Disabled ships
are different from destroyed as they gain a Repair save at the very end of the turn.
ALL ships have access to this Repair save if they are disabled. If a ship is disabled it
can not move nor shoot if it hasnt already done so and comes to a complete halt
instead of having to move next turn.
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It is assumed that engineering crews are frantically trying to get the ship back to full
power and back into the fight so at the end you may make all rolls that goes as fol-
lows: on a 4+ the ship is back to full power and can move and shoot again but has
no shields. On a 1-3 the ship is still being repaired. Disabled ships can still be
attacked as normal if the number of hit beats the targets hull points value. If your
ship is hit and the total amount of hit beats or even doubles the number of hull
points the ship is classed as destroyed.
Ship Classes 1-3 are removed from play if they are destroyed but ship Classes 4 and 5
are counted as crippled. Crippled ships are now essentially space terrain that block
line of sight to a target and can even be a hazard to moving ships. Crippled ships
cant repair like Disabled ships and are counted as destroyed for game purposes.

Squadrons
Squadrons is a special rule for Class 1 ships so that they arent made redundant if
larger classes are taken also it is a way of the smaller ship of ganging up on a larger
target. As stated before this only available to Class 1 ships so ships of a larger class
cant be grouped together as this would make them even more powerful than they
already are.
In the Fleet setup page, shown later, it will have the special rule for Class 1 ships
Squadrons at the side of the entry to remind you that it can be taken. The rules for
squadrons is fairly simple as you group together 2-5 Class 1 ships to form a squad-
ron. All of their attacks are combined but against a single target and cant Split
attacks as shown on the previous page.
As for shields and hull points they remain as they are per ship and are not combined
to form a super squadron! Ship counters must remain within 6 of another ship
counter in the squadron at all times but if one is destroyed and breaks the 6
coherency then place a counter from the squadron to fill the gap.
Any ship counter in the squadron cant collide with another ship from the squadron
when moving. If this happens then just place the ship counter next to supposed
collided ship.

Command Points are the way deciding how big a game is going to be and what
ships you can take. An small skirmish game will be about 10 Command Points with
most players taking a Class 5 ship and battling it out until either one gives in. Other
games will be a mix of smaller ships and having a small scale fleet battle. Larger
games you are looking into the region of 50-100 command.
Class Restriction You and your opponents must decide on the amount of
Class 1 None points you wish to play in multiples of 10 as this will double
Class 2 0-4 the restrictions amount allowing larger games. The table on
Class 3 0-3 the left is how ALL fleets are broken down. Command
Class 4 0-2 Points for each ship will be in a table like this.
Class 5 0-1
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Legendary beings that have crossed all sides of the galaxy looking for knowledge,
technology and enlightenment. Now they are forced into a war they didnt want.

Race specific rules


Masters Engineers: All ships may stop immediately and dont need to slow down if
moving at top speed.
Point Energy: No ship has a rear part and may shoot in any direction.
Were All Doomed: If the fleet has a Mothership and is destroyed each ship must
pass a morale check on a 3+. Passed: ship stays in battle, Failed: ship Retreats. This
check only has to be done once.

Ship Type CP * 2-6 Verge Fighter may form a Squadron


Verge Fighter 1
Blob Cruiser 3
Boomer 6
Saucer 8
Mothership 10

Ship Name Race Class Speed Hit Points Shields


Verge Fighter Thin Greens 1 12" 2 0
Weapons
Type Range Attacks Notes
Rapo-Pulse Gun 6" 3
Abilities
-

Ship Name Race Class Speed Hit Points Shields


Blob Cruiser Thin Greens 2 8" 5 2
Weapons
Type Range Attacks Notes
Rapo-Pulse Gun 6" 2
Rapo-Beam 8" 4
Engine Beam 8" 4 May not move next turn if used!
Abilities
-

Ship Name Race Class Speed Hit Points Shields


Boomer Thin Greens 3 6" 5 5
Weapons
Type Range Attacks Notes
Heavy Rapo-Beam 8" 4 8 Attacks at 4"
Laser Bank 12" 3
Phaton Missile 12" 2 Does 2 Damage per hit
Abilities
Anti-Robot Ship: Adds +1 to all hit rolls when facing any Class 3 Robot ship.

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Ship Name Race Class Speed Hit Points Shields
Saucer Thin Greens 4 6" 7 6
Weapons
Type Range Attacks Notes
Laser Bank 12" 12
Abilities
Reliable: Repairs D3 shields at end phase

Ship Name Race Class Speed Hit Points Shields


Mothership Thin Greens 5 4" 8 8
Weapons
Type Range Attacks Notes
Laser Bank 12" 12
Abilities
Hangers: Launch D6 Verge Fighters at end phase up to a maximum of 18!

The Thin Green race (used for campaigns)


Campaign rules and Race Points (RP) is explained on Page 19
Once Peaceful: You may re-roll 1 failed Conquer Planet roll in a campaign turn.
Race Points Produced: 1RP per turn
Home World Fleet?: Yes/No
Home World Fleet: 14 Command Points
1x Saucer
Squadron 1: 3x Verge Fighters
Squadron 2: 3x Verge Fighters

race UPGRADES (Campaign Only)


Increase Military Support (2RP): +2CP added to all fleets
Use Ambassador (2RP per Fleet): Conquer Planet roll may be re-rolled
Enemy Conquer Planet actions must be re-
Build Embassy (3RP per Planet):
rolled against this planet
Build Shipyard (4RP per Planet): Enables Fleet production for that planet

Bend Physics Laws (4RP per Fleet): Fleet can move twice per turn
During a space battle all ships may add +1 to
Fleet Tender (4RP per Fleet):
their Repair roll if disabled.
25% of fleet CP may go toward Rocket People
Grand Alliance (5RP)
fleet ships
Safety In Numbers (5RP) Verge Fighter Squadron have a limit of 2-10

Veterans (6RP) Ignore Were All Doomed! race rule


A new Home World may be put somewhere
Its A Trap! (7RP)
else if it is conquered.
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Driven by many objectives laid out by their ancient and now dead creators. One of
these goals was to expand border, the other was to exterminate those who resist.

Race specific rules


Energy Matrix: Ships may repair D3 shields at the End Phase.
Without Number: Destroyed ships may re-enter battle on a roll of 5+. If the roll is
failed it may be attempted again the following turn.
Does Not Compute: Robot ships may never Retreat from any battle.

Ship Type CP * 2-8 Boxes may form a Squadron


Box 1
Surge 3
Pliars 5
Robo-Lord 9
Super Weapon 12

Ship Name Race Class Speed Hit Points Shields


Box Robots 1 4" 3 0
Weapons
Type Range Attacks Notes
Ray Gun 6" 4 -
Abilities
Platform: May either move or shoot

Ship Name Race Class Speed Hit Points Shields


Surge Robots 2 8" 3 2
Weapons
Type Range Attacks Notes
Ray Gun 6" 2 -
Blowback 8" 4 Fired from the Rear
Abilities
Hyper Engine: May move twice if it doesn't shoot that turn.

Ship Name Race Class Speed Hit Points Shields


Pliars Robots 3 8" 5 4
Weapons
Type Range Attacks Notes
Duel Ray Guns 8" 6 May re-roll 1's
Blowback 6" 8 Fired from the Rear
Abilities
Hyper Engine: May move twice if it doesn't shoot that turn.

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Ship Name Race Class Speed Hit Points Shields
Robo-Lord Robots 4 6" 7 5
Weapons
Type Range Attacks Notes
Duel Ray Guns 8" 8 May re-roll 1's
Ray Gun 6" 4 -
Blowback 6" 4 Fired from the Rear
Abilities
Heavy: Gains a 5+ armour save against all hits.

Ship Name Race Class Speed Hit Points Shields


Mega Death Ray Robots 5 3" 10 5
Weapons
Type Range Attacks Notes
Duel Ray Guns 8" 4 May re-roll 1's
Ray Gun 6" 2 -
Death Ray 24" 1 Does 3D6 Damage
Abilities
Underpowered: If Death Ray is used no other weapon may be fired that turn.

The Robots (used for campaigns)


Campaign rules and Race Points (RP) is explained on Page 19
Always On: The Robot Home World produces 2RP per turn
Destroy! Destroy!: The Robots cant ally with another race even another Robot race.
Race Points Produced: 2RP per turn
Home World Fleet?: Yes/No
Home World Fleet: 9 Command Points
1x Robo-Lord

race UPGRADES (Campaign Only)


Increase Output (2RP) +1RP produced by all conquered Planets

Update Directives (2RP) Conquer Planet roll may be re-rolled

Enemy Conquer Planet actions must be re-


Counter-
Counter-Attack (3RP per Planet)
rolled against this planet

Build Shipyard (4RP per Planet) Enables Fleet production for that planet

Recycle Parts (4RP per Fleet) Fleet has 2 Re-Rolls for the Repair Fleet Action

Upgrade Engines (4RP per Fleet) All ships in a fleet receive +2 to its speed

If planet is eaten by Jupiter Stormcallers a


Extend Primary Objective (5RP) space station may be put there instead; acting
as a planet. This can be conquered by others.
All ships will have a minimum of 1 shield at all
Upgrade Shields (5RP per Fleet)
times.
Initialise Protocol 4.9 (6RP) Home World produces 4RP per turn.
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An upcoming race that was surrounded by barren worlds but now finds itself in the
middle of a galactic war. The Rocket People are also known to many as Humans.

Race specific rules


Limited Fuel: Ships have a limited amount of fuel on board. On turn 4 all ships must
leave the battle in order to refuel. They may come back next turn as Reserves. This
can be avoided by taking a Refuel Ship.
Superior Engines: Ships may make turns of up to 180 degrees.
Naive Race: Humans are inexperienced in space warfare and as such will always go
second.

Ship Type CP * 2-5 Arrow Fighters may form a Squadron


Arrow Fighter 2
* 2 Rocket-60 Ships may form a squadron
Rocket-60 4
Refuel Ship 6
Defender 8
Crimson Saviour 10

Ship Name Race Class Speed Hit Points Shields


Arrow Fighter Rocket People 1 8" 3 1
Weapons
Type Range Attacks Notes
Mini-Missiles 8" 2 May re-roll 1's
Abilities
-

Ship Name Race Class Speed Hit Points Shields


Rocket-60 Rocket People 2 8" 5 2
Weapons
Type Range Attacks Notes
Torpedo Tube 12" 1 Does 2 Damage per hit
Missiles 6" 8 -
Abilities
Retro-Targetting: Attacks require 5+ to hit

Ship Name Race Class Speed Hit Points Shields


Refuel Ship Rocket People 3 10" 8 3
Weapons
Type Range Attacks Notes
Mini-Missiles 8" 4 May re-roll 1's
Abilities
Supply Ship: All Rocket People ships within 12" don't need to refuel.

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Ship Name Race Class Speed Hit Points Shields
Defender Rocket People 4 8" 7 5
Weapons
Type Range Attacks Notes
Torpedo Tube 12" 3 Does 2 Damage per hit
Missiles 6" 2 -
Mini-Missiles 8" 8 May re-roll 1's
Abilities
Advanced Engines: Ignores the "Limited Fuel" race trait

Ship Name Race Class Speed Hit Points Shields


Crimson Saviour Rocket People 5 8" 9 7
Weapons
Type Range Attacks Notes
Torpedo Tube 12" 5 Does 2 Damage per hit
Mini-Missiles 8" 16 May re-roll 1's
Abilities
Lumbering: May either move or shoot

The Rocket people of mars (used for campaigns)


Campaign rules and Race Points (RP) is explained on Page 19
Sons of Earth: Rocket People may have a second Home World from Upgrades.
Extended Fuel Reserves: The first fleet created doesnt require to be refuelled in any
space battle for the entire campaign.
Race Points Produced: 1RP per turn
Home World Fleet?: Yes/No

race UPGRADES (Campaign Only)


Increase Military Budget (2RP) +1RP produced by all Home Worlds

Increase Civil Defence (2RP) Enemy Conquer Planet roll may be re-rolled

Sensor Relays (3RP per Fleet) All Conquer Planet actions can be re-rolled

Build Shipyard (4RP per Planet) Enables Fleet production for that planet

Enemy Conquer Planet against Rocket People


Orbital Defences (4RP per Planet)
planets are at a 1 to all their rolls.
Grand Alliance (4RP per Fleet) 25% of CP may be spent on Thin Green ships.

Extended Industry (5RP) Conquered worlds produce an extra +1RP


All ships in the fleet may stop immediately
Retro-
Retro-Thrusters (5RP per Fleet)
even after moving at full speed.
A conquered planet can become a second
Second Home World: Earth (6RP) home world and follow normal home world
rules from there on.
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Little is known about this species except their need to feed off planets and evolve.
The Rocket People were first to discover their destructive power and quaked in fear!

Race specific rules


Evolve: For every 5 ship kills the ship gets it will evolve into the next class size. It has
the profile of that class size. A Class 5 can not evolve any more.
Leviathans: ALL ships gain a 6+ save against all damage this is increased to a 5+
when they evolve or are at a Class 5; Stage 5 vessel.

Ship Type CP * 2-5 Stage 1 may form a Squadron


Stage 1 1
* 2-4 Stage 2 may form a squadron
Stage 2 3
Stage 3 5 * 2-3 Stage 3 may form a squadron
Stage 4 7 * 0-2 Stage 4 may form a squadron
Stage 5 9

Ship Name Race Class Speed Hit Points Shields


Stage 1 Jupiters 1 8" 3 0
Weapons
Type Range Attacks Notes
Energy Spears 6" 3 -
Abilities
-

Ship Name Race Class Speed Hit Points Shields


Stage 2 Jupiters 2 7" 5 0
Weapons
Type Range Attacks Notes
Spike Beam 12" 2 May re-roll 1's
Energy Spears 6" 3 -
Abilities
-

Ship Name Race Class Speed Hit Points Shields


Stage 3 Jupiters 3 6" 7 0
Weapons
Type Range Attacks Notes
Spike Beams 12" 6 May re-roll 1's
Heavy Spear 18" 1 Does D6 Damage
Abilities
Beam Emmiters: May fire the Spike Beams at 18" but with 3 attacks only!

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Ship Name Race Class Speed Hit Points Shields
Stage 4 Jupiters 4 5" 9 0
Weapons
Type Range Attacks Notes
Mega Beam 18" 1 Does D6 Damage
Spike Beams 12" 6 May re-roll 1's
Heavy Spear 18" 1 Does D6 Damage
Abilities
Lumbering: May either move or shoot

Ship Name Race Class Speed Hit Points Shields


Stage 5 Jupiters 5 4" 11 0
Weapons
Type Range Attacks Notes
Mega Beam 12" 6 May re-roll 1's
Spike Beams 6" 14 -
Heavy Spear 18" 4 Does D6 Damage
Abilities
Lumbering: May either move or shoot

JUPITER STORMCALLERS (used for campaigns)


Campaign rules and Race Points (RP) is explained on Page 19
World Eaters: During a campaign Jupiter ships never conquer planets but eat them.
When a Conquer Planet roll is successful the planet is destroyed and can no longer
produce race points.
Food for Thought: In a campaign eaten planets dont produce race points but in-
stead have a one lump sum, the value is the outcome of a D6 roll.
The Queen: The home world is one giant living being that spawn ships. The Queen
is the only place that can produce fleets.
Race Points Produced: 1RP per turn
Home World Fleet?: Yes/No

race UPGRADES (Campaign Only)


Increase Progeny (2RP) +1RP produced by Queen

More Resources (2RP) Food for Thought D6 may be re-rolled

Extended Jaws (3RP per Fleet) All World Eater actions can be re-rolled

After a World Eater is won a Hive Princess


Hive Princess (4RP per Planet) may be placed there. She produces 2RP per
turn.
If attacked; the Queen can spawn 2D6 worth
Queen Defences (4RP per Planet)
of Stage 1s.
Disabled enemy ships can be turned into
Spawn Hosts (5RP per Fleet) Stage 1s on a roll of 6+ in a space battle if a
Stage 5 is within 6 of enemy ship.

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In this game most battle will be played in open space and the only terrain features
you may find are crippled ships of class 4s and class 5s floating about blocking ships
in a sight to another ship.
Anyway, find a table of reasonable size; this could be a dining room table, desk,
coffee table, a table at a pub, a proper gaming board, etc, etc. A space of around 2
foot by 2 foot (2 x 2) should suffice for games up to 30 command points. Larger
games will require more space to play on so it is advised to plan ahead for larger
games.
Secondly try and find a black cloth to cover playing area so it looks like you are
fighting in space. You dont have to but it adds that extra special touch to a game so
players feel like they are playing in space.
Thirdly decide on a Command Point limit so both players can setup a fleet, print out
counters or get them ready. Once this is done it is time to deploy your fleets. Each
player places their entire fleet down at once at the same time, making they are both
ready start or if they are still sorting out their fleet. Deploy fleets on opposite sides of
the playing area and they have a deployment zone of around 6 inches (6) to de-
ploy the entire fleet.
Now both players are ready to start the game. The game has turns and in each turn
there are 8 phases that are played out before the turn finishes and the next one
starts. Here is how a turn is broken down:
1. Strategy Phase: players bring on reinforcements, use traits from ships, use race
upgrades
2. Initiative Phase: players roll to see who moves first and shoots first
3. Class 1 Move & Shoot: class 1 ships move in order of initiative then shoot after
movement is done. ANY destroyed ships are removed from play.
4. Class 2 Move & Shoot: class 2 ships move in order of initiative then shoot after
movement is done. ANY destroyed ships are removed from play.
5. Class 3 Move & Shoot: class 3 ships move in order of initiative then shoot after
movement is done. ANY destroyed ships are removed from play.
6. Class 4 Move & Shoot: class 4 ships move in order of initiative then shoot after
movement is done. ANY destroyed ships are removed from play.
7. Class 5 Move & Shoot: class 5 ships move in order of initiative then shoot after
movement is done. ANY destroyed ships are removed from play.
8. End Phase: players attempt to repair disabled ships, and unsuccessful repairs to
ships are removed from play.
I should point out ships might be destroyed in the first turn even though they have-
nt move or shot that turn as they are a different class.

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Reinforcements
Reinforcements are brought in from the side of the playing area you deployed your
fleet on. Some races have an ability that allows them to bring on additional ships in
the midst of a battle while others may choose to keep some ships behind for use
later on.
As long as you have at least one ship on the battlefield or a minimum of three class
one ships then you can keep the rest of your fleet in reserve. To bring them into the
battle you must declare it in the Strategy Phase and choose what ships to bring on.
Then it is a simple matter of deploying them within 6 inches (6) of your side. As they
have just come on they count as having already moved this turn. They may fire if
they can or are in range but for this turn they cant move any more.
The Rocket People must go off the board to refuel on Turn 4 because of their
Limited Fuel race ability and it says they come back as Reinforcements, so the
following turn they are redeployed 6 your side of the table.
For reinforcements there are no dice rolls needed and they can be brought on what
ever turn you so wish just as long as the above requirements are met in the first
turns. If those ships are destroyed on no ship comes on the following turn then you
have lost the battle and the other player wins.

WINNING SPACE BATTLES


Its all about the winning in most games and in this game it is no different. In order
to win the game you must achieve one of the following objectives:
1. Annihilation: you win by destroying or crippling every ship in the enemy fleet.
2. Capture & Hold: you win by disabling all enemy ships for an entire turn.
3. Untouchable: you win if your original fleet is not disabled, destroyed, or crippled
for 4 turns in a row and not in reserve as reinforcements.
Most will just go for Annihilation as it is easier to do and, depending on the size of
the fleet, is easier to do. Disabling ships can be done and in a campaign give you
major benefits but campaigns are covered in the next section. The Untouchable
objective is really difficult and could only be achieved by having a hard-as-nails fleet
or a very unlucky enemy fleet!
If both players agree you could make up your own objectives for winning a game
such as; a stray Rocket People Fuel ship needs to be secured as is carrying experi-
mental chemicals.
You could also attempt to use Dominion War races in this game however their ships
outmatch most races in this game but it could be an objective to capture or destroy
that ship in order to win and both players take it in turns to control said ship.
However as you have already read in the different race pages you would have seen
half a page of Campaign Only upgrades and abilities. These, as you might have
guessed, are for a campaign. With the quicker battles with this game you could very
well play multiple games and link them into a Mini-
Mini-Campaign!
17
Why just play one game when you could have multiple games in a sort of mini-
campaign where both players fight it out to see who wins a planetary system?
Welcome to the Mini-Campaign system that allows players to link games and fleets
to a much grander scale and expands the current races with new abilities, planet
and fleet upgrades.
Below is an example of what a campaign map could look like and has the basic
elements of setting up a planetary system. Just under the image example there are
five descriptions explaining what each element does.

1. Player 1 Home World: This


produces resources, fleets, and
must be defended at all costs.
2. Player 2 Home World: Same
as player 1s home world except it
may be a different race.
3. Travel Lane: These are con-
nectors that link two or planets
together. You can pass in either
direction and is the only way of
travelling between planets.
4. Travel Lane Junction: Similar
to travel lanes except they allow
nearby race fleets to intercept
each other.
5. Neutral Planets: These planets are a primary goal as you gain resources by
conquering them that in turn allows you to create more fleets.
These are the five main features of a campaign map however in addition to these
elements there additional requirements that make up a mini-campaign such as each
players chosen race campaign rules (described on second page of fleet lists), Race
Points (RP), Fleets and Home World Fleet, and Race Upgrades.
The campaign system will be split up into the following sections;
Section 1 - The Races & Travelling Fleets
Section 2 - Conquering Worlds & Race Points
Section 3 - Battles & Repairs.
Section 4 - Buying Upgrades & Fleets
Section 5 - Campaign Turn Phases & Winning

18
A campaign is typically played between two people where each person must then
choose one of the four races from pages 8 to 15. The players may choose the same
race if they so wish or to make the campaign better and different race for each. If
both players want the same race then flip a coin or roll a die each and however wins
is that chosen race.
Once the races are chosen a map is drawn out but for this example lets stick with
the six planet system on the previous page. Each player will choose or even draw an
extra planet to be their Home World.
World The home world is where you build your races
fleets, earn starting race points, and must defend at all costs.
Each race starting abilities and rules as noted on the second page of every race.
Using the Thin Greens as an example taken from page 9 of this rule book the entry
says the following:
Once Peaceful: You may re-roll 1 failed Conquer Planet roll in a campaign turn.
Race Points Produced: 1RP per turn
Home World Fleet?: Yes/No
Home World Fleet: 14 Command Points
1x Saucer
Squadron 1: 3x Verge Fighters
Squadron 2: 3x Verge Fighters
The top entry of Once Peaceful is a special ability that only the Thin Greens have
and can use when are where it says. The second line is how many race points is
produced by the Thin Greens home world per turn. Then last two entries says if that
race has a home world fleet. If they do it will be Yes or if they dont it will be No. If
they do, and this case they have, it will list how many CP the fleet is what consists of
that fleet. This home world fleet can never leave the home world and is always there
even if were attacked and destroyed a previous campaign turn.
Once both players have chosen what race they are going to be they draw on the
campaign map where their home world is going to be and mark it with either a flag
or their name. After everyone is happy with the map setup each player has 20CP to
spend on creating their starting fleet and this fleet is named First Fleet. Normal fleet
building applies when both players are ready they place an additional counter on
the map to represent this fleet.
Each player in turn can then move that fleet 1 Space along a Travel Lane as stated
on page 18. If the fleet is on a travel lane junction then the player decide which way
to move and further a further space. This is called a Campaign Turn and nothing will
happen much during this time unless the travel lane your fleet had just moved
across moves at a planet! See the next section on what to do next.

19
So both of you have had the first campaign turn and nothing happened except your
fleets are now at a neutral world. Depending what race you are you can conquer
this planet and once conquered can earn you in-game credits known as Race Points.
In order to conquer a planet you declare that you are and roll 1D6 and if you score a
4 or more then you are successful and planet now belongs to you. If you roll a 1,2,
or 3 then you fail to conquer the planet and can not attempt to do so until the next
turn. However there are exceptions to this are race abilities as stated on the previous
page. Using the Thin Greens and The Robots as two examples of this:
The Robots Alpha Fleet goes first this campaign turn and
rolls 1D6 to conquer but to the players dismay only man-
ages to score a 3. This turn the player hasnt conquered the
planet and will try and do so next turn in an attempt gain
more territory and race points.

The Thin Greens 1st Fleet


attempts to do the same
with their fleet and conquer
the planet however in their own roll they score a
pitiful 1 and the other player laughs. However the
Thin Greens have a trick up their sleeve as their Race
Traits for campaigns state they can re-roll any failed
Conquer planet roll once per campaign turn. The
player does so and gets a better score of 5 and now
the planet is now under Thin Green control.
By the third campaign turn both players would have a some Race Points accumu-
lated from their home worlds and planet they conquered the previous turn. Race
Points or RP can be used in numerous ways; to buy race upgrades, create new fleets,
or repair existing ones.
Race Points must be represented by something such as coins, beads, buttons, ring
pulls, bottle tops, stones, etc. Usually there is a pile of such counters alongside any
campaign map that allows the players to take what they need when it is their turn
to collect their sums.
Home Worlds are your starting source to RP and are produced every turn giving a
nice income but it varies depending what your race is. Conquering a planet one
turn wont give you money straight away, unless youre the Jupiter Stormcallers, but
you will have to wait until the start of the next turn to receive the default amount of
1RP. Eventually both players will accumulate enough RP to spend it upgrades and
fleets that is discussed in Section 4.

20
After a few more campaign turns both players will inevitably clash over either a neu-
tral or conquered planet belonging to some one. This will spark a space battle for
control over the planet. All rules for space battles apply as if it were just a one off
match with the following exceptions:
1. At least 1 ship must be on board and fully working in order for the fleet to
fight.
2. A fleet may instead Retreat away from a battle in favour of fighting later and
no space battle takes place but the retreating fleet must be immediately placed
at a nearby friendly planet.
3. In the battle itself; if the enemy fleets ships are destroyed or disabled then the
other player wins and that fleet will move back from where it came from.
Play the space battle as if you were playing a normal one off game and then return
to the campaign map once the game is over. Take note of what ships were
destroyed or disabled during the last game as all ships have a chance to repair them-
selves, even smaller Class 2 and 1s also.
This is called the Repair phase and is done before the Campaign turn is over. Count
how many ships were destroyed or disabled last battle and that is how many dice
you will need. On a roll of 4 or more and the ship returns to full strength and shields
if any. On a roll or 3 or less then the ship is beyond repair and completely destroyed
meaning you will loose that ship from that fleet.
This can be altered should a race have a special ability or upgrade that says other-
wise or the player may wish to spend Race Points on increasing the score of one or
more D6 so that the ships are ready to fight once again.
Remember should you loose any ship from a fleet then that ship can not return to
that fleet for another battle but can be built again should it be put with a newly
bought fleet from a home world or shipyard.
This must be done every time after an engagement takes place whatever race you
are using. If you fail to repair any ship and the fleet is under 50% of the total cost of
the fleet then the fleet is disbanded, removed from the campaign map, and any
surviving ships exchanged for the following; 2CP = 1RP.
The other player has free reign over that planet but must first conquer it as if were a
neutral planet. This planet could have upgrades making it harder to conquer but go-
ing on an earlier example it is not at the present moment in time and the other
player rolls a 6 on their conquer planet roll and successfully takes it over.
Should you find yourself without a fleet, do not fret! Instead you may cash in your
race points on upgrades to strengthen what you have or use it to buy a new fleet.
See the next section for more details.

21
All races have Race Upgrades as listed on the second page of every race and these
will usually come with a name, cost (in RP), and description of what it does. A major-
ity of the races will have an upgrade or two that will affect the entire race once
bought and the effects are constant. Where as sometimes an upgrade may say per
Fleet or per Planet; this means you will have to buy it again for it to take affect on
something else.
Additional fleets can be constructed at your Home World or even conquered plan-
ets should the upgrade be bought for them but most will be bought from the home
world. Normal rules apply when construction a new fleet except you will need a
good sum of RP to do so as 2RP = 1CP. The minimum amount of RP needed to
create a fleet is 10CP but the eventual payoff would be worth it in the end.
The diagram on the left
shows what a game af-
ter a few campaign
turns could look like
with both players now
spending RP on up-
grades for their planets.
The Thin Green player
has decided to lean to-
wards building a ship-
yard on one of their
conquered planets
meaning they have a
chance to outnumber
the enemy fleet.
The Robot player has
decided to go down
the economic route
with the Increase Out-
put upgrade that in-
creases income of RP.

Creating new fleets was mentioned in the second paragraph of this page and it
would be worth while to write down on some paper what fleet contains what ships
so you can remind yourself for each battle you are going to play as well as being
able to strike off ships that failed to repair after their last battle. Also with it being
wrote down you can also add any bought upgrades for them should your race have
access to such things.

22
A typical campaign turn breaks down into the following phases/steps:
1. Income Phase: receive X amount of Race Points per turn from your Home
World and conquered planets.
2. Buy Phase: Create new fleets, buy upgrades, and deploy them using Race
Points.
3. Initiative: Each player roll 1D6 to see who goes first that campaign turn.
4. Movement Phase: Each player moves their fleet(s) to a designated target using
Travel lanes. Should it move in contact with an enemy fleet a space battle is
initiated next phase. Other fleets move or retreat should they be able to.
5. Action Phase: Space Battles are initiated one at a time. Conquer Planet rolls are
made should there be no enemy fleet within the same orbit.
6. Repair Phase: Destroyed ships within a fleet are rolled to see if they are
repaired. If not they are removed from the fleet list.
7. Check Phase: Each players check to see if they have won or not meeting win-
ning conditions set just below.
To win a campaign you must defeat the other player by conquering their home
world. To conquer a home world is just as if you were conquering a neutral or pre-
conquered planet. Make a Conquer Planet roll and is successful you have won the
campaign!
Should the other player have a second Home World then you must conquer both in
order to win however if the other player does loose even just one home world it is a
mighty blow to their economy as the player who conquered it will receive a one
lump sum of 2D6RP and the conquer planet space too!
SO that pretty much covers all the instruction you need to know about setting up a
mini-campaign. Once you have one or two campaigns you shouldnt have to rely on
these pages as much as you would and the system should be simple enough for
most to remember off memory.
Enjoy one and all and happy gaming!

23
I would like to thank the following for their images and inspiration
The Game/Inspiration:
Attacks inspire by Axis & Allies: http://www.wizards.com/default.asp?x=ah/aamprod/products

No copyright infringement intended, as this is all made up from the melting pot that is
my brain!

24
A Conflict of Worlds Game
STARRING
COLONIAL FLEET / THE CYLONS
A TABLETOP GAME OF RETRO SPACE COMBAT AND PLANETARY EMPIRE EXPANSION
*REQUIRES A COPY OF ALIENS VERSUS THE ROBOTS RULEBOOK TO USE THIS EXPANSIONS*
The galactic war that now spans almost the entire galaxy itself has
found new races on its non-stop rampage. With neither side gaining
advantages over their enemies and alliances breaking on the simplest of
things it is a fearful time to live in.
The Robots conquests spread across solar system after solar system like a
virus infecting a computer. The Thin Greens attempt to hold back the
tide as it has some alliances with the many different fleets of the Rocket
People of Mars. Most are willing allies more than able to help against the
grey tide while others have a more xenophobic view and want nothing
more than to rule the galaxy themselves.
The Jupiter Stormcallers devour planet after planet, growing in size and
strength as dozens of would-be young races eaten alive by the
monstrous space aliens.
Now with all this chaos in the galaxy two more races find themselves
drawn in to the fray as their fleets and civilisations are on the line:
The 12 Colonies of Man (Colonials) & The Cylons.
The Twelve Colonies of Man are located in an unnamed multi-star
system where the government first encountered the Cylons after the
Colonials intervened to protect an alien race known as the Hasari from
them. As a result, the Colonies have been at war with the
alien Cylons for 1,000 years.
Little is known about the origins of the Cylons accept they have a
hierarchy of android intelligence where the Imperious Leader
commands all while its sub-commanders carry out the orders to the
ranks of chrome solders known as Centurions.
Now all six races are in a war on unprecedented scale with all sides
having their own agendas.

2
I have played Aliens V The Robots with a few friends and it seems to be more bal-
anced and fun than Dominion Wars as I have stepped away from already estab-
lished shows. With AvR I was able to allow my creativity go wild and to create new
things not yet seen in games I have made yet.
Now, however, I have taken on myself the task of going back to taking on a well
established genre and making it work for my game. I chose the classic Battlestar
Galactica from 1978 over the re-imagined later series as I felt they could possibly
cross paths in some alternate adventure. I also thought it would be fun to play as
the classic toaster Cylons against the Thin Greens. On top of this some one could
play the Colonial Fleet battling against their distant cousins; the Rocket People of
Mars.
Enough of this chit-chat, lets get on with some BSG gaming!

3
ALL basic rules concerning movement, turning, shooting, and squadrons are exactly
the same and have not been changed for these new races.

Shields - Defence Shields


Colonial Fleet and Cylon ships have no shield manager on their counters as you
would expect on a normal AvR ship counter. This is because rules for Shields on
ships from either of these fleets are very much different to those found in the origi-
nal game.
In the 1978 TV show it is said that Battlestars, Vipers, Raiders, and Basestars have
shielding except rather than soak up damage it deflects the beam itself. While I
could get into depth about the whole thing and go into deep sources online I
would rather simplify it in these rules below.
At the start of every turn, roll either 1D3 or 1D6 to see how many hits can be
deflected that turn.
Once this is done, every time a ship takes a hit it gains an armour save of 6+.
Bigger ships such as Battlestars and Basestars have a save of 5+ but this will be in
their profile.
If all Defence Shields are used then the shields are down and the ship is open to be
destroyed as if it no shields. If you dont use all defence shields that turn you will
loose what you dont have and the roll is made again the following turn.

Class 1 Fuel Limitations


Class 1s in this expansion represent the Fighters seen in the TV show; Colonial
Vipers and Cylon Raiders. While their sizes may be different it was shown that they
could not operate for long periods of time without having to refuel. The rules below
will represent this in game:
Limited
Limited Fighter Fuel: Class 1 fighters have a limited amount of fuel on board. On
turn 3 all fighters must leave the battle in order to refuel. They may come back next
turn as Reserves.
In one off games this is fine as you can take as many as you want in the fleet but in
campaigns it gets a little more complicated:
Colonials in a campaign must have a Class 3-5 ship in a fleet in order for the fleet to
use its Vipers for more than one space battle.
Cylons in a campaign must have either a Class 2 Tanker present in order for them to
continue or any Class 3 and up.
Fighters may seem a waste of time to take but considering they can form into
squadrons of 2-8 then it more than makes up for their flaws.

4
There are those who believe life here began out there in the far reaches of the
galaxy..

Race specific rules


Limited Fighter Fuel: Class 1 fighters have a limited amount of fuel on board. On
turn 3 all fighters must leave the battle in order to refuel. They may come back next
turn as Reserves.
Defence Shield: See Page 4
1000 Years of Warfare: Colonials are very experienced in space warfare and as such
will always go first if they roll an instant 6 when determining Initiative that turn.

Ship Type CP * 2-8 Vipers may form a Squadron


Viper 1
Tiger Destroyer 4
Defender Cruiser 5
Gunstar 10
Battlestar 12

Ship Name Race Class Speed Hit Points Shields


Viper Mk.1 Colonial 1 7" 2 D3
Weapons
Type Range Attacks Notes
Laser Gun 6" 2 May re-roll 1's
Abilities
Turbo Boost: Once every two turns it may double it's speed.

Ship Name Race Class Speed Hit Points Shields


Tiger Destroyer Colonial 2 5" 5 D3
Weapons
Type Range Attacks Notes
Turbo Lasers 12" 6 -
Fusion Missiles 12" 2 Does D3 Damage per hit
Abilities
No Hanger: Can not support Vipers

Ship Name Race Class Speed Hit Points Shields


Defender Cruiser Colonial 3 5" 5 D3
Weapons
Type Range Attacks Notes
Turbo Lasers 12" 6 -
Fusion Missiles 12" 1 -
Abilities
Carrier: Can support Vipers
Escort: May either Move or Shoot

5
Ship Name Race Class Speed Hit Points Shields
Gunstar Colonial 4 4" 7 D6
Weapons
Type Range Attacks Notes
Turbo Lasers 12" 17 -
Fusion Missiles 12" 4 Does D3 Damage per hit
Heavy Pulsar Laser 18" 4 Does D6 Damage per hit
Abilities
Lumbering: May either Move or Shoot
Carrier: Can support Vipers

Ship Name Race Class Speed Hit Points Shields


Battlestar Colonial 5 4" 9 D6
Weapons
Type Range Attacks Notes
Turbo Lasers 12" 21 -
Fusion Missiles 12" 4 Does D3 Damage per hit
Abilities
Main Carrier: Can support Vipers and refueled Vipers may deploy next to a
Battlestar instead of the deployment zone edge.

The 12 Colonies of Man / Colonial Fleet (used for campaigns)


Campaign rules and Race Points (RP) is explained on Page 19 of Aliens versus The Robots rulebook
12 Colonies: May have up to 12 Home Worlds bought from the Upgrades list.
Pride of the Fleet: The first fleet created must include a Battlestar if possible.
Race Points Produced: 1RP per turn
Home World Fleet?: Yes/No
Home World Fleet: 10 Command Points
1x Defender Cruiser w/ 5x Vipers

race UPGRADES (Campaign Only)


Increase Military Budget (2RP) +1RP produced by all Home Worlds

Increase Civil Defence (2RP) Enemy Conquer Planet roll may be re-rolled

Viper Recon Craft (3RP per Fleet) All Conquer Planet actions can be re-rolled

Build Shipyard (4RP per Planet) Enables Fleet production for that planet

Enemy Conquer Planet against Rocket People


Orbital Defences (4RP per Planet)
planets are at a 1 to all their rolls.
Extend Fuel Capacity (4RP per Fleet) Vipers in that fleet will refuel on Turn 5.

Extended Industry (5RP) Conquered worlds produce an extra +1RP


All ships in the fleet may stop immediately
Retro-
Retro-Thrusters (5RP per Fleet)
even after moving at full speed.
A conquered planet can become another
12 Colonies of Man (8RP) home world and follow normal home world
rules from there on. Limited 12 maximum.
6
More than a millennia old the Cylons are almost without number but with a
hierarchy of command it will take a brave race to defeat them once and for all!

Race specific rules


Limited Fighter Fuel: Class 1 fighters have a limited amount of fuel on board. On
turn 3 all fighters must leave the battle in order to refuel. They may come back next
turn as Reserves.
Defence Shield: See Page 4
Circular: Attackstars and Basestars have no rear part and may shoot in any direction.

Ship Type CP * 2-8 Raiders may form a Squadron


Raider 1
Tanker 2
Attackstar 5
Dominator 10
Basestar 12

Ship Name Race Class Speed Hit Points Shields


Raider Cylon 1 6" 2 D3
Weapons
Type Range Attacks Notes
Heavy Laser Gun 8" 2 -
Abilities
-

Ship Name Race Class Speed Hit Points Shields


Tanker Cylon 2 4" 4 D3
Weapons
Type Range Attacks Notes
Turbo Lasers 12" 2 -
Abilities
Fuel Ship: Can support Raiders. Refueled Raiders may deploy next to a Tanker
instead of the deployment zone edge.

Ship Name Race Class Speed Hit Points Shields


Attackstar Cylon 3 5" 6 D3
Weapons
Type Range Attacks Notes
Turbo Lasers 12" 8 -
Mega-Pulsar 18" 1 Does 2D6 Damage per hit
Mega-Laser Cannon 16" 5 Re-roll any 1's
Abilities
Carrier: Can support Raiders
Lumbering: May either Move or Shoot

7
Ship Name Race Class Speed Hit Points Shields
Dominator Cylon 4 4" 8 D6
Weapons
Type Range Attacks Notes
Turbo Lasers 12" 11 -
Mega-Pulsar 18" 2 Does 2D6 Damage per hit
Mega-Laser Cannon 16" 6 Re-roll any 1's
Abilities
Warship: Can not support Raiders

Ship Name Race Class Speed Hit Points Shields


Basestar Cylon 5 3" 10 D6
Weapons
Type Range Attacks Notes
Close Turbo Lasers 6" 29 -
Mega-Pulsar 18" 2 Does 2D6 Damage per hit
Abilities
Carrier: Can support Raiders
Fabricator: Produces D3 Cylon Raiders at the end phase of every turn.

The Robots (used for campaigns)


Campaign rules and Race Points (RP) is explained on Page 19
Mobile Fortress: Basestars may produce fleets of Class 1-3 as if it were a shipyard.
Logical: The Cylon can ally with another race even another Cylon race.
Race Points Produced: 1RP per turn
Home World Fleet?: Yes/No
Home World Fleet: 12 Command Points
1x Basestar

race UPGRADES (Campaign Only)


Enslave Population (2RP) +1RP produced by all conquered Planets

Reinitialise Bombardment (2RP) Conquer Planet roll may be re-rolled

Enemy Conquer Planet actions must be re-


Counter-
Counter-Attack (3RP per Planet)
rolled against this planet

Build Shipyard (4RP per Planet) Enables Fleet production for that planet

Recycle Parts (4RP per Fleet) Fleet has 2 Re-Rolls for the Repair Fleet Action

Stealth Attack (4RP per Fleet) The Fleet will always go first in Space Battles

A Basestars Close Turbo Lasers 29 attacks


Redesign Turbo Laser (5RP per Fleet) 6range is changed to 20attacks 13range.

The Home World and conquered planets will


Extensive Mineral Extraction (6RP)
produce D3 RP each per campaign turn.
Enhance Power Generator (7RP) All Cylon Defence Shield rolls may be re-rolled.

8
I would like to thank the following for their images and inspiration
The Game/Inspiration:
Attacks inspire by Axis & Allies: http://www.wizards.com/default.asp?x=ah/aamprod/products
Ship Models/Images
Battlestar Galactica Colonials:
Viper: http://captshade.deviantart.com/art/Viper-Mk1-60562417
Tiger: http://captshade.deviantart.com/art/Tiger-Class-Heavy-Destroyer-
60394799
Defender: http://captshade.deviantart.com/art/Defender-Class-Heavy-
Cruiser-70497183
Pulsar: http://captshade.deviantart.com/art/Pulsar-Class-Gunstar-
69772355
Galactica: http://captshade.deviantart.com/art/Columbia-Class-Battlestar-
60391895
Battlestar Galactica Cylons:
Raider: http://captshade.deviantart.com/art/Cylon-Raider-Mk1-60563422
Basestar: http://www.shipschematics.net/bsg/bsg_data.php?filter=CylCap
Dominator: http://soviethybrid.deviantart.com/art/Cylon-Y-Star-V1-5-
94821630
Screen Caps taken from Battlestar Galactica 1978 TV Show on DVD.

No copyright infringement intended, just making games that I love doing!

9
A Conflict of Worlds Game
STARRING
SILENT HUNTERS / SPACE TEMPLARS / UNION OF EXCELLENCE / UNIVERSAL LAW ENFORCERS
A TABLETOP GAME OF RETRO SPACE COMBAT AND PLANETARY EMPIRE EXPANSION
*REQUIRES A COPY OF ALIENS VERSUS THE ROBOTS RULEBOOK TO USE THIS EXPANSIONS*
I have played Aliens V The Robots with a few friends and it seems to be more bal-
anced and fun than Dominion Wars as I have stepped away from already estab-
lished shows. With AvR I was able to allow my creativity go wild and to create new
things not yet seen in games I have made yet.
Now, after the success of Ship Pack 1 I return with Ship Pack 2 that is packed full of
four brand new races that are once again spawned from my creativity and imagina-
tion.
The Silent Hunters came about from me playing the game of the same name; Silent
Hunters 3 in which you command a German U-Boar during WW2. I thought would-
nt it be cool if there was a similar race like this. I also wanted a level of stealth in the
game that I just couldnt do with the other races but with the Silent Hunters I believe
I have pulled it off, torpedoes and all!
Space Templars were a previous creation of mine designed from a previous and very
flawed space game I did several years ago. I thought I would rejuvenate them and
bring them to a universe game where anything is possible. The theory behind them
is that they are essentially space knights that do good deeds while attempting to
convert civilisations to their religion.
Union of Excellence and Universal Law Enforcers were originally the same race, or I
was planning to have one huge fleet where the player would be spoilt for choice
but instead I thought to split them into two different races bringing the total num-
ber of races in the game to a staggering 10!
No new rules just fleets this time, so onward as new fleets await your command!

2
All space warfare is conducted as if it were submarine warfare except the ocean
depths knows no bounds but this doesnt change a damn thing!

Race specific rules


Stealth Armour:
If the ship didnt move last turn but fired its weapons; enemy ships hit on a 5+
If the ship didnt move or shoot last turn; enemy ships hit on a 6+
Torpedoes: Does D3 Damage per hit

Ship Type CP * 2-5 Gunships may form a Squadron


Gunship 2
* 2-3 Black Wolfs may form a squadron
Black Wolf 4
Grey Wolf 5 * 2-3 Grey Wolfs may form a squadron
White Wolf 7
Dire Wolf 10

Ship Name Race Class Speed Hit Points Shields


Coyote Gunship Hunters 1 6" 2 1
Weapons
Type Range Attacks Notes
Rapid Laser Cannon 6" 4 -
Abilities
Fat Engines: May double it's speed but attacks reduced to 2.

Ship Name Race Class Speed Hit Points Shields


Black Wolf Hunters 2 5" 5 3
Weapons
Type Range Attacks Notes
Torpedo Tubes 18" 2 Does D3 Damage
Abilities
Stealth Armour: See Race Abilities

Ship Name Race Class Speed Hit Points Shields


Grey Wolf Hunters 3 5" 5 4
Weapons
Type Range Attacks Notes
Torpedo Tubes 18" 4 Does D3 Damage
Abilities
Stealth Armour: See Race Abilities

3
Ship Name Race Class Speed Hit Points Shields
White Wolf Hunters 4 5" 5 5
Weapons
Type Range Attacks Notes
Torpedo Tubes 18" 4 Does D3 Damage
Nuclear Warheads 18" 1 Does D6 Damage
Abilities
Stealth Armour: See Race Abilities

Ship Name Race Class Speed Hit Points Shields


Dire Wolf Hunters 5 5" 9 6
Weapons
Type Range Attacks Notes
Torpedo Tubes 18" 6 Does D3 Damage
Nuclear Warheads 18" 3 Does D6 Damage
Abilities
Stealth Armour: See Race Abilities

Silent Hunters / wolf fleet / predators (used for campaigns)


Campaign rules and Race Points (RP) is explained on Page 19 of Aliens versus The Robots rulebook
Shadow Screen: The Home World can only be conquered on a 5+.
Pride of Wolf: The first fleet created may have Black Wolf ships in a squadron of 2-6 .
Race Points Produced: 1RP per turn
Home World Fleet?: Yes/No
Home World Fleet: 10 Command Points
1x Dire Wolf

race UPGRADES (Campaign Only)


Increase Home Fleet (1RP) Add 1 Coyote Gunship to Home Fleet

Declare War (2RP) +2RP created by Home World per turn

Shield Capacitors V2 (3RP per Fleet) All ships in fleet add +1 shield to their total.

Build Shipyard (4RP per Planet) Enables Fleet production for that planet

Atmospheric Drives (4RP per Fleet) Conquer Planet rolls can be re-rolled.

Targeting Systems 2 (4RP per Fleet) Extends range of ALL Torpedoes to 20

Increase Workforce (5RP) Conquered worlds produce an extra +1RP

All ships in the fleet may move and still gain


Dark-
Dark-Thrusters (5RP per Fleet)
the Stealth Armour ability.
All new fleets created have 3 free Black Wolf
Hunters of Space (8RP) ships in them with no additional cost in CP.
They must be in a squadron.
4
We shall go into the stars and give hope and faith to those who have none and
bring them to our fold where we all shall be joyous..

Race specific rules


Lance Weapons: For every inch the ship moves it gains 1 attack on each Lance
weapon it has to a maximum of that ships movement.
X-Lance Weapons: Exactly like a Lance except each successful attack causes 2
damage than 1.

Ship Type CP * 2-10 Lance Fighters may form a Squadron


Lancer Fighter 1
* Choose any variant for the CP cost, choosing the
Joust 2
Knight/Trebuchet 4 other variant costs the same
Templar 6
Excalibur 9

Ship Name Race Class Speed Hit Points Shields


Lancer Templars 1 5" 2 0
Weapons
Type Range Attacks Notes
Mini-Beam Gun 5" 1+ See Abilities
Abilities
Power-to-Shields:
Skirmisher: For inch
For every every inch
not not moved
moved is moreisattack
more shield
points points that turn.
that turn.

Ship Name Race Class Speed Hit Points Shields


Joust Templars 2 8" 3 2
Weapons
Type Range Attacks Notes
Lance 10" 1 See Race Abilities
Abilities
-

Ship Name Race Class Speed Hit Points Shields


Knight Templars 2 6" 5 3
Weapons
Type Range Attacks Notes
Lance 10" 4 See Race Abilities
Abilities
Power-to-Shields: For every inch not moved is more shield points that turn.

5
Ship Name Race Class Speed Hit Points Shields
Trebuchet Templars 3 4" 5 3
Weapons
Type Range Attacks Notes
Lance 10" 2 See Race Abilities
The Rock Thrower 20" 1 Does D6 Damage
Abilities
Lumbering: May either Move or Shoot

Ship Name Race Class Speed Hit Points Shields


Templar Templars 4 5" 6 5
Weapons
Type Range Attacks Notes
Lance 10" 10 See Race Abilities
X-Lance 12" 2 See Race Abilities
Abilities
Pride of the Fleet: Repairs on a roll of 3+ when disabled

Ship Name Race Class Speed Hit Points Shields


Excalibur Templars 5 4" 8 6
Weapons
Type Range Attacks Notes
Lance 10" 12 See Race Abilities
X-Lance 12" 3 See Race Abilities
Abilities
-

Space Templars / crusaders of faith (used for campaigns)


Campaign rules and Race Points (RP) is explained on Page 19 of Aliens versus The Robots rulebook
Shield Wall: Any unspent attacks can be used as shield points for the following turn.
Archaic Warfare: All Conquer Planet rolls for neutral and enemy planets hit on a 5+
Race Points Produced: 2RP per turn
Home World Fleet?: Yes/No
Home World Fleet: 10 Command Points
1x Templar Cruiser w/ 4x Lancer Fighters in a Squadron

race UPGRADES (Campaign Only)


Production through Faith (1RP) +1RP produced by all conquered Planets

Conduct Mass Prayer Sermons (2RP) All Conquer Planet rolls may be re-rolled
Enemy Conquer Planet actions must be re-
Planetary Shielding (3RP per Planet)
rolled against this planet

Build Shipyard (4RP per Planet) Enables Fleet production for that planet

High-
High-End Engines (5RP per Fleet) All ships in the fleet gain an additional +2

Home World and controlled planets produce


Mining Through Faith (6RP)
D6 RP each turn.
The Home Fleet gains +2 Templar Cruisers for
Defend the Sacred Land (7RP)
no additional CP cost.
6
Methodical and precise in their ship building and engineering they have yet to come
up against a race that out ranks theirs in intelligence and technology.

Race specific rules


Expert Engineers: ALL classes can be disabled and repaired and will repair on a 2+
Secondary Weapons: If any Primary weapon attacks fail put them to one side or
count how many missed. This is how many extra attacks the Secondary weapons
can use after the other player has attacked in that class category.

Ship Type CP * 2-5 Sharp Fighters may form a Squadron


Sharp 1
Archetypal 3
Touchstone 6
Paradigm 10
Distinct 10

Ship Name Race Class Speed Hit Points Shields


Sharp Excellence 1 8" 1 2
Weapons
Type Range Attacks Notes
Autocannons 4" 2 May re-roll 1's
Abilities
-

Ship Name Race Class Speed Hit Points Shields


Archetypal Excellence 2 4" 3 3
Weapons
Type Range Attacks Notes
Laser Cannon 6" 2 -
Launch Bay - - See Abilities
Abilities
Scout Carrier: Launch D3 Sharp Fighters per turn up to a maximum of 10.

Ship Name Race Class Speed Hit Points Shields


Touchstone Excellence 3 4" 5 5
Weapons
Type Range Attacks Notes
Blaine Cannons 18" 14 Requires 5+ to hit
Slip-K Missiles 12" - Secondary Weapon
Anti-Fighter Flak 8" - Secondary Weapon
Abilities
-

7
Ship Nam e Race Class Speed Hit Points Shields
Paradigm Excellence 4 3" 8 6
W eapons
T ype Range Attacks Notes
Bertha Cannons 24" 6 M ay re-roll 1's
Blaine Cannons 18" 14 Requires 5+ to hit
Slip-K M issiles 12" - Secondary W eapon
Anti-Fighter Flak 8" - Secondary W eapon
Abilities
Lum bering: M ay either M ove or Shoot

Ship Nam e Race Class Speed Hit Points Shields


Distinct Excellence 4 2" 7 8
W eapons
T ype Range Attacks Notes
Bertha Cannons 24" 6 M ay re-roll 1's
T hinker W arheads 18" 2 Does D6 Dam age per hit
Slip-K M issiles 12" - Secondary W eapon
Anti-Fighter Flak 8" - Secondary W eapon
Abilities
Fleet Carrier: Launch D3 Sharp Fighters per turn up to a m axim um of 16.
Lum bering: M ay either M ove or Shoot

Union of Excellence / The Union / egg heads (used for campaigns)


Campaign rules and Race Points (RP) is explained on Page 19 of Aliens versus The Robots rulebook
Advanced Resource Collection : Home World produces 3RP per turn.
Race Points Produced: 3RP per turn
Home World Fleet?: Yes/No
Home World Fleet: 10 Command Points
1x Paradigm

race UPGRADES (Campaign Only)


Research New Mining (2RP) D3+1RP produced by all conquered Planets

Rethink Battle Plans (2RP) Conquer Planet roll may be re-rolled

Enemy Conquer Planet actions must be re-


Defence Satellites (3RP per Planet) rolled against this planet

Build Shipyard (4RP per Planet) Enables Fleet production for that planet

Mobile Tech Ship (4RP per Fleet) Fleet has 3 Re-Rolls for the Repair Fleet Action

Stolen Intelligence (4RP per Fleet) The Fleet will always go first in Space Battles

All Secondary Weapons gains D3 base attacks


Micro-
Micro-Power Plants (5RP per Fleet) in addition to the Race Specific Rules that go
with that weapon.
The Home World and conquered planets will
Solar Mining (6RP) produce D6+2 RP each per campaign turn.

New Targeting Systems (7RP) All Blaine Cannons hit on a 4+

8
TO RESTORE ORDER & LAW TO A UNFORGIVING UNIVERSE

Race specific rules


Youre Under Arrest!
Any enemy ship may be captured by any Class 2+ ship if within 6 on a roll of 5+.
Enemy ships must have no shields remaining if they have any in the first place. If
the ship is disabled then the 5+ increases to a 4+.

Ship Type CP * 2-10 Interceptors may form a Squadron


Interceptor 1
* The Judge and Executioner classes are Class 3 ships!
Sheriff 3
Officer/Enforcer 5 * Choose any variant for the CP cost, choosing the
Judge 6 other variant costs the same
Executioner 7 * All Class 2 & 3 Ships may for squadrons of 2-5 ships.

Ship Name Race Class Speed Hit Points Shields


Interceptor Enforcers 1 8" 1 1
Weapons
Type Range Attacks Notes
Twin Proto-Guns 5" 1 Re-roll any 1's
Abilities
-

Ship Name Race Class Speed Hit Points Shields


Sheriff Enforcers 2 6" 3 3
Weapons
Type Range Attacks Notes
Pulse Cannon 15" 3 -
Abilities
"You're Under Arrest!": See Race Abilities

Ship Name Race Class Speed Hit Points Shields


Enforcer Enforcers 3 5" 6 4
Weapons
Type Range Attacks Notes
2x Pulse Cannons 15" 6 -
Defence Chaingun 6" D6 -
Abilities
"You're Under Arrest!": See Race Abilities

9
Ship Nam e Race Class Speed Hit Points Shields
O fficer Enforcers 3 5" 6 4
W eapons
Type Range Attacks Notes
Disabler Beam 15" 1 Disables D3 Shields per turn,
Defence Chaingun 6" D6 -
Boarding Craft 6" 6 Adds extra dice to Ability
Abilities
"You're Under Arrest!": See Race Abilities

Ship Nam e Race Class Speed Hit Points Shields


Judge Enforcers 3 5" 6 6
W eapons
Type Range Attacks Notes
Disabler Beam 15" 1 Disables D3 Shields per turn,
Disabler Beam 15" 1 Disables D3 Shields per turn,
Control Node 12" - See Abilities
Abilities
Control Node: All ship within 12" of the Control Node grants that ship re-rolls if
they fail to capture enem y ships when m aking a "You're Under Arrest" roll.

Ship Nam e Race Class Speed Hit Points Shields


Executioner Enforcers 3 4" 6 6
W eapons 6
Type Range Attacks Notes
3x Pulse Cannons 15" 9 -
Disabler Beam 15" 1 Disables D3 Shields per turn,
Defence Chaingun 6" D6 -
Abilities
"You're Under Arrest!": See Race Abilities

Universal Law Enforcers / lawmen (used for campaigns)


Campaign rules and Race Points (RP) is explained on Page 19 of Aliens versus The Robots rulebook
Law Is All: ULE/Lawmen can only ally with other ULE/Lawmen races.
Enforcing the Law: All Conquer Planet rolls can be re-rolled once per turn.
Race Points Produced: 4RP per turn
Home World Fleet?: Yes/No

race UPGRADES (Campaign Only)


Cease Piracy (2RP) +1RP produced by all conquered Planets

Send in the SWAT Teams (2RP) All Conquer Planet rolls hit on a 3+

Enemy Conquer Planet actions must be re-


Force Shielding (3RP per Planet)
rolled against this planet

Build Precinct (4RP per Planet) Enables Fleet production for that planet

Faster Engines (5RP per Fleet) All ships in the fleet gain an additional +2

Captured enemy ships during a Space Battle


Scrap-
Scrap-4-Resources Scheme (6RP)
can be traded in for D6 RP per ship.
The ULE gains a Home Fleet of 2 squadrons of
Defend the HQ(7RP)
5x Interceptors.

10
I would like to thank the following for their images and inspiration
The Game/Inspiration:
Attacks inspire by Axis & Allies: http://www.wizards.com/default.asp?x=ah/aamprod/products
AvR Rule Book: http://soviethybrid.deviantart.com/art/COW-Aliens-versus-The-Robots-157446045
Silent Hunter 3 (for the Silent Hunters race)
Ship Models/Images
Union of Excellence:
Sharp: http://soviethybrid.deviantart.com/art/UES-Spitfire-Fighter-
111363259
Archetypal: http://soviethybrid.deviantart.com/art/UES-John-Class-Frigate-
111363035
Touchstone: http://soviethybrid.deviantart.com/art/UES-David-Class-Cruiser-
111362530
Paradigm: http://soviethybrid.deviantart.com/art/UES-Goliath-Class-
Battleship-111362679

No copyright infringement intended, as these are mostly all created from my melted,
overcooked brain!

11

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