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iA pet Care ranean Bay Pools oa oan ae Pre Peis t ae Wa ics A oa aE jght ©1968, Sina e 2 7 a las ne (Nae Ear} Read This First “The rls to Dt Ye a ors by major opis artanged in he order in which they ocr pay of he pe Each uch major opi gen 3 sume and ram be few which i pen (wally) General ule ‘esrpion whch sommares the rl In hat Scion, Ties fllowed by meres araprsha cad Casts wich ve he pet [Sores Note that he nmberng othe ‘Cases dvimal orm othe major Sesion rum, Playes shoia xamine he map 2 ‘humer and then qucly ea hele (ite ‘it ying to memoria them) Ten he pe ‘ouldbestupioplayandatralrun” made Rules Questions: Should you hive ay aticuy mereeving ‘he rit, lease wie 1o SP, Basing your gue Minn so hat they fon be agate by 9 ie Sesence, word. ae number, You ment enclne$ ‘Sime, seradded’creiope We cannot fsarance a proper answer shoul you choos 0 Bone in your goeson (ihe gh person no {heaps avbale — and nce SP fas pubs ‘ndredaf gars, noone niuals paleo srt Rules eston ator or Dea Vee ark avene Suh Rewvane Y 1010 6.0 Movement and Disection 7.0 Commande {1.0 Laer and Particle Fire 9.0 Mlaale Launch and Interception 10.0 How to Use the Spaceship Loge 11.0 Beanarion [1.0] Introduction elaVeeis a tactics simulation of com tbat among spaceships inthe 2ath Century. ‘The game intended. for two players, alimough more may paricipoe in senariog devised by the players. Each ex om the Delavee game maps represents 2 volume Modo kiemeersin ameter, The game des 2 iwo-dimensonal movement system, Ihe “plane” of the playing area represents the ‘tipticolthesiarsystem in wich each bale eeu. Each. Game Turn repreente 15 ‘Dring pay, cach layer moves one of sore spaceship about he psroemap ving maneuver system that abstractly simulates the"laws “BC Newonian, mation. Each Spaceship is compoue of 4 Mull Wiha Yary- ing tumber of aached ods ach pos presen a system tha improves the ship's CSpabiiies in combat, movement and/or ‘ome other aspect of spaceship operations ach player comeols his spaceships by issuing Manever Commands (20 that the ‘hip may alerts vlochy oF Stetion of ‘movement) and Baile Commands (50 that Sreaposs and other stems aboard the ship Imay be prepared forse) A spaceships com. Dat abies inclage Jase Hie partcle bre, Four type of mises, and batiecralt (we: fran ‘Tight ratt launched rom larger hip), The atibutes ofeach spaceship are fecorded on'a Spaceship Log before bes hing play. During the eame, energy expend a, sles aurched, and damage cured bythe hip are recorded on he ship .0g ‘Deliavee isthe tactical space combat system for SPY's science Hetion le playing tame, Universe, Altrough there vl open Warfare in the vat harap inter empire SF the Dah Century (coniaet wih anther Spacefarng race has yet ta be established), there are many types Of legal ship rae land deputes among tel-gverning worlds These types of smal const forme Back. ound Tor the sesuroe in DeltaVee. Ine erste travel in Univer is accomplished Dy byperumping withthe ad of 8 pom navigator. In DefaVe, hyperjumpings ery {aeqsince alu bates oceur within the Sm Fines of a stat stem, wherehyperiamping Impossible Note: One 20sided dee necessary for pay ing Deigvee. When using the &e, alas Mreniarest 04810. [2.0] Game Components. GENERAL RULE: "The game components consis of these rues, inching chats, ables, and logs: four ‘Sdnieal game maps: sna 20 playing pisces. ‘One 20sed se nd pencils with erases ate 30 fequredin order to play the game CASES: of a Reragonal pid to teglanze the pos tions and movement of the paying pees Each hexagon ("hes") on each map has is fovm four-digit ideniy number. The sep ‘utrucioas foreach scenario desenbe how many maps are iil used and how they Ste paced in ration fo each other Each Map used a thesiart of scenarios assigned slater (A though), toaidin deploying the playing pieces Once play begins, adinional maps may be ded 1 the playing aren of taps may be moved to accommodate the ‘movement ofthe paying pieces (26.2). [2.2] The cherta nd cables are used to summarize and resolve certain game {anetions: These charts and tables include the Spaceship Atribute Chari, Pod Alrbute Chae Command Summary. Relative Voc fy Chart, Fie Result Table, Hit Table, Misite Aube Chart, and Misile Te: tevception Table (2.3 Playars uaa the Spaceship Logs to fecord the status of thelr spaceships, tlocraf, and mlalles uring he ‘course of play. zen player wses one Spaceship Loz for ‘each of i spaceships in pay. There are wo Typer of Spaceship Logs. Type 1s sed for Stall shipe, and Type 2 is used for large ips. The log weed fora parila spaceship Ssated inthe scenanoiositictons Potocopies ofthe Spaceship Logs must Be made for repeated pay ‘spacoships, bat that may bo used by the players. "The game alto inglader Velosiy marker, Planet markers, Asteroid. Feld markers ander game markers, 12.5] The apacoships, battecrat, and ‘missles aro assigned to tho playors by the scenario instructions These re types of counters are colle ‘ively aed une, SAMPLE SPACESHIP COUNTER 3) 'Al spaceship courses are ideas, ex ‘expt for an ideniying letter. The specie Toutes ofeach spacethip re dtaied inthe Seenarioistrtions, the Spaceship AC Tribute Chit, and the Pod Atribute Chat. “The satus of each spaceship during play fecorded on its Spaceship’ Lop. The a owhesd on each spaceship counter indicates the direction in which the spaceships mos ing Each spaceship counter must have 2 Nelociy maker under i a all times. The buck ofeach spaccahip counter i sed when tespaccihi' fore es ative see 7). SAMPLE BATTLECRAFT COUNTER > > ‘A batilecraft sx small, manned fs spacecraft that canbe launched from 3 ‘paccinp, Al batlerat counters are iene ‘eal, except fora letter-ndmber that iden. ‘ies each atleraft withthe spaceship "0 ‘which it belongs Forevample, batlecraft AY Stems baticralt of spaceship A. Theat {ributs of each baticeral ate Setaled 08 the Spaceship Autibute Chart. The stata of ach batieret during play is recorded on the appropriate Spaceship Lop. Once aba {erat as been launched, «Velocity ater Imobevnder tat all times Uni detected. Datleerat 5 kept ace-down. The owning player may alway inspect his unteveaed bal {eras the enemy player may no. ‘A. missile i a sel-propelled warhead ‘nat may be launched from @ spaceship with the requisite capabilities ‘There. are four types of misiles unguided. guided. tne Ualigent, ‘and MIMS. (Maltc-totligen! IMissie System, All mile comers Of 3 Single type are wenical excep foram denty umber (each golded mse has a ler fuer that ines it wth the spaces {rom whieh iis launched) The atebutes tach mutase detsiled on the Missle A Tebure Char and explanations follow. The status of launched mis isrecorded onthe appropriate Spaceship Log. Once 3 ise fae been launched. Velocy mater mus ‘be kept under inl the missle explodes of {S'moved off the saying area. The back of teach missle counters Rept face-up unl the isle detected by ts enemy player, > » Tageknd Miata. Once lsncied_ an unguided misile may receve Bo Maneuver ‘Commands. is wclochy is automatically i {rened by one each friendly Command Pras * > 4 Missle, A launched guided mise mmay be lasved Manewver Commands during ‘ach Command Phase in which the Ship i Seas launched from is sted 4 Command (0 onvol hat particular guided mise > unt Missa. An intligent missile ‘may be frued Maneuver Commands during (ch endly Command Phase > > MIMS, A MIMS is identical an ineligens missle except that itmay” launch for Unguided mies sll ducing any ONE Iniendly Fie Phase (see 9.9). After done so, Inisconsidered an telignt missile [2.6 A Valocity marker is placed undor ‘s8ch unit in play to show Ite current Seloety. SAMPLE VELOCITY MARKER 4 5 “The saluet of the Velocity: markers range {rom 010 9 and are presented In five enbinarons The players place and adjust the Welly markers under thee unis 10 Show each unit's erent elociy, NO more than one Velocity matter I placed under 3 Bogle unit at atime A isle oe ballecrat fat has. een prepared * not assigned 2 ‘locity markersntlinonched, Both player: may aways inspect the Velcty markers ‘reer allenemy and endly units, {2.7 The game markers are used on the jue maps and the Spacothip Logs to Show the status of verlous units. Pianet. Placed on the game map in aeord- ance wih certain seenafion Spaceshipe may Sometimes land ona plane of use ts gravity ‘ollioatertheship'svelocty ee 6 3) SStordance wih certain {Sievoidield presens hazard fo any ues entering een Gee 68) Ed ingly ce 10.9, Pre Energy Unita, Used on the Energy Unit ‘ack bf each Spaceenip Log 0 record the expenditure ofthe ships Energy Unis ve Fe Jumplsump. Placed 109 2 Spaceship that has een sed 8 Prepare ‘Tumpor lump Command see? 2), > Diteetion Reminder, Placed adlacent 10 2 Sint ihat ag completed a zigzag move in the few that the unt would eater next while Imaloaiing te atendedatetion ee 61), Randomizer Chit. 20sided die i te. guired to. ploy” Detave. Woe it aot ‘alabe,shese 10 chit can be placed inn ‘page, wise mouthed centaner (Such a5 2 bilge mugh Whenever a ral of the de ‘led for lily draw a hit o bain ae fesult, Alupyeretum a drawn chtto he con tr ting ts result 30a all 10 ‘chitsare always avaiable tobe drawn rom [3.0] Sequence of Play DeliaVees payed in Game-Turns, Each GamerTurn ie diided. nto sx distinc Phases, thee for each player. The payer ‘whose Phases in progres scaled the Phas Ing player All seions undertaken by the Dyers ina GarecTurn must proceed sty Eccor othe following sequence outline: 1. FIRST PLAVER MOVEMENT PHASE ‘Te firs player (as assigned bythe scenario insinetons) most move all ht spaceships, bate and mises curremiy mpay. Each unit fe moved 2 number of hexes equal tos curtem locity inthe direeion ihe ani ie pointing imaccordance sith the restrictions of 60: if a uni is moved co's hex occupied bya plant, he Phasing player may a the unit's veloc and/or dieeion (Gee 63) Ie. unit is moved imo 8 how 0 upied by asteraits, the Phasing player mast ‘heck for posible colision ee 64). Wt Iss ie moved Snto a hex occupied by a ‘Enemy unit ria rend nit ismoved nto "her vecipied by an enemy mise, the Inierception Routine must be conducted (see 3. 2. SECOND PLAYER COMMAND Paase 1 Dataction Segment ‘Thesesond ply ips over every unreveed enemy unit within three hexes of each of Bs Spaceships. Once an enemy units eveate, i remain revealed forthe reso he game b. Command Segment ‘The second player saves Commands 1 each oFhicuns All of his clipe spacesips, bat: icra, tligentmusiles, and MIMS may be eeutd Mancuver Commands, E4zho! Nt ulded missles may be issued. Maneuver Commands if the appropriate Bait Com: ‘mand fs nsued 1 the spaceship cooling the mise An unguided misile may be ‘ued ao Commarngs: however. the cure ‘locity eleach of hisunguided missiles must fos beincreased by one 3, FIRSTPLAYERFIRE PHASE Tie first player may conduc laser and pat ‘Bei and/or launch mises (vom each of Ihseligbe spaceships and baleca ‘The esl of exch aser ane panicle fre i determined immediatly, a cach ie declared. Each ounched mse places ina hex adjacen tothe spaceship trom hich tit launched. Each friendly baieeratt may be ued to\conduce one le fire (any) Each Teenaly Spaceship may be vied fo conduct a ‘arable numer of laser and parle vet Bnd to launch missiles, depending on the Capable fispods. 4 SECOND PLAYER MOVEMENT PHASE The second payer conducts the activites lean Prast 5. FIRST PLAYER COMMAND PHASE The frat paver conducts the actives sed inPhasea 8, SECOND PLAYER FIRE PHASE ‘The second player conduete the stiles Tatedin Phase ‘One Game-Tur is now completed and nother is begun. The players continue this Sequence uni one payer nas ule his se (4.0, Spaceships GENERAL RULE: “The I2spaceship Class from which the players are tsigned ships in DeltoVee vary Widely i sie abd quabiy. Each spaceship vail’ hol wih one to 12 arached pote, (Wate: The wo Terwilicker ship Clases are foncidered battecrai and do. not cay pods.) 1m addon 19th information hited For each spaceship Class an the Spaceship ‘Alibute Chat, each ship passe 9 sub ight engine bridge with aviation eqQip- ment, and living quarters for 2. crew every to Keep the rat nang. Foun ‘usivia concerns produce the spacestips ‘Terwilleker Spaceworks, Ine. manu. lures the TerwaickerS000, 5 hish-gualey tworperson ‘catty andthe. Termicker Fighter, an innovative adapavion of the $000 esigned for miiary ure. Blades Research Institute produces riltiary eof unce long-term contrat. The Danae, Sword ad Spear Cis sips 6 Harmonies, ne spcialisin tyre Ships for government and high level Cor porate ute. The Picola, Fut, 30d Clerinet Fepresen the 1p of thei ine ‘The Corco Group manufactures age line of commercial vaucs alten sachfcing per formance for economy. The Gamma, Zea, And Mu Clase are wei sted for anspor) 4 insaferegons. The foraisdesgnedtoappesl to merchants werkingin dangerous aes CASES: [6.11 The Velocity Rath maximum chenge In vote Sacehip may ma “Thus, a Sword Class ship may increave ‘or decreaie ie current velocy up to Tntee Tevels Ina single Command Phase, while 8 ‘Speor Clase sip may incrente Or crease is current veloiy by only one level in single ‘Command Phase 1421 The Maneuver Rating i the. ‘maximum number of Maneuver Commands that may be issued to 8 spaceship ina singla Command Phos “The actual numberof Maneuver Com- ‘mands that may be sed 10. stpeauals is Maneuver Rating mins itscutrenveloey. ‘reroll numberof Energy Unie ship begins the game with le eprciened by He Energy Capacity Each himeashipis reed {expend an Energy Block (see 73). 3 ‘umber of Energy Unis equal its Energy Burn Rate ate expended. A. ship that Dossesses an enery pod has Ad exra Energy Unisaribestar orpay see8.6) 'A Cass 1 burster may be used 10 con ct Iserburt only. A Cast 2 batter may bevsed to conduct lserburts or laser ber ges {451 Nine of tha spaceaip Clason ae jored, es a defonse againat enemy and pertcle tr ‘lass Parmar provides mote protection shan Clas I armor (ee 8-8) Thee ship (Cases possess no armor a al 46] Five of the spaceship Classes Douboss a force field generator, 88 © ‘Satonse againat enemy misalla [A-Class 2 force Feld provides more pro- {gctign than a Class 1 force Held (ee 9.8, Seven’ ship Clases possess no force field enerator ata [8.7] The Civ Lovel of # spaceship Claas ranges tom 6 to 8. “Ashi Ci (Cuiiztion) Level may af {ect the peormance of certain pods attach. ed toi. Civ Levels teprevent the sophistien. lon of the ratrate and. equipment that make up te ship” Ata compargonscurent technology (19804) just under Cw Level {Tne etfectivenes of the Targeting Pro- stam ikexpresed asa modifier applied to rhe ‘eda veocty ofthe target ship and the i ‘ngship (see 8.3) [4.9 the Spaceship Attibute Chart scribes the specific charac ftech apeceship Cl [5.0] Pods GENERAL RULE ‘A pod ih a compartment serving a specifi fanexon that is mtached to or encos. fina spaceship, Each spaceships assigned 2 variety of pods, im accordanes with the Scenario being played, The number of pods a Ship postesies snd the natute of those pods in Defoe distinc Al the foute Chart, Adsiional properties of erin pods arelisedn 6 CASES: [5.1] Hunter, ight waspen. heavy ‘weapon, and arsenel pods may fre rar and partcie weapons and launch mission. ’ll for ofthese pods may ire aser and parile burs and barrages (se 8.0). The umber esses of he fou oes Cungu 4, puided, intelligent, and MIMS) each pod ‘airin ie lted on the Pod Atribate Chat Ceviainmisnies require Bathe Command in corde tobe launched (se 9-1) No ther pods ‘may be used tocther fire weapone or nuneh sis, {5.2} The number of Bate Commande ‘player may anus to.n ship ina single Command Phase is aqual to the sum of tha Battle Commands provided By each ‘lighte pos. "The lighi weapon, heavy weapon, and srsenal pods each contribute one Balle Command to the ships tral. ‘The battle ommunications pod contibutes wo Bate ‘Commands othe tps oral. No ares pods ‘oninbute Bathe Commands [5.31 The Civ Laval of» ped may affect the functions it parforme ‘The Civ Levelof a pods reduced by one it cis greater than the Civ Level of the Spaceship to Which is attached. Also tlee toa, [5.4] The Tergoting Program atfects ind parele fire conduct the pod Bee Band 8.5. The Targeting Program ‘modifier forthe bate communications pod I Spied ro ie from anyorhere on te ship “Targeling Program moaiien in ther pods appiy oie from hat pod ony [5.5] The hunter, ight woapen, and ‘iaales during the Iwan Fire Phase, “The arsenal ped may be used 10 fre oF launch wo of isweapone or msl during the’ tiendly fire Phare. The battle com ‘munications pod allows one aditiona fre Selauneh ase 8). {5.6 The folowing pods possess spaciel arvibutes net lated on the Pod Reeioute Chart Battle Communications, Allows one extra Site ffom any. one pod ex burster on the Spaceship during te Fienaly Fie Phase. The Der may conduct Active Search mote ef. Fesively ftom the pod (see 7.4). The 902s ing Program allows a modifier of for any laser or pace fire conducted from snywhereon esp ‘Tractor Beam. Allow: the player to sue Maneuver Commancs vo anathet Iriendly or enemy spacesnip oF batleeralt daring hs Command Phase asithe controlled nem ‘The player us ine a Bale Comman to use the Yractor beam. If he ages ton n Cie Level actor beam may be used fine one Maseuver Command to any one unt within ou hexes ofthe ship withthe racor bea ‘A Civ Level 8 tractor beam may be used fisse mo Mancuwer Command 19 any one Ship hin se heres ofthe ship with the {oc beam A Irator beam may nt Be used to Isove Manewer Commande to an enemy or Irendly misle Each Maneuver Command ‘Swed by using a tractor beam fequies the Expenditure of 3 number of Energy Uns qual to rwice the Energy Burn Rate ofthe taroet nie’ attacratt. Contains one Terwilicker-5000 oe one. TerwilickerX (as specitied by the Seenario) that may be launched from the fpaceshp. To faunch. a batlecralt, Bate ‘Commands must be issued in ta irendly ‘Command. Phases (see 7). Once bal Tecratt has been auched 143m is pod, ts treated as any other spaceship. However, 3 Separate Battle Logi or used: the requisite information foreach bata lst on the "mother" ship's Batile Log. bat Meeraft may be relvened to he ship fm Which twas laonched (onl) dung any Command Phase in which the two uns © Eupy the same hex, have denial veloc, Snd are pointing in the some direction. these requirements are my the baller Imay be docked in its pod by suing Rendessous Command, Each” baecraft begin ply with 15 Enerey Unis When ins ods a batlecratt may repice expended Energy Unis by drawing from the soply of Energy Unie aboard te shapy no Command Isvequvredta do s0 see 10.4). Standard Jump, Augmented Jump, and unter. 19 sevtain scenarion one or both players ay remove a ship wih 9 jump pod Entry from pay whi i etiee than being ‘enroped). Omerwte, jump pad has noe fee on play, Ses 12 for dete A hunter pod contains sondard jump engine Energy. Contains 144 additional Energy Units A ship witha energy pod expends a the Energy Unis inthe poe before expencing Energy Unitsinitebulh [5.71 The following pods have no attect Spaceehip may aid 8 player In tulling fia Vietory Conditions ‘Cumuryexbinstandaed cabin, crew, a vanced’ medical biowesearch, sandal argo, buffered cate living cargo, lander, Survey, tobot_ and eqvipmenc, explorer, ‘scape/EVA. Each of there pod may have Sn Armor Rating ranging (Yom O'to 2, as tpeciied bythe cena. [5.8} The Pod Artribute Chart summarizes the properties of al he ods that may be weed during, fhe gan Seechanisand ables [6.0] Movement and Direction GENERAL RULE: ‘Durag a player's Movement Phase, he ‘aust move each and every one of his sips, Bauer, and smiles Curently in play ‘The number of exes each bit mst be mare 2 determined by its Velocity marker TRE Sirecion each unit mast be moved dete mined bythe dretion In sich the uni pointing, The player har no choice vn the ovement of hurts during ie Movement Phase Exception: See6.). PROCEDURE! "The player moves hisunits one atime, inany order he deste He move each ug umber of hess equal 1 ss curren! veel. Ech unit moved ina straight in, inthe Greevion in which ies pointing. Whe the ‘move i comaleted, the unit should point in Thesame rection nite destination hee CASES: [6.114 unit may point in one of 12 divectons no Roo 1, 2 ° a ° 4 t 7 8 8 This is shown by exiening the Unit markers arrow toward a hex sie or a hex omer. These directions may be equated 10 ‘heuonbers ona clock face Ne scintmcceet sso 1 unit that 6 pointing towards a hex ‘come moved an 06d number Of exes. 2 Direction Reminder marker shoul be paced inthe hex inimediaely aead ofthe units Final poston the move ue he Reeth unit would occupy ste lengih of is move rer one hex mr), This reminds the players Shieh vigsag hertow the unit should Be moved thvouph in its text mover 20 that "SMlppage™ of the unis dvection 10 either side will not occur. A Diteeion Reminder marker has 9 efecto play (except 10 Te tind the player ofthe viits proper dies Son) andi remove when he paver chanaes ‘rettion “The players must make sure that the ‘rinttion of exch unt always cleary ev Bent When more than One unit oeeupies& ‘Sngle hen, speci care mos! be taken to show the cremation ofeach anit The direction 3 ‘unit pois may be changed oly during the ‘Command Phase (Exception: See6.5) [6.2] When a ship of batocratt| ‘irectad to move off tho maps ‘which the uate wil ext ‘This may be done whenever necessary, as long a the feistive postions of al units fnd merkers inthe game remains the ss me Ahem pacing anew map, make sre athe Drege pattern Is propery aligned wi the ‘ther maps. A mice tats irectesiomove {TT the map i removed Irom plat a maps ot specaly positioned for {6.31 A unie with » are Velocity marker I not moved, "Aunt whoo a Velocity marker tha is stacked with 9 ship (such as an unlaunched Inisile o battcea® moved with the ship land has noeiTect Gn the ship’ movernem. {641 A unit may be moved into and {hvough hewee occupied by enemy or ‘wiendly units, "The Interception Routine (ee 9.6) i¢ conducted when a missles moved intowhes ‘eeupied by am enemy unit any poi du Ing is move, or any unit moved io 9 trex occupied by an enemy sie a1 any ‘point during ts move, Theres mo init Ne umber of vit tha way occopy ingle hex [6.51 Tho Instant a apecoship or “The number of Mancuver Commands the unit may receive is determined asin. Such a unit may immediately receive the Following Maneuver Commands only: Az {serate, Deelerate, and Direction Change, ihe rsiictions of 7.2. However, the Uni’ curren velocity may not be reduced ‘below 1 in tis manner (bor may be during the Command Phase). A vait expends no energy for Maneuver Commands received at 2 esult of entering planet hex unis eurtent locity altered upon entering planet hes, the number of ‘exes the um has alveadyavered 1015 move if subtracted. from the uni’ new ‘elosiy to determine the number ot exes he Unit must now be moved (ins new dive tion, i also ered) 1 his number & 0 oF Jen, the unt moved no farther (ie rematas intheplanet hen. ‘A anit witha correntwelociy of hat ‘occupies a planet hex is considered to be or Sing that plane, and need not be moved ‘using the Movement Phase if tne coreat velo of a streamlined spaceship or batleral ina planet Ret is reduced ro during the Command Phase, the Uni i eonldered to land on the planed ing the "immediately allowing rePay Movement Phases When this occur the Unis Velocity marker is removed sd the ‘nit temas inthe planet hex faethe 1e- mainder of he game. The uit may ot be Us (3 for any game functions Put 01 con. Siered destroyed. "Absit That ik not ‘Sreamlined may nolan Ona planes, "A misle is aavomatialy destroyed upon entering plat hex [6.6] When a anit moved into a hex ‘Sisen an asteroid exis entered, the nits mavement is sterrupied seile the [pUyer rolls adie f the de el is less han requal a he curren velo ofthe oot AE ity an asteroad. The player mest hen Sse the Hit Table aif he unit had jos been hit by enemy fre (sce 8.7), However 2 ‘niin obtained from the able ‘Sconsideresa nocffet est [6.7] No Energy Units or Energy Blocks are expended during the Movement Phese, Energy is expended during the Com sand Phaveand the Fire Phase {6.8} Undor certain conditions» ahi ‘may conduct s hyperjump during the Movement Phese- ‘Wena ship does s,it simmediately ‘removed rom ply. Se 7.2 for deal. (7.0) Commands GENERAL RULE: Each player sues Commands to his uni during hs Command Phase” A player may sue Maneuver Commands 10 al is Spaceships, baecat, and mses (except Unguided isl) in'ply. A player Tay ite Baz Commons a hi soacei (only) shat powers the requisite pods. The fhumber of Maneaver Commands thal may be Teed 10. unit in a single Command Base equals the unis Maneuver Rating iminvs ig current velocity. The mumber oF Battle Commands hat may be issues to a ‘Scactshipina single Command Phat equals ‘he sum ofthe Battle Commands roviged DY theships ebb pows PROCEDURE. “The Phasing player ses Commands 0 cach of gunna n any ort he Gdesites. Por each unit, he calculates the ‘number of" Maneuver ‘Commands it may receive 9nd then haes ‘hse Commande 10 "he unt by performing the appropriate func. tn tstedio 7.2 (fhe gms tea spaceship, Be ‘aloltes he nurther of Battle Commande ‘may teceive and isouce those commands 10 ‘he hip by performing ine apprepmate lune. hone Usted 7-4” HE then record the re Quite expenditure of Energy Blocks (i the {ost isa spaceship) or Energy Unie is bat Ucerattor amis). CASES: [7.11 The number of Manouver ‘Commands Issued to 8 unit ina single ‘Command Phasa may naver exceed the ‘units Meneuver Rating. 5 ‘The munber of Manewer Commands 9 sit may rece fhe vase by sc Fenty Tha, faunic wih Maneper Hara of F nad curren veoguy Of ould ony resive three Mantover Cont mands Exception: suit rcuren vein tyequalsoreknec tte Maneiver Rating. he hitmay be nou one Decne OF AC ‘hrateCommand on No Maneuver Cotman maybe issucd to.aspacship at pouesseen Prepare Sumo fr harp marker or tha has a7 perning fore fia No Mancuve Command nay 0¢ fsocd fo a guided male uns the ap bropriate Bale Command j ned to Ihe Sateniconttiog emis e 0) An iguded ile hs ne Maneuver Ravog Sanday not be ised Mancover Com funds However, dating each Command Pace he caren selocty ofeach of the Phasg payers ungsid mises mos Be Ines yon player ienot equited tise aship is ‘maximum numer of Maneuver Commands However, Manewver Commands may nt be Taner from one unto ana or 8 amulated (tom Game Tun o Game Turn ‘These resricions apply o Bate Commands wal 1721 An aligibie unit may be issued {ollowing Maneuver Commands Accslerats / Decelerate, The Velocity ‘marker of the unit is changed fora market fe greater oles ip value Thus, 03 unt wins eurentvelocty of 3H assed an Ac {elerate Command its Velocity marker sex hanged fora 4 Velociy marker If he ont sree sued @ Deceerate Command instead IRWoold receive a2 Veloey mather. Assom Inga unit has the requisite Maneyver Com- mands, it may Be sued any number of Ac. Crlerate or Declerate Commands ins single Command Phase, uptoa oumber equal ots elociy Rating Direction Change. The direction that the nit pointing bs allezed by one postion ((fom' heuigevo an adjacent hex carne, oF from a hex corer 10 a adjacent hexsi30, ‘Assim a nit has the regunite Maneuver Commands, itmay be issued any namber of Direcion Change Commands ina single Command Phase Weave, This Command may be issued 10 Spaceships and batecraft only (Oot 1 iiss) The unit i omedioh'y moved 10 Any adjacent hex. The airs vlocuy aod fvetion are not changed (unless aaaitional Manewver Commands oe Sates), Only one Meave Command may be issbed 10 a given Unit in a singe Command Phase. A unit may ot weave nioan asteroid hex or planet hen Prapere Jump / Abort Jump / Jump. In eta scenarios, a spaceship with standard Jump pod may prepare for a hyperiump Sway from te playing area. Prepare Jump ‘marker is placed atop the ship. In he fallow ing trendly Command. Phase. the player must sea Junp Command tothe ship (he Prepare Jump marker 1 flipped Ore?) issue an Abort Jur Command to the ship (Ge Prepate Jump arkers removed). 12 Sump Commana issued othe ship. must te"removed from pay In the fllowing friendly Movement Phase. A ship with 38 augmented jump pod need not be issued a Prepare lump Command requies nly 2 ‘Jump Command (place a Jusip matter atop shemip A lump Conan may not be tue toa sip hat hasan aetive Force ela (a Prepate Jump Command may be sued to Sich tio) 17.31 The aumber of Bore Commands lHaued to 8 spaceship may not excoad mont provided by its ‘igi pods. ‘A light weapon, heavy weapon, oF arsenal pod each llow a ship to recive one Batlle Comunand. A bate commanications pod allows ship receive two Balle Com ands, Thus, 2 spaceship with to heavy ‘eapon pods and a bale communications od could receive four Bate Commands ina Engle Command Phase, The numberof Bat the Commands a soaceship may receive Bas no effect onthe umber of Maneuver Com mands may reece, and vie versa, [7.4) An eligible spaceship may be ‘aued the following Battle Commands ropare Misi. [f3 spaccthip has a ight weapon, heavy weapon, or arsenal pod, Ihe Phatng player may prepare a missle for Tauren by placing the appropriate mise counter (without a Velocity maker) Jace ‘down atop the ship. Consul the Pod A feu Charo find whieh pode may launch tosslesand which those sss require a Prepare’ Missle Command. A. prepared msl may be launched in any subsequent Tendly Fire Phase (se 9.2. Assuming 2 Spaceship has. the: requisite Battle Com ‘ands, it may be issued any number of Prepare Mise Commands in sngle Com: mand Phase. Howevey, the maximum ‘umber of prepared isles the ship may, {ary alone time sited tothe number of ‘isiecarrying. pods ibe ship possesses ‘Thus, ship with two heavy weapon pods may cary no more” ihan” 0 prepared ‘missiles sa ie Untila prepared missles ismoved wis shipand has nd ctiesr onlay Control Guided Misall. The player may ‘eeve. Mancuver” Commands fo) guided ‘site previously bunched fom the Spaceship By sauing the spaceship one such Battle Command, tne player may immediate- Iytsave any nimber of Manewer Commands (Guin the restvitions of 71) to one oF the Ship's guided misses cureniy i pla. Active Search. The player may fli over ‘very enemy uni ha is currenlyunreveged ‘wihin shee of the spaceship 19 whieh he FR isuing this Command. This range is counted by inctoding the enemy uA’ hex ‘but mothe searchingspaceship'shex. Oncea {nis Dipped over it emaine revealed for the fest of the gare. The spaceship 0 ‘which an Active Search Command sued Dosseues ‘a baile sommuniealions od, very inverted enemy unt within 10 exes Fipped over Note: Active Search should not be confused wilh detection, which oecbte automaticaly atthe beginniag of the Com and Phase and does not requte a com mand. Propare Bartecraft. Ifa spaceship has a ‘atlecrat poa containing 2 Bateeaf. the player may prepare the atteraf foe aunch by "placing the appropriate. batlecral ounter (without a Velosty mathe) Tact ‘down atop the spaceship. The batlscrah maine sacked ith the spaceship (and ‘moved withthe sip) vt the payer sues {Eunen Batleeraft Command a the sip any subsequent fnendly Command Phase ‘ounch Bacdscraft. The payer may launch alpeepated batlerat (that 2 ater placed atopa spaceship ina previous fenaly {Command Phace) by placing the batlectalt In any hex adjacent to the spaceship. The DBatleratt must be assigned a. Veloety ‘marker equal o, one estan, or ne greater ‘ham the erent seloly of the spsesiip. Exception: A baieeraft must be nunches ‘tha. minimum velociy of 1. The bt iecaft must be pointing Inthe same dice in thatthe ships pointing when launched, for one of the two adjacent directions of fiber side (hus, a batllecrart may be point ing in one of ie directions when aunched) [Gurching a bateralt docs not require rhe xpenditute of enerey fom the involved Spaceship orbatecraft Rondezvous, If rend spacestip or ba {erat occupies the same hee a a enemy oF Itsendlyspaceshporbattzcatt,heiwo my Dedocked together However, the two unt ‘st have dential velocities nd ust point ‘nike ime direction. Ths Command sused twhen a player wishes to dock a batecrattin Theship from which wat iauncned (ce 5.8) for hen 8 player wishes f0 dock wath an enemy ship to fli requirement sted in Scenario. Two spaceships that ate docked togeiher ute one Velocity marker only. Dor Inge Command Phase, the Phasing player may ive Maneuver Commands 10. oth Ships asi hey were one [The expendiare ‘of an Energy Block is equited, a number Of Energy Units equal tothe Energy Born Rate ‘of bah spaceships combined expended. In Thisway oneshipmay tow" another ‘Tractor Boam. If 3 spaceship has a racior beam poo, the player may acwate is tractor beam. ‘The player hen sues. Maneuver ‘Commands 18 one other spaceship or bat Tera explained in 5.6. A single tractor beam pod may only be issued one Command er Command Phaseand doesnt remain as: Fee trom Game-Turnto Game-Turn, Activate / Deactivate Force Field. If» ‘Space poses a force Feld (Clas 1 of 2), itmay e seated by Ripping the spaceship ‘ver tats forctild side. When ata the force field provider protection against ‘nemy mises, but no aglast enemy laser ‘or parle fe. Furthermare, the only com: mands that may be sued 10 a ship with {etve force eld ate Prepare Jump, Abort Som, Prepare Missie, Active Search, and Prepaie Baecrafe, A missile may 001 be Tenehed (out let and parile fire may be ‘conducted from a spaceaip with an active Force fed) An ative free field may be dae: tiated by Mippie te ship counter back 10 ismormal side. player may attempr 10 ac tivate the force Geldof asp that has Been bmereeated by a misllea the moment of rercepion (ee 9.8). I ov us T] susua efeo ois 7" 9] s T] ma <=) *, | oo 1 et enone Tworuive v t zt 1 0 3 t 1 mE i T 1 SOVELLING ADUANA I 3OViLLINA ADUANA L 1414 \ Hat I ery POT sw i ft mm _] . . a | t ‘sx0018 ADUaN ‘sw9018 ADIN t | t imal | _| STUSSMINTOTTELNT I SSS INaOTTRLAT [ i} |e 7 | de © - iz | 1 tt | |_| ie mir [ Zz [ |_| se [ z [ EEE) [| Jousea | [ [|Z] suai { >oea Z| st008 i im fone ime ion» ‘smusswasaino sass ‘smusswazaina-ssussiw @30INONN SuNaWLYEWOD C301 DNN 'siNaWAtvaWOo say tuum a Zo owe “atsen amend aonneun ‘A120108 a suey cryenonas, “BLATa cuneeees L4N 901 dIHS39VdS 339A VL790 L4N DOT dIHS39VdS 339A VL79T [4.9] SPACESHIP ATTRIBUTE CHART Toa ature veer onant O88. ob CBbb: eo EEE, currant Velociy of Fring Unit ‘BATTLECRAFT e wr'oi 203 4 6 6 7 6 8 Terk 60 YW Ue aa ca ae A PER nanen er | Mae cracestre ere ee) 1a epaceneree ee mo area eee feet tab owe fare ATE0E aemeneatRa ee cm tio mw twits ¢ 1s 99 wan nt ea See ANS EAD NSD ‘At heveociy of bamunss0, hereaine eos Corco Zeta 61 3 0 SNo} 0 O 6 i Coote 325 NOT 117 ao ee peso 1, sara any Se oa es ‘Theta eect fechas seen ld pee aaniaabeie homey [5.8] BOD ATTRIBUTE (8.7) HIT TABLE PEL P| OS one a bibs PEG 1 CBI 7 Tatton, ae Se 2 0 a REY Cee ee, Light Wospon Yes S# 30-0 «1 «& -2NO- 1 1 treat a no hit Heavy Weapon Yen 6 SI 17 4 1 2 2 eda, Engine 1 te ani Arsenst Yes 8 7 S21 8 -4No - 2 2 is destroyed. - ee 9 Face Pe poss ee eee ||. ee (SOAR GKONCCOMOSCMMNMMES || ¢ ranean Tee || it core Renan to mmm ex ome || fear — ee || i canean eee ee ee al raion sian ete cent 2a ce nate (8.6) FIRE RESULTS TABLE users “GH wyecotrre 01 23 48 67 88 100 1246 (9.5) MISSILE CHART a ce cE OD SOO 4 a umernge 5 6 7 6 6 4 3} bee ree ee eee SANE } ore mas eee ee rae Bli?i? S Sie eae he a br 60 tas 6 ore (D7) MISSILE INTERCEPTION TABLE Ras eevee SR 0 2 eT EE Tp imcmpiectrmomee B]726s oe ee Bliss PEA eaten JTS MRE ACN emmeaooeats ee (7.7) ENERGY EXPENDITURE SUMMARY Action Situation: Energy Expendivre suing mote than 1 Acseeratin, Oeeleration, of Drscion Change Maneaer Commang per Poses t Energy Blot Uf specs, 9 Emery Uni benera Mise Mayeuier:1 Emery Unl per Maneuver Command Weave Commanc: 1 Enemy Block spacehp: 1 Every Unie if eres Actnale Sree foc ls 3 Ener lot Use Tato. Beam: Egy Unis equ twice the Energy Burn Rate or ‘are unlpereah ManeaverCoamond ote: The Delo tee counters ate reprodue cere 10 aid players in feplacing lost oF Gamaged couners Replenish Ranlecra energy lsc: Number of Eneey Uns needed or (hare upto mesimum 1 Maneater Ooskea Spaceships: Energy Uns gual 10 sum of both shi Every Burn are Pate Burs 1 Eneey Uni, ater marge? Every Uni Pate aeage:3 Ener Unt 1 Engine be Damaged: 1 Energy Block per ech ond every Maneveer Command {nergy Po Damages: 10 Every Uniseoch Command Phase 1 Eneny Pod Detoeds Toe! Emery Uni expended immed In a © Oe am a aed, Ou a oi at 556 565 14 rad - g33a3339311 - S6s553333 irs DELTAVEE SPACESHIP LOG Nr. 2 spsceshiptame Velocity Rating Maneuver Rating. Breer lesa __ Force FieldClass Target Program Ne ofFee COMPARTMENTS oy “mses ‘GUIDED MISSILES INTELLIGENT MISSILES rodit Posi ENERGY UNITS odie ENERGY UNITS srige wine r Fore Fie Post voi} | Pot Pod 4 r- [- Se Pods Poa 6 Pot r - 7 ross |_| Mims eoas |_|] Pot 0 | T Pod tt roan |_| f | enesar| | ENERGY BLOCKS unr] 8 1 2 3 4 s| 6] 7]s8|9 |] 0 un] 2} oa fuw lias | 17.3} Aunit must expend Energy Unita ‘¢ Blocka when lanuod certain Commands, depending on the ‘ype ot unit "The expendivuce of Enerey Unis a Blocks is recorded. on the” appropri Spaceship Log ee 10.) “© spaceship must expend one Energy ‘Block aed a BatUacralt mus expend one ‘Erery Unit when issued more shan one ‘Accolarste, Decelerate and/or Direction Change Contmand in'9 single Command Phase: Regardless of how many of these Commands. (beyond one) 4 ship o bale ‘iecratt receives fo Command Phase, only fone Energy Block or Units expended A Spoceshin or batleral tht ceseves only ‘one ofthe above Commands inasingle Com ‘mand Phase expends no energy (although it ‘ay expend energy as a esl of other Com ‘mands receives) 4 spaceship must expend one Enetey Block and a battocrate us expend ont ergy” Unt shen irued a Woave Com: ‘mand. Ths expendite in adetion to any ‘hat may be required for other Maneuver Commande A miaala: must expend one Eaetgy Unt ‘ach ime tis ised Mancuver Command. ‘Thus. ifa mise issued two Accelerate and cone. Direction Change Coommands, three Energy Unis ae expended +A spaceship must expend one Energy bloet when lemued an Activate Force Field Command, A spaceship that vse ts tractor beam rou expend a numberof Eoerey Unis equal Tovrice the Energy Burn Rate ofthe ship of tastecra to whch ii wing & Manetver ‘Command, This expenditure must be made foreach Maneuver Command isved (0 the target uni unit ha issued a Manevver ‘Command throughs actor bear doesnot ‘expend entgy for that Command. * During the Fire Phas, a spaceship or bat Tecraft mst expend Energy Unis when co ‘ucting a laser barrage, a particle burst, oF & particle barrage (sce 8.2). (2.6) ut shat han oxpandd ale ‘names of evary Command that & player ‘may possibly lasue to 8 unt. ‘seechartt and ables (8.0) Lasor and Particle Fire GENERAL RULE: During # player's Fire Phase, he may conduct ler and/or parizle fie against ‘vealed ad unceveaed enemy uns wa all Is eigblespacecrat and batlecral. There ate four types offre: laser bursty a laser Barrage a pasele bust, and a particle bar- rage, Sooceiful fire may result in a pod 0° ‘ther part of enemy unl being damaged deter, Fre may be conducted in any PROCEDURE: ‘The Phasing player declares and resolves each fte one tt tine. Al fies con Acted from one spaceship of batecratt Imost be resolved before conducting. Tues from another spaceship of batleralt, Fot tech fe conducied, the Phasing player Undertake he flowing step, inorder, 4. Declare what type of fire is being con- diye, from whete the fie is coming, and Sebi enemy spaceship batlernt orale Ithe varget ofthe fire I necesary, note the ‘expenditore of Energy Units on’ the ape propriate Spaceship Log 2. Determine the range in henes fom he fit. ing ont tothe target unit. Range i counted by inching the target unis hex and al exer Iving between the fring voit and the fargetunit bur not the fring uni'shex. 3. Determine the relative velocity of the wo Sait using the Relative Velocity Chart it recesary. Subtract the Targeng Program Imodlfer ofthe fring unit fom the eave Celoety and then ad the modified restive \elocty to the range to determine the Tare! Value 4A. Refer to the Fire Resuhs Table, crus: feterencing he proper Target Valoe column With the row matching the type of fre ‘eelare to find the it Chance, Rol the des ifthe die rel iese han or equal tthe Hit ‘Chance, the arget may have Dee hil, Peo zed to Step 5 If the de rents reater than the Hit Chance, the ie has muss he large andihis procedures concluded 5. Roll the die again and reer 10 the Hit ‘Table o determine whieh part if ay) of the nent ni has been hit. The on Phasing Blayer most immediatly apply the etfets of the bio thetarget unt CASES: [8.11 The pumber and typos of fires » Ces of fe burator and the ateioutes, of ts pods. ‘A Claes 1 burstar ona spaceship or bt ‘erat allows one laser Durat each Fire Phase * A Claes 2 burator on a spaceship oF bat ‘erat allows one tase burat oF One let Dareagacsch Fie Phase. A hunter, light weapon and. heavy ‘woapon pod each alow ane fie af any pe {er one mile launch, sec 9.2) each Pree Phase + An arsanal pod allows 1wo fires of any ‘ype (or one fie and one mis loch, oF (Wo mise launches) each Fue Phase. +A bettie communications pod allows ‘ane additional fre of ony type (or one a6 tional mise launch) from any of he above cligbleltemseach Fue Phase All these items ate cumulative, Thus, a spaceship with two light weapon pods may be ‘ted to conduc ther Gre each Fire Phase (one from is burset and one from each ‘weapon pod) I the ship also possesses a bat. tle communtations pod, it could conduct ‘one adailonl fre fom its bustr or ether Steapon pod (or ota of four fies per Fre Phase) ‘The number of fires a spaceship may ‘conduct in a Fite Phase should not be con fused with she numberof Battle Commands the ship may receive o'a Command Phas. Fes may not be conducted inthe Command Phase, and Commands may not be ssved in the Bre Phase {8.2} A unit that conducts any type of {ira except a laser burst must expend ‘one or more Energy Unita ‘A’partcle burt costs Energy Uni, a laser barrage cont 2 Energy Unis and e Dertcla barrage costs 3 Energy Units, The {xpeoditure of Energy Units recorded on the appropriate Spaceship Log (se 103) [8.3) The ralative velocity of the fer ‘uit and the target unit fe detarmin by comparing the direction and currant olocity of each unit Se rete Depeoding on the unit's reative dies. tions, one of the following statements il direction asthe firing tit, of a9 adjcent ‘iestion, heir relative velocity equals the {diferencebetcen incircorent vio, 2. Fhe target units pointing in the opposie direction nu the Ging unt, ota diection ade Joceni to he opposite direction thei teatve " 2 locity equals the sum of theit curent 3. foe target units pointing in any ofthe Six ireions nat covered in the above > Statements, cefer to the Relative. Velocity {Chart and crose reference the current elon ty af each unit on the chart find tele Fetave veloc Example: The ring unit has a velocity of & Ande target unt hava velocity of 3 het ‘rections apply tostatement I, their eelanve ‘elocty 31 heir diretions apy ta state tment 2 thew relative selocly I ther ‘isle it mast be” atop the lavrehing Spaceship at ihe Beginning of the Menaly Fire Phaze, of must bea ype of mis that ‘eed no be prepared "Thus, st a spaceship wiih two Ugh weapon pods busehes two mists in a Fre Phase, it may conduct only one addtional fire thro is burster, Also see 81. The launch of mise does not require the ex pendiure of energy by the missile or bythe Funching spaceship, Speceship Log. THe chooses he counter that matches he chosen mise type snd. 9 puided mise ‘whose Wdemy Teter matches that of Ne Spaceship from ‘hich Is being launched He then wries she timber ofthe po from ‘which being launesed andthe hem umber of the missle ip fre fst unused oda box for that missle type a0 the ap Droprate Spaceship Log. For exami. if [ulded missle A.03 were launched (om @ Ieavy weapon pod (assigned pod 1). the Phasing player would wie 2/9 i the first “unused Poa box ofthe guided mise see onolSpacahip A Los. {9.4] A misaila ls aunched by assigning ta Veloctty marker and placing I ace- down ina nox adjacent to ine Inuinching speceanip. "Amite most be awigned » Velocity smasher equal, ome greater than, 2 ne less {how the current welciy of the spaceship {rom which t's hunched. Exception: The Ina velocuy ofa mse st beat east “The hex in which sie may be saeed ‘andthe direction im whieh the missle may point ae resriced. The following iasrame Brow "Sil posible missile placement Diagram cused helaunching ship points foward» hewise, Diagram D's used sit Doins toward a hex corner mise may be placed in any hex shown and, thin Ret, 13 ‘may poet n any direction indicated by amar ‘ow radiating rom the hes, biaGram DIAGRAM (¥| {A launched mille may not be iiialy placed inthe hex occupied by the Launching Epaceship. More "han one missile may DE Ifunchad imo the tame hex Soch mails ‘may be assigned identical or diferent die Honsand veloc. {9.5} The Velocity Rating ating. end Energy Uni tench type of miasie a ‘Misaila Char “The Civ Level ofeach misslis equal 10 ‘he Civ Level of the pod from whichis launched. Unguided mss may no receive Maneuver Commands and are thus nites fn the chat. Other types of mises may be SSeued Mancuver Commands in accordance wth? Sang 1. Nate hata mle must ex: pend one Energy Uni for each and every Maneuver Command that it receives ace 7.3). A missle must be Femeoved rom pay at the conclusion af the trendy Movement Phase Tollowing the Command Phase. in ‘stich expended it last Energy Uni Maneuver Towance of fatod on tho ‘ntares hex oecupled by an enemy. Unit, oF when any enemy unit enters & how oecupled by 4 friendly missin, ‘egorstees of the Phaeo in progress ‘The player owning 1 takes he following tee 1. Determine he elative velocity ofthe wo Unis as deserbed in 83 The condone of 'Breay also apply, but the condiions oF 8.5 da nat. Since the range during ilereepion Wrilalwaysbe ze, nhs no effect 2. Crosereference the determined scalve ‘locity with te Clu Level of the intercepting ims on the Mise Interception Table 18 Aeterminethe Interception Chance mile under 4 2, Rois she die, 1 the ie result is equal ‘oor ies han the ftereeption Chance, Inetee Vion has occurred the mile explodes, ‘destoying tf andthe enemy unit (Excep- fon: See98). the die feu seater than the inierception Chance, intrcepion does nov occur the mise ond the enemy ont ae not affected and interception so! aemp {dbetween ihe wo uniteapainas longs hey Seeupy thesamehen The Invercepion Routine must be con duced whenever pose, Exception: A player may decline to conduct the Intercep ion Routine nis involved missile as 8 ie Level ot 8 fou may not devine seinen terceped by an enemy mise). The Inter tion "Routine sp not conducted between Tiendy unis; iterception between friendly nisi imposible fan enemy 20d a friendly missile 0: cupy the same Nex, the Phasing players and then the non-Phasing player, conduc the I lercepion Routine ita rend muses in hex occupied by more than one enemy Unit the Intetcep tion Routines sonducted with she enemy Unit wih he lowes eatve velocity only tote than one such unit presents the same felave. velocity, the player owning he tase may choasethe unit to iniercen [9.71 The Missle interception Table is Used during the Setormine fa mlsaleia fonemy unt ‘Secharsandsabls, [B.81 A spaceship with an active force fica a net destroyed when intercepted by an snamy misao stead, the player owing the mise rolls the de tnd teers othe Hit Table ea Gordance sith 87. It the spaceship has 9 Gass Fstive force el, the Hit Table (dviree times when interception occurs. 1 the spaceship has a Clas 2 active force fed, "he Hit Table used once when intereption takes place. ‘A plyer_ owning a. spaceship that posse an inacve force fea may een Fo acinate the force field at the moment of interception. When the enemy player has Getemined tha inereeption oecuts, the payer owning ihe spaceship cols he die. If fhe die results more than ne les than the (Cv Level of the Spaceship, the force elds Sciated ip he spaceship counter ver. On ny other aie ful, the spaceships destoyed. No Command ie requis 10 3e tivate a force eld inthis manner. However, {in Energy Block must be expended ce 7.3) find 2 Batle Command i requlted to eae tivate the force ela (re 78). (9.1 Four unguided misilos may be launched trom a MIMS that is currently "9 any one irlandly Fire "The player owaing she MIMS deca ‘is action and places four unguided mise ‘oupters in hexes adjacent tothe MIMS, i Accordance wih 9s (e if the MIMS were a Spaceship). He may tse any of his unused tise counters ofthe aporopriatevype fer this purpove The launch ofthese mises is not recorded on the Spaceship Log. but Single MIMS may only conduct ths special launch once. No Command is rquited fora MIMS fo aun Sis mise, and the MIMS Femains in play afer doing 40, 35 an in religent mes [10.0] How to Use the Spaceship Logs GENERAL RULE Before beginning play. ech player fils ‘out 3 Spaceship Log for each spaceship sighed to nim by the scenario insinuction. During the game, eneray expendituteby each ‘hip and the curren sites of the Shp's {qdipment i updated on he Lop. Thesiatus of ie shp's mses and batts also Keprtrackof onthe os CASES: (20.1) The Compertment section of the ‘Spaceship Log is used to aesign pods To prepare the Compartment scion for pla, complete he Fllowing steps: 1. Ifthe spaceship docs nor have a force Fite, por an inthe Fore eld Status bor 2, Const the Spaceship Attribute Chai 10 Find owe many pods the spaceship pesesses. Then eros out si boxes for pods beyond the ‘number avaliable othe ship. 1. Consult the scenatio instacions to find ‘which yes of pods the ship posiesses, WHtE the names of these pods in the avaiable rumberes Pod Type Bowes. The pods may be signed 19 she Bowes m any onde the player ‘estes, aslonga he boxes crossed outin ordance with Step 3are not used 4. Note the Armor Rating for the brie, ‘engine, and force Fld tha of the spaceship) nd foreach pod inshe appropriate boxes, During. play. the Status bor for the bridges engine, force Tel and each pods Used. revord hs incurred, by marking 9V. Brorxineachborece8 8) 110.2} Each Masta section of tno Speceahip Logs used to note Now ‘many enleali ate avaliable on the eceship and to racord the. ‘expenditure of energy By oach miss ‘Mtertaunch. "To prepaie each Misi section for play. count the total number of mses of hal {ype avilable ie oll of the aroun sted fon ihe Pod twibute Chart for the sho ‘atle-careying. pods). Hf ths foal ie less {han the tal number of sis showe in the section, crore ut lines nthe setion {Crom the Bottom up) unt he totals match Unies the Ungulded Mise section i berg Filed out, consult the Missle Chart ta find hhow many Energy Units each mise poset (ae 9) this nombres than the umber of Energy Uni bores for each mise, eros oul Boxer for each mise (Gating Yrom the right) unl the urbers match "Wena mises prepared fr lunch or is launched preparation snot necesa), the owaing player notes he numberof Ihe od and the deny number of the mise unter i hes avallable Pos box nthe appropriate Misi section. pod that has iaunched's numer of mils equal 0 the ammount of mise shown forthe fod on the Pod. Authibure Chart may launch no More missiles of than ype Each lime 2 mise rseves a Maneuver ‘Command, the owning player must put an X Thvough one of the mass Energy Unit boxes: When ai the Boxes for 8 mise are aie. emleremoned rom pay ee 5) Unguided missiles “do. not expend Eneigy Unis and ths have no Energy Unt bones play and tovracord the expandhure of Snavgy during play ‘An Every Uni is a measure of energy common alunitsin the game. An Emery Block ia vatlable measute ol eneray used by ‘spaceships only. The size ofan Energy Block era panicular spaceship equals the Energy Burn Rateer the spaceship see he Spaceship [Aurbute Chan) and isexpresied interns Of Energy Unis. Thos, an Energy Block for a Fhutespaceshipcausissi Energy Uri “Vo calculate the umber of Energy Blocks potisted bys spaceship 3 he stat Of play divide the Enerey Capacity of the Ship by iis Energy Burm Rate Ifthe ship possesses an eneray pod, add L440 the Energy Capacity before viding This umber ienoted on the Energy Block section Gr the log by crossing ut boxes excess of ‘he number (fom Me Bottom Up. Before beeing pay, eos: ou all he boxes on the Energy Unit Track in excess of the spaceshi’s Energy Born Rate. and place tn Energy Unit marker inthe O space of te track "Each time a. spaceship expends an Energy Block curing pay (te 73) an Eneiay Block i marked. When all the avaible boxet are marked the spaceship has no mare cenetey ee 7.8 ach tie a spaceship expends one or more Enurgy Units (for conducing te of fperating 8 tsacor beam) the Eneray Lit marker moved the appropriate ner of Spaces alonp the Energy Unit Track. Each tlie the marker is moved imo tne space matching he Energy Bure Rate’ of the faceship, the marker & fluened 16 the 0 Space, and the expenditure of one Enersy lock is marked Movement of the marker then continues i access") ira bridge and engine in terms of his received) i Yecorded inthe Bridge and Engine bones. The expend ttre of Energy Unis bythe batlecralt 5 tecorded by marking the Energy Unit Boxes (ee .3), When all he Energy Unit Bore fot 2 batierat are marked, has. ao more nergy. A docked batecraty may receive Energy Units rom ils spaceship; erase marks From any number of te balers’ Energy Unis Boxes and record ne expenditure of sn ‘qual numberof Energy Unit bythe ship. A baulecratt may never possess more than 18 Energy Unie, ;PACESHIP LOG EXAMPLE. Seepage, [A Spaceship Log for a Flute with a heavy seupon pods an energy pod, ba Necrat pod (coming a Terwilke3000) and a standard jump pod (all armor Clas 2) hasbeen filed out ‘Alle crssing oot the box for Pod, the player aslgne the four pods 10 he remain ‘ng bores inthe Compartment section and ‘ted the Armor Ratings ofall he compar ‘ments. He then consulted the Pod Artbute ‘Chart (ase Row any missles the Reavy ‘Neupon pod eamet and” essed. 00 Tout ‘Unguided missle Done, to guided mise Ties wo imeigent miss Snes. and. one MIMS tne, The heavy weapon poo asa Civ {vel of 7, whlch eteane thatthe guid ‘iasles pomsess nine Energy Units each he Imeligent mises poss seven. Enetsy Units each, and the MIMS sx Energy Voss {@snoted oa the Mise Chart): 1 he player ‘rotted Out the righimos!cokimns of bonee inctaeh: Mise section 4 indlate these redvetions. “The ship possesses 35 Enerey Blocks (66 Enery Capacty plus 4 forthe pod, dis ‘by the Energy Burn Rave of 6) The playet ‘oted outa bat the top 39 boxes in the Energy Block section. Since she Energy Ba" rate if 6, hecrovsed ul the 7 and B spac Of the Energy Unit Teack, He then placed an Energy Unit marker on the @ space of the ‘Track Finally he player noted the Armor Clas of he Daitleeat+ bridge and enn in the Batecrtesertion 111.0) Scenarios GENERAL RULE: Before begining the games the players choose which of the following ve scenarios ‘hy wil lay. Each scenario roves Brief ‘desertion Othe iuaton, Now he maps te arranged, the forces vhal cach pager feceives, how tose forces ate Se up, the ‘eploymien of planets and asta feast Any) and how each player may acheive vie- Tary. Scenario 1s recommended for those Playing Dela forthe fs time Im all scenarion, 2 spaceship of bat sera may be desi oye9 (01 purposes of ve tory. A spaceship or ballet considered Gestayed if it does not possess an active force field when sntercepled by am enemy ‘mse ori tbridge, engine and mote han Fal of ie pods ate destroyed (remove the nit fom play) Unless speiialy sated ‘there in a scenato, hyperumping may rote conducted. SCENARIO": The Showdown *Aagang af cuthreats fying long range pursuiveraf soles from 2 federal intl: fon on s nearby planet are ntereepied by 8 Similar stip. manned by the local guard ‘Enraged bythe tet, he itary authorities fr be compe desrvcion ofthe Map Deploymon: A|B Invhex A0207 pointing ‘owards 30‘lock with eelochy of Use Spaceship Lox Player 2 Deployment: One Piccolo (Goeceship coumer B) th one hunter pod, Inher BIS posting vovaeds 9 oelock with Aeloety of 1 Use Spaceship Los Victory Conditions: The instant one player's spaceships destroyed the oppose player i clared the winner Nether paver ‘may condvel eum, SCENARIOZ: The Fiat Shot Tensions wer high between the oppor ed governments of Venable and Laide, wo Place inthe Erigant syst. When a cable ight cruiser vented ino Laidley space toes the waters encountered to Laiey patrol eral. The smaller ships ‘pened fire andthe brit Eridant War began Map Deployment: A Player 1 Deployment: One Sword spaceship counter” A) with. two henry ‘weapon ods, one battle commuricaiont Dod one batecraft pod (with Terlicker 2) and one energy po in hex ALI2. pain ‘ng towards o'iock witha velochy of. Al pods are srmor Clase 2 Use Spaceship Log Rea Player 2 Deployment: Twa Dagsers (counters A gna'B) each with heavy weapon bod and_an energy pod (armor Class 2) fe exes A0706 and AO7DS,poining towards 3 lock witha velocity of Use a capies oF Spaceship Logi. Vietory Conditions: Pl Dogaers are desioyed Seord i destroyed If never player tas Iuiiled his wetory conaitons and a oppos ing spaceships and batlerat are more han 25 Renesapact a any me, the game Ie declared dram. ‘SCENARIO: Escape from Tau Cat ‘AS (our sr0Uegershipe head out ofthe ‘ay Ceti system with cargo of deadly dues and escaped convicts, federal heavy crue? ves haze. The naval vessel's ordes 3010 Dreven the criminal ships from hyperjump. Ingat any cox ‘Map Deployment A| B/C dle Payer 1 Deployment: re Core fora pac couner 4) with {wo heavy weapon pode (eter pod has ay Inteligen! mii or MIMS), ne enersy pod, one standata jmp pod one crew pod, Sd"four buttered cargo pods. al pods are Srmor Class2. Use Spaceship Log NE. 2 6 Bag Cato Gammas (cure 8 and) {ach si ene ig weapon pod, on and: Sa ump pod, snd one standard cg pod ‘Alpodrarcarmor Cust Use wo copes of Spaceanip Log | (One Coreo Gamma (counter 0), wth one Standard jump ody one ee pot and ent Standard cargo pos‘ Al poceae mor Cas O'UeeSpacetip Logic Al for shige must be placed within one hex {t ADBOR” All must be placed neem Seceand mot point oward Sock wha ‘elon of 2. Ech spaceship has already ex bended sence blocs Playor2 Deployment. One Sword counter Ay ih tee artna pode onc ante cor ‘marcos pod an 1 barat pods Genwi’ Treiiters many bern the ovo nexom ot map A pling In any retion wih avsochy of Allpod ate ar nor Clas? Use Spocsp Lop Ne 2 Victory Conatuons: Player 1 wins I the oreo lols ortwo Cored Gommor re ables Jump eee) Sip may nor ump ont ‘nna map E (0 be paced ing pay a2 Shown nthe dagram) or eniessa maplaced Save or blow map tne arectiont he Shows). Player 240 Wie I the Swords desroyed Pet 2 mins tre enemy chips Sedetroyetoncltng he Corson), ‘SCENARIO€ Pivtaa! ‘A Corco Mu loaded wit passengers and valuable cargo. approsching the planet Erataalterhyperumpinginothe system. As feneart the dense Bickers Asteroid Belt iis fet upon by 8 pai of ruthless pirate ships looking Yor boay. A aires cal set 0 sata lathe hopes thal aid willcome othe Corco tv map Deployment A|B\c Player! Deployment One Corce Mu (paceship counter B) with ‘one light weapon pod, one ballet pod (itn a Terwiicer-000), ne sana samp pod, one energy od. one standard sop ort pod, Ince standard cabin pods, one few pod and thre butlered cargo pods hex Ce, pointing at 9 o'clock with selociy of. pad ate armor Clase Use Spaceship Loa Ne 2. ‘One Dogter (spaceship counter X) with one Ineavy weapon od and one enersy pod feath fsrmor Clae Dn hex AOADD pointing a3 lack witha velocity of 1. Use Spaceshin Log Nr. The Dagger may fot move five ot bye ved at uni alerted. Dosing ech rendly Command Phas, Player troll thee: F*ME fesul 91 or 2, the Dagger has been alerted and may be vsed normally (Bepaning with that Command Phase) Iayor2 Deployment: ‘One Flure (Counter A) with one arsenal pod. ‘one enery pod. one tractor pod and. one buffered eargo pod: in hex BIGI2, poining ‘nay direction witha velocity 910 All pos ‘rearmor Class 2 Use Spaceship Lon 1 6 One Flue (counter 8) with one heavy Seapon pod. one batlecraft pod (wih Terilcker X), one energy pod and. one btfered cago pad in hee AI6t1, porting Inany direction sith aveloity fal pox brearmor Class2. Use Spaceship Logit Planat: Inher ADK ‘Aatarold Flalda: In Dexes C0902 copos Conor, “COBDD,” COBI2 “and COIS. An asteroid fields considered Yo exist in alle henes adjacent 1 each VASterOd Field Imarker aswell asin hehex occupied by each marker \Vietory Constions: Player | wins the mo, tment the Coreo Mis pu ino orbit around sata. orirboth Fre are destoyed the Cored Mu is destoyed, the game is im mediigly declared 9 draw. Player 2 wins liter Flue abe to dock with the Coro Matec. ‘SCENARIOE: Attack on Convoy Res ‘Avital convoy of atm and ammunition huey organized by the Imperial Meet and ‘Stablidten merchants heads forthe plane! ‘Zaraznow ater hyperjamping roma nearby fpstem, A suscensfalfevohonsry upssing ‘8 the plane has gained contol oF small stel-eauiped fle. task free om the fhrgens is pattoling Zartznow Space, {ating the expected convoy. ap Oneoymant Al Bic Payer Deployment One Spear (spaceship counter A) with wo ssenal pods one battle communications ‘od, one batleratt pod (with a Terie er ‘balesraf one tracior pod. (Civ ‘be staodard jump pod, One eek Bod, and one crew pod. Al pods are armor Glass? Use Spaceship Loe Ne 2 (counter: B, C and D) ‘weapon pod, ove eves) od, One standard jump pod, and thre stan: ‘rd eargo pode. All pods are armor lat | Use three copies of Spaceship LOB. (One Dagger (counter F) witha hunter poo and an energy pod. Both pods are armor Class Use Spaceship Lop Nr 2. Allie ships must be placed within one hex SF AbWOr. All mst be placed in diferent exes Player | may choose anyone direction And any one velocy (Irom 0 0 8) Tor the ‘hig but all must point Tn the same relative elon ad have the tate velo. Each IBisship has alrensy capende 10 Every Rocks, Spaceship D has no puided mses femaining. Player2 Deployment: ‘Ove Clarine (counter A) with two heavy pods, one bautle communications ped. wo Datlecratt poss (ach witha Terilicker X batecraf), one energy pod and’ one res pods in ex BOTIY- all pads are armor Class Use Spaceship Low Ne > ‘One Flute (counter B) with one heavy Sreapon pods one batlecraft pod (ih 2 ‘Tenner, one energy po. and_ one fguipment pod; inher BOS all pods are ‘Armor Class2. Use Spaceship LogNe ‘One Ful (counter C) with one ight weapon od, one rater pod (Cv Level 8 one {Enetay pod and one ctew pod: hex BOBTS. ‘Ai pods ae armor Class 2 Use Spaceship Cope Payer? may choose any one direction and {ny one velox (from O10 6 forthe ship, Sat al must point in the came rive direc: Nopand have he same veloc. Plant: tahex C110. Vietory Conditions: Player | resives ave Victory Point foreach of is spaceships placed In orbit around the slant Heveecranadona VP or cach Undestrayed cargo pod aboard such 2 sip ‘Once a spaceship i placed in orbit i Femoved from play. When player 1 has 20: umulaedeight VP's, hewing he game jes 2 cies on VE for ech enemy ip strove and each 3180 pod desifoyed (in he Seseeton of 3 Boro’ Zet Abbreviated Sequence of Play 1. First Player Movement Phase 2. Second Player Command Phase a. Detection Segment b. Command Segment 3. First Player Fire Phase 4. Second Player Movement Phase 5. First Player Command Phase a. Detection Segment b. Command Segment 6. Second Player Fire Phase ‘worth fout VP's). Payer 2 loses io VP for ach of his Flues that tb destroyed. When player 2 has accumulated eight VP's he wins {ne game I his Carine is Sestoyed, layer 2 loses the game (regardless of how many Vpshehas earned), DoltaVeo Design Credits Game Design and Development ohn. Burtertois Physical Systems and Graphics: Redmond. Simonsen Playresing -tustin Lltes, Darryl Esokot, Davie MeCorkhil, Seon Laiken, Eavard. Woods, James Mulligan Blinding Os Ken Stec Delta Vee Counter Section ae [a

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