Professional Documents
Culture Documents
Credits ............................................................. 8
Rebels vs Imperials
1-1
Turn or Burn Module 1: Quick Shot
Getting Started
o
60 Port Ahead
Manuever Cards
Build Your Fighter
Set up the Map
System Cards: Use the system cards to build
Place opposing fighters on opposite sides of
your fighter. System cards available in this mod-
the map. Each fighter comes with a matching
ule are crew member, structure, thruster, and
location and momentum marker. Place your
the 4 gun types: bubble gun, dust buster, neu-
fighter’ s locationmarker inthe same hex as your
trino beam, and laser turret. See the System
fighter and place its momentum marker any-
Cards section on page 1-3 for a description of
where on the map from 0 to 6 hexes away from
each card.
your fighter. Your fighter may start at any fac-
Four Cards: In this module, your fighter be- ing; it is perfectly legal to flyinto combat facing
gins with 4 system cards: 1 crew member, 1 backwards.
structure, 1 thruster, and 1 gun. The only deci-
sion you have to make at this point is which gun
to take.
Hidden: Do not show your opponent your
system cards until you use them or until they Fighter 01
Fighter 01
Fighter 01
Damage: ½ target
o
Arc: 60
speed, round up
1-2
Turn or Burn Module 1: Quick Shot
1-3
Turn or Burn Module 1: Quick Shot
Neutrino Beam
Turn Sequence
This gun fires a wide beam of high-energy neu-
trinos. If the range to the target is 4 or less, the Turn or Burn is played in a series ofturns. Each
amount of damage caused is equal to 6 minus turn is broken down into 3 phases:
the range. If the range to the target is greater
than 4, the amount of damage to the target is 1. 1. Plot Actions
2. Move Fighters
3. Fire Guns
Plot Actions
Facedown: Each fighter mayplot 1 action each
turn. To plot an action, place a single system or
maneuver card facedown on the table next to
your fighter. Later, you must execute the ac-
Damage: 6-range or 1 tion you plotted if you are able to.
FiringArc: 120 degrees
Maneuver: To maneuver your fighter, place
either a turn or burn maneuver card facedown
Laser Turret on the table. See the Move Fighters section on
page 1-5 for a description of these cards.
This gun is easy to aim but causes only a single
point of damage. Fire: To fire your gun, place your gun system
card facedown on the table.
Turn Faceup: After all players have plotted
their actions, turn the cards faceup.
Move Fighters
Each player moves his or her fighter across the
map. If you plotted a maneuver, you must ex-
Damage: 1 ecute it; youcannot change your mind now. See
FiringArc: 180 degrees the Move Fighters section on page 1-5 for a
description of how to move fighters.
Fire Guns
If you plotted a gun system, you may fire your
gun if there is a target within range and in the
gun’ s firing arc. All gun fire is simultaneous. So
even if your fighter is blown to bits during this
phase, you maystill fire your gun if you plotted
to do so. See the Fire Guns section on page 1-
7 for a description of gun fire.
1-4
Turn or Burn Module 1: Quick Shot
60 Port
away the fact that you are
plotting to do nothing.
1-5
Turn or Burn Module 1: Quick Shot
Follow these steps to move your fighter: Coast: Move your fighter to the hex that con-
tains its momentum marker. You must do this
1. ApplyThrust every turn, no matter what action you plotted.
2. Move Your Fighter Leave your location marker in the hex where
3. TurnYour Figther your fighter started.
3. Adjust Markers
Apply Thrust
Burn: If you plotted a burn maneuver, turn
your fighter’s momentum marker so it points in
the samedirection your fighter is pointing. Then
move the momentum marker as shown on the
burn maneuver card. The arrow on the ma-
Mo
Fig
Fig
m
ter h
h
neuver card indicates the hex the momentum
ter
0
01
1
marker is in and the fighter
Fig
Loc
Fig 01
h
A
ter
hte
indicates the hex the marker B2A B2A
r 01
Burn F B
will move to.
E C
Example: Your fighter is D
pointing in direction C and
you plotted a thrust 2 ahead Move Fighter
burn (B2A), so move the Thrust 2
Ahead
momentum marker 2 hexes
in direction C.
Turn Your Fighter
Turn: Ifyou plotted a turnmaneuver, turn your
fighter to its new facing. Turns are relative to
your fighter’ s current facing —not to its di-
Mo
Fig
rection of travel.
m
hte
r0
1
Fig
m
te r h
01
T120S T120S
Fig
Loc
Fig 01
h
A
te
hte
Turn
r
r0
A A
1
F B F B F B
+ =
Fig
1
r0
hte
E C
hte
E C E C
r0
Fig
1
D D D
o
120 Starboard
Burn Maneuver
Turn Maneuver
1-6
Turn or Burn Module 1: Quick Shot
Adjust Markers
Fire Guns
Momentum: Move the momentum marker so
that your fighter is at an equal distance from If you plotted to fire your gun, and your
and directlybetween its momentum marker and opponent’ s fighter is within range and in your
its location marker. gun’ s firing arc, you may blast away. Your op-
ponent must put together a hand of cards con-
sisting of all his or her system cards and the
appropriate number of miss cards. Then you
randomly pull a number of cards from this hand
equal to the damage caused by your gun.
Follow these steps to resolve gun fire:
Mo
Fig
m
h
te r
01 1. Check Range and Arc
Mo
Fig Fig
m
3. Pull Cards
Loc
igh F
A
r 01 te
DB DB
Fig
m
ht e
r0
1
System
Loc
Fig
Fig
hte
ter h
r0
01
1
Loc
Fig
A
hte
r 01
F B
E C Arc: 60
o
Damage: ½ target
D speed, round up
Dust Buster
Adjust Location Marker
Gun System Card
1-7
Turn or Burn Module 1: Quick Shot
Add Miss Cards Miss Constant Size: Your fighter size never changes.
Range
0
1-3
Cards
Can’
0
t Hit! If you start with 6 system cards, and you lose
The owner of the target 4-6
7-9
1
2 2, you still have a 6-system fighter.
fighter must put together a 10-12
Size
4
Cards
Thrust
0
Miss Cards
Add no cards Credits
1 Add 1 card
2 Add 2 cards Designer: Greg Turner
3 Add 3 cards
Playtesters: RogerAllen, DeanAshley, Carl,
Douglas Elfrink, Morgan Finley, Joe, KevinA.
Fighter Size: If a fighter started the game George,Alex Mathias, Claude McDaniel, Marc
with 4 system cards, it gets 2 extra miss cards. Morain, Nathan, David Niemeyer, Liz
If it started with 5 system cards, it gets 1 extra Niemeyer, Ryan Pierce, David Reed, Russell
miss card. In this module, all fighters start with Slaven, Michael Temels, Thad Vasicek, Chris
4 system cards so you always get at least 2 Vogel, Ed Woody, Kim Woody
miss cards.
Special Thanks To: Top Deck Games
Fighter Size Miss Cards
4 Add 2 cards Art: Repair Robot artwork by Monika
5 Add 1 card Livingstone.
6 Add no cards
1-8
Turn or Burn Module 1: Quick Shot
LT LT NB NB DB DB BG BG
System System System System
Arc: 180o Damage: 1 Arc: 120o Damage: 6-range Arc: 60o Damage: ½ target Arc: 0o Damage: 6
or 1 speed, round up
LT LT NB NB DB DB BG BG
System System System System
Arc: 180o Damage: 1 Arc: 120o Damage: 6-range Arc: 60o Damage: ½ target Arc: 0o Damage: 6
or 1 speed, round up
o o o
60 Starboard 120 Starboard Reverse 120 Port
T60P T60P B1A B1A B2A B2A B2S B2S
Turn Burn Burn Burn
o o o
60 Starboard 120 Starboard Reverse 120 Port
T60P T60P B1A B1A B2A B2A B2S B2S
Turn Burn Burn Burn
Introduction Scenario
This module introduces the ditto maneuver, Background: This scenario depicts the may-
which allows a single player to run 2 fighters. hem that ensues when 2 massive fighter squad-
Five new system cards are also introduced; re- rons engage in a dogfight over the mineral rich
pair bot, armor, shield generator, scanner, and planet Pa’ pchorn (or whatever.) The map is
jammer. And you may now plot a new action, fixed and covers only a small portion of the
eject, using your crew member system card. battle. As one fighter leaves the map, or goes
down in a blaze of glory, another moves in to
take its place. The battle rages on until one
Table of Contents side establishes orbital superiority.
Introduction ........................................................ 1 Teams: This scenario is played in 2 teams with
2 or more fighters on each team. If there are
Table of Contents ................................................ 1 only 2 players, both players must run 2 fighters
each (not hard, really.) If there are an odd num-
Scenario ............................................................. 1
ber of players, 1 player must run 2 fighters so
Getting Started .................................................... 2 both teams will have an equal number.
BuildYour Fighter ......................................... 2
Take Set of Maneuver Cards ......................... 2
Elimination: Afighter is eliminated if it is de-
Set up the Map ............................................. 2 stroyed, its crew member ejects or is killed, or
it leaves the map. In this module, a fighter is
System Cards ...................................................... 2 not eliminated if its gun is destroyed. The map
Repair Bot .................................................... 2 is fixed; if a fighter’
s momentum marker leaves
Armor .......................................................... 2
Shield Generator ........................................... 3 the map the fighter is out of the game.
Scanner ........................................................ 3 Replacement: Eliminated fighters are re-
Jammer ......................................................... 3
placed. If your fighter is eliminated, you must
Turn Sequence .................................................... 3 build a new one, skip the next turn, then reenter
Plot Actions ................................................. 3 the map. On your turn of re-entry, the oppos-
Operate Systems .......................................... 4 ing teamchooses which map edge hex your new
fighter will start in. Then you choose your
Move Fighters ..................................................... 5
fighter’ s facing and speed. Your new fighter
Fire Guns ............................................................. 5 may enter at any facing and at any speed from
Multiple Gun Actions ................................... 5 0 to 6. You may enter combat with your shields
Armor .......................................................... 6 up.
Shields ......................................................... 6
Jammer ......................................................... 6 Victory: Your team scores 1 point for each
Lock-On ....................................................... 6 opposing fighter eliminated. The first team to
reach 8 points wins the scenario. Players may
agree to a different goal number before the game
begins. Or, players may agree to play the sce-
nario for a fixed length of time and the team that
scores the most points by the end of the time
Turn or Burn Copyright © 2005 by Greg Turner period wins.
Repair Robot artwork Copyright © 1996 by
Monika Livingstone. Last Updated: 2007-09-16
2-1
Turn or Burn Module 2: Popcorn
Arc: 60
speed, round up
2-2
Turn or Burn Module 2: Popcorn
Shield Generator SG
System
SG
Turn Sequence
This system maybe used to
create animpervious energy In this module, a new phase, Operate Systems,
shell around your fighter. is introduced. Each turn is now broken down
You plot raising or lowering into these phases:
your shields by playing a Shield Generator
shield generator card face- 1. Plot Actions
down on the map. 2. Move Fighters
3. Operate Systems
Shield Marker: When your shields come up, 4. Fire Guns
place a shield marker in your fighter’
s
Shield hex. Remove the marker when your Plot Actions
shields go down.
Ditto Maneuver: This module introduces a
Effect: While shields are up, your fighter ig-
new maneuver card, ditto, that allows you to
nores all damage it receives. However, a hit
plot maneuvers for 2 different fighters using a
from a bubble gun will distroy the shield gen-
single set of maneuver cards. See the Move
erator itself. See page 2-6. While your shields
Fighters section on page 2-5 for an explana-
are up you may plot only repairs, turn maneu-
tion.
vers, or to lower your shields.
Eject: To eject, place your crew member card
Scanner facedown onthe table. Duringthe Operate Sys-
tems phase, your fighter is eliminated. The other
This specialized targeting Scan Scan team gets a point, but at least you can start over
computer allows you to System
the turn after next with a fresh fighter.
lock-on to a single target.
When you fire your gun at a Repair Bot: To repair a system, place your
target you have lock-on to, repair bot card facedown on the table.
divide the range in half and Armor: You do not have to plot armor; it
round up. This increases the Scanner works automaticallyduring combat.
range of your guns to 24
hexes. Shield Generator: To raise or lower shields,
place your shield generator card facedown on
Jammer the table. While your shields are raised, the
only cards you may plot are the shield genera-
You may use this system to Jam Jam tor and repair bot system cards and turn ma-
thwart enemy scanners. System neuver cards.
When you operate a jam-
Scanner or Jammer: To activate your scan-
mer, remove all lock-ons
ner or jammer, place your scanner or jammer
placed on your fighter. You
card facedown on the table.
may even remove a lock-
on on the same turn you re- Jammer
ceive it.
Miss Cards: On any turn you operate a jam-
mer, your fighter receives 2 additionalmiss cards
if someone fires at it.
2-3
Turn or Burn Module 2: Popcorn
2-4
Turn or Burn Module 2: Popcorn
ditto
2-5
Turn or Burn Module 2: Popcorn
Shields Jammer
A fighter that has shields up cannot be If you plotted a jammer action and your fighter
damaged (however, see Bubble Gun Shield is fired upon, add 2 additional miss cards.
below.) A fighter with its shields up
cannot fire its own gun. Miss
Jam Jam Range Cards
Bubble Gun: If a fighter with shields up is hit System
0
1-3
Can’
Miss
0
t Hit!
Size Cards
automaticallyat the end of the current turn. The 7-9
10-12
4 -1
5 -2
2
1
2-6
Turn or Burn Module 2: Popcorn
LT LT NB NB DB DB BG BG
System System System System
Arc: 180o Damage: 1 Arc: 120o Damage: 6-range Arc: 60o Damage: ½ target Arc: 0o Damage: 6, ignore
or 1 speed, round up armor, K.O. shields
LT LT NB NB DB DB BG BG
System System System System
Arc: 180o Damage: 1 Arc: 120o Damage: 6-range Arc: 60o Damage: ½ target Arc: 0o Damage: 6, ignore
or 1 speed, round up armor, K.O. shields
LT LT NB NB DB DB BG BG
System System System System
Arc: 180o Damage: 1 Arc: 120o Damage: 6-range Arc: 60o Damage: ½ target Arc: 0o Damage: 6, ignore
or 1 speed, round up armor, K.O. shields
o o o
60 Starboard 120 Starboard Reverse 120 Port
T60P T60P B1A B1A B2A B2A B2S B2S
Turn Burn Burn Burn
o o o
60 Starboard 120 Starboard Reverse 120 Port
T60P T60P B1A B1A B2A B2A B2S B2S
Turn Burn Burn Burn
o o o
60 Starboard 120 Starboard Reverse 120 Port
T60P T60P B1A B1A B2A B2A B2S B2S
Turn Burn Burn Burn
o o o
60 Starboard 120 Starboard Reverse 120 Port
T60P T60P B1A B1A B2A B2A B2S B2S
Turn Burn Burn Burn
o o o
60 Starboard 120 Starboard Reverse 120 Port
T60P T60P B1A B1A B2A B2A B2S B2S
Turn Burn Burn Burn
o o o
60 Starboard 120 Starboard Reverse 120 Port
T60P T60P B1A B1A B2A B2A B2S B2S
Turn Burn Burn Burn
Black & White Counters - print on card stock and mount on chipboard
Heavy Gun counters are used in Module 3
Turn or Burn Module 2: Popcorn
Introduction Scenario
This module allows you to build heavy fighters Background: The Evil Empire has fielded a
with bigger guns and more systems. And fight- new type of bigger, badder fighter and its com-
ers are no longer limited to just 1 action per ing for your defenseless agricultural station (or
turn—a fighter may perform 1 action for each whatever.) You must destroy it with nothing
crew member on board. more than determination and a couple of stan-
dard issue fighters. Good luck!
Optional: All of the of the rules in this module
are optional. You may pick and choose which Sides: This scenario can be played by 2 or 3
rules you want to use and ignore the rest. players. The Evil Empire has 1 super fighter
with 12 system cards. Supers are described in
the Big Fighter section on page 3-2. The Peace-
Table of Contents fulAgrarians have 3 small and/or standard fight-
ers with a total of 15 system cards.
Introduction ........................................................ 1
Victory: You win the scenario if you eliminate
Table of Contents ................................................ 1 your opponent’ s fighters without being elimi-
nated yourself. Afighter is eliminated if its de-
Scenario ............................................................. 1
stroyed, all of its crew members eject or are
Big Fighters ......................................................... 2 killed, or it’
s momentum marker leaves the map.
Heavy Fighters ............................................. 2 The map is fixed; if a fighter’ s momentum
Super Fighters .............................................. 2 marker leaves the map, the fighter is out of the
game.
Big Guns ............................................................. 3
Variants: This scenario can be easilyexpanded
Multiple Actions .................................................. 3 to include more players. For each additional
External Systems .................................................. 4 Evil Empire 12-system fighter, add Peaceful
Agrarian fighters totaling 15 system cards.
3-1
Turn or Burn Module 3: Bigger
3-2
Turn or Burn Module 3: Bigger
DB DB
System
DB DB
System Crew Crew Crew Crew
System System
Dust Buster
Damage: ½ target
o
3-3
Turn or Burn Module 3: Bigger
Arm Arm
System
Structure
3-4
Turn or Burn Module 4: SpaceWar
Introduction Scenario
Four new weapons systems are introduced in Background: This scenario pits 2 fighters
this module; mine racks, cannons, rocket against each other in the gravitational well of a
launchers, and missile launchers. These weap- black hole. You win if you eliminate your
ons fire projectiles. Aprojectile is represented opponent’ s fighter and then safely exit the map.
on the map by its own counter, and it has its A fighter is eliminated if it is destroyed or its
own momentum and location markers. crew member is killed or ejects. A fighter is
also eliminated if its momentum marker leaves
the map before the opposing fighter has been
Table of Contents destroyed.
Introduction ........................................................ 1 Fighters: Before the game begins, players must
agree on the maximum number of system cards
Table of Contents ................................................ 1 each fighter may have. This number may be
from 4 to 15. You may build your fighter with
Scenario ............................................................. 1
any number of systems up to the agreed maxi-
System Cards ...................................................... 2 mum.
Projectile Weapons ....................................... 2
Jammer ......................................................... 3
Map: Set up opposing fighters on opposite
Repair Bot .................................................... 3 sides of the map. Afighter may enter combat
with its shields up. Set the black hole counter
Turn Sequence .................................................... 3 in the center of the map, directlybetween the 2
Plot Actions ................................................. 3 fighters. Place the 6 arrow counters in each of
Lunch Projectiles .......................................... 4
Maneuver Missiles ....................................... 5 the 6 hexes that surround the black hole so that
Move Projectiles ........................................... 5 the arrows point to the black hole.
Move Fighters .............................................. 5
Operate Systems ........................................... 5
Fire Guns ...................................................... 5
Detonate Projectiles ...................................... 6
Gravitational Effect ....................................... 7
Movement ........................................................... 7
Ho
le
Ho
le
Bla
ck
Combat ............................................................. 8
B la
ck
Black
Hole
Bla
ck
Bla
ck
le
Ho
Ho
le
Black
Hole
4-1
Turn or Burn Module 4: SpaceWar
Ammo Form
4-2
Turn or Burn Module 4: SpaceWar
Jammer Jam
System
Jam
Turn Sequence
Detonate: You may use
your Jammer to attempt to Each turn is broken down into these phases:
detonate a projectile within
12 hexes of your fighter. 1. Plot Actions
The projectile may belong 2. Launch Projectiles
Jammer
to you or your opponent. 3. Maneuver Missiles
4. Move Projectiles
Procedure: During the 5. Move Fighters
Operate Systems Phase, create a deck of cards 6. Operate Systems
consisting of 1 projectile system card plus a 7. Fire Guns
number of miss cards equal to the distance from 8. Detonate Projectiles
your fighter to the target projectile. Draw 1 9. Gravitational Effect
card. If you draw the projectile card, the pro-
jectile explodes causing normal damage to its Plot Actions
surroundings. Any other projectiles caught in
the explosion are destroyed without detonat- Projectile Weapons: To launch a projectile,
ing. place the weapon system card facedown on
the table.
Fail Safe: Projectiles have elaborate safety
mechanism and will not detonate if there is a Do Not Reveal: Do not reveal your plotted
fighter friendly to the projectile in the same or action when everyone has finished plotting. In-
in an adjacent hex. It does not matter if the stead, reveal projectile launches at the begin-
fighter has armor or active shields; the projec- ning of the Launch Projectiles phase and reveal
tile cannot be detonated. all other plots at the beginning the Move Fight-
ers phase.
Repair Bot
One Reload: Once per game, a projectile
weapon may be reloaded by a repair bot. It is
not necessary for the weapon to be destroyed,
just play your repair bot card and announce
that a weapon has been reloaded. Arepair bot Bot Bot
may completely reload 1 weapon per turn. System
Repair: If a projectile weapon is destroyed
before it is reloaded, it comes back fully loaded
when repaired. This counts as the weapon’ s
single reload for the game. If a projectile
weapon is destroyed after it was reloaded, it
will have no ammo when repaired.
Repair Bot
4-3
Turn or Burn Module 4: SpaceWar
Reveal Plot: Anyone who plotted to launch a Your cannon may impart the equivalent of a
projectile must flip its system card faceup. thrust 0, 1, 2, or 3 burn maneuver to the
Leave all other plotted actions facedown. projectile’s momentum. This burn must be in
the direction your fighter is facing.
Take Turns: If you and your opponent both
plotted to launch projectiles, roll a die. The Example: Kevin’ s fighter is facing directionA
high roller must launch first. If you or your op- when he fires his canon. He decides to impart
ponent have more than 1 fighter launching pro- a thrust 2 ahead burn (B2A) to the projectile,
jectiles, take turns 1 fighter at a time. In other so he moves its momentum marker 2 hexes in
words, 1 of the high roller’ s fighters launches, directionA.
then 1 of the low roller’ s fighters, then 1 of the
high roller’ s, etc…
Deplete Ammo: Cross a box off on your
ammo form to note the expenditure of ammo.
Place Counter: Place a projectile or missile
counter in the same hex as your fighter. Amis- B3A
B2A
Place Markers: Place the projectile’ s loca-
Mom
tion marker in the hex with your fighter. Where B2P B2S
Proj 03
Fighter 01
Fighter 01 D
same hex as your fighter’
s momentum marker. Loc Loc
Fire Cannon
Proj 03 Fighter 01
Mom Mom
Proj 03 Fighter 01
Proj 03 Fighter 01
Loc Loc
Drop Mine
4-4
Turn or Burn Module 4: SpaceWar
Mom
Proj 03 Figh ter 01
roller must maneuver first. If you or your op-
Proj 03
Loc
Fighter 01
Move Projectiles
Move each projectile (and missile) counter to
its momentum marker. Then move its momen-
Launch Rocket tum marker so the projectile is halfwaybetween
its momentum and location markers. Finally,
Missile Launcher move the projectile’s location marker into the
same hex as the projectile.
Place the projectile’
s momentum marker in the
same hex as your fighter’s momentum marker. Move Fighters
The missile may adjust its momentum marker
during the Maneuver Missiles Phase. See be- Reveal allremaining plotted actions. You should
low. have already revealed projectile launches at the
beginning of the Launch Projectiles phase. If
you forgot to reveal a projectile launch, you
cannot launch now and your action is lost.
Operate Systems
Missile 03 Fighter 01
If you plotted a jammer action, you may at-
Mom Mom
Missile 03 Fighter 01
tempt to detonate 1 projectile within 12 hexes
Missile 03 Fighter 01
of your fighter. If you plotted a repair bot ac-
Loc Loc
tion, you may reload 1 projectile weapon sys-
tem.
Launch Missile
Fire Guns
See Combat on page 4-8.
4-5
Turn or Burn Module 4: SpaceWar
Projectile Damage
4-6
Turn or Burn Module 4: SpaceWar
Gravitational Effect
Movement
The black hole pulls all nearby units on the map
toward it. The nearer a unit is to the black hole, If a fighter or projectile moves through the
the stronger the pull. For each fighter and pro- black-hole hex, the unit is destroyed. To de-
jectile, determine its direction and distance from termine if this is the case, after you move a unit,
the black hole. Then adjust it’ s momentum but before you adjust its location marker, trace
marker in that direction the following number a straight line from the center of the location
of hexes: marker’ s hex to the center of the unit’
s hex. If
this line crosses through or into the black-hole
Distance to Black Adjust Momentum hex, or along a hex-side, the unit is destroyed.
Hole Marker
Armor and active shields have no effect.
1 hex 8 hexes
2-3 hexes 4 hexes
4-7 hexes 2 hexes
8-15 hexes 1 hex
16+ hexes no effect
Hole
Fighter 01
Mom
le
Ho
ck
Fighter 01
Bla
Black
Hole
Loc
Fighter 01
ck
Bla
le
Ho
Mom
Black
Hole A
F B
E C
Fighter 01
Fighter 01 D
Loc Fighter 01 Destroyed
by Black Hole
Ambiguity: If the line passes directly between
2 hexes, you decide which of the 2 directions
you want to use.
4-7
Turn or Burn Module 4: SpaceWar
Combat
Firing Guns at Projectiles
A fighter may fire a gun at a projectile just as it
would another fighter. However, a projectile is
small and difficult to hit.
Miss Cards: Put together a deck of 6 cards
made up of 5 miss cards and 1 projectile
weapon system card to represent the projec-
tile. Add additional miss cards for range and
burn maneuvers. Count the number of hexes
you adjusted a cannon or rocket’ s momentum
marker on the turn of launch as an equivalent
burn. Count the number of hexes you adjusted
a missile’
s momentum marker as an equivalent
burn.
Pull Cards: The firing player pulls a number
of cards equal to the damage value of his or her
gun, 1 card at a time. If the firing player draws
the projectile card, the projectile is destroyed.
Destroyed projectiles do not explode.
Example: Thad plotted a laser turret system
card this turn. There are no choice fighters to
shoot at, so he decides to take a desperate shot
at an oncoming missile. The missile is 4 hexes
away and, during the Missile Maneuver Phase,
it adjusted its momentum marker 3 hexes.
Thad’ s opponent puts together a deck of 9 miss
cards (5 for projectile +1 for range +3 for burn)
and 1 missile launcher system card. Thad has a
10% chance of hitting the missile. Good luck
Thad!
4-8
Turn or Burn Module 4: SpaceWar
MR MR Can Can RL RL ML ML
System System System System
MR MR Can Can RL RL ML ML
System System System System
MR MR Can Can RL RL ML ML
System System System System
Black & White Counters - print on card stock and mount on chipboard
Missile 01 Missile 01 Missile 01 Missile 02 Missile 02 Missile 02 Missile 01 Missile 01 Missile 01 Missile 02 Missile 02 Missile 02
Missile 01 Missile 01 Missile 01 Missile 02 Missile 02 Missile 02 Missile 01 Missile 01 Missile 01 Missile 02 Missile 02 Missile 02
Missile 01 Missile 01 Missile 01 Missile 02 Missile 02 Missile 02 Missile 01 Missile 01 Missile 01 Missile 02 Missile 02 Missile 02
A’ s T T B’ s
This module adds optional systems and rules e e
you may use with any scenario. However, this G a a G
module has not been well play tested, so use it o m m o
Puck
at your own risk. a a
l B A l
Out of Bounds
Table of Contents Space Hockey Setup
Introduction ........................................................ 1
5-1
Turn or Burn Module 5: Experimental
System Cards For example, you pull 1 miss card and then an
armor system. Return the armor system to the
target fighter. You may move the target’s mo-
These new systems were recently cooked up mentum marker 1 or 2 hexes.
by the technichians back at R&D. None of
them have been field tested, until now. Multiple Fighters: If 2 or more fighters fire
force beams at the same target, roll a die. The
Force Beam FB FB high roller fires first.
System
This gun fires a beam of force Find Direction: To determine the direction
that can either pushtwo fight- you may move 1 momentum marker, trace a
ers apart or pull them to- straight line from your fighter to the target and
gether. It does no damage to Arc: 180
o
2
r0
h te
The target must be in the forward 180 degree
Fig
Fighter 01
arc of your fighter. F B
Mom
Mo
ter h
Fig
5-2
Turn or Burn Module 5: Experimental
Move Momentum Markers: Now move 1 Projectiles: If the target is a projectile (other
of the momentum marker in the direction de- than the puck), move only the projectile’ s mo-
termined above. Then move the other momen- mentum marker. Do not move the fighter’ s
tum marker an equal number of hexes in the marker at all.
opposite direction. Big Guns: You cannot double or triple a force
beam.
Fighter 01
Fighter 01
direction. The weapon does
Mom
Arc: 360
Range: 6, cannot be improved
Fighter 01 Effect: Remove 1 maneuver
Mo
Zap Gun
ter h
Fig
Mo
E C
Fig
5-3
Turn or Burn Module 5: Experimental
Secondary
Thrusters
ST
System
ST
Fuel
Secondary thrusters allow Each burnmaneuver cuts into your fighter’
s lim-
your fighter to move its mo- ited fuel supply.
mentummarker 1 hexin any Structure: Each fighter starts with 18 points
Secondary
direction. Thruster of fuel for each structure card it has. If a struc-
Restrictions: A heavy ture card is pulled due to damage, assume it
fighter must have 2 secondary thrusters to re- was full and deduct 18 points of fuel from your
ceive this benefit and a super must have3. How- total.
ever, lay down only a single system card when Burn: Each time you execute a burn, eliminate
plotting. a number of fuel points equal to the size of the
Plot Actions: To plot a secondary maneuver burn. For example, a B2S maneuver uses 2
action, place the system card facedown next to points of fuel.
your fighter. Empty: If you have only 2 fuel points left, you
Move Fighters: After all fighters have re- can make only a thrust 1 or 2 burn. If you have
vealed their maneuvers, you may move your only1 fuelpoint left, you can make only a thrust
momentum marker 1 hex in any direction you 1 burn. When you run out of fuel altogether,
like. If two or more fighters plotted secondary you can no longer execute burn maneuvers.
maneuvers, the faster fighter must move its Big: Heavy and super fighters use fuel more
marker first. Roll a die to resolve ties. rapidly. Heavies use 1.5 points of fuel for each
thrust, and supers use 2 points of fuel for each
thrust. Keep track of fractions.
Ramming For example, your heavy fighter makes a B3A
maneuver so it uses 4.5 points of fuel.
Desperate times call for Thr Thr
desperate measures. System
Plot: You may plot a ram Fighter Size Burn 1 Burn 2 Burn 3
Standard 1 2 3
action by placing your
Heavy 1.5 3 4.5
thruster system card face-
Super 2 4 6
down next to your fighter.
Thruster
You may not perform any Fuel Used
maneuver.
Detonate Projectiles: During the Detonate
Projectiles phase, if your fighter is in the same Str Str
System
hex or in a hex adjacent to an opposing fighter,
you may ram the opposing fighter.
Effect: If you choose to ram the opposing
fighter, both fighters are destroyed. Armor and
shields have no effect. Fighter size has no ef- Structure
fect.
One Structure = 18 Fuel Points
5-4
Turn or Burn Module 5: Experimental
5-5
Turn or Burn Module 5: Experimental
ZG ZG FB FB ST ST ZG ZG
System System System System
ZG ZG FB FB ST ST FB FB
System System System System
Puck Puck ST ST
System
Mom Loc
Secondary
Puck Thruster
Freighter
Ramming
Freighter are transport ship and they have
Another new card is Ramming. A ship can
cargo cards(also new system cards).
ramm another and use itself as an weapon.
Freighters are only used in the freigther
To ramm an other ship booth ships must be mode.
in the same hex after the movement ant at
A freighter have 10 – 15 system cards with
last one ship must have the Ramming
at least 1 crew, 2 strukture und 6 freigh
maneuvre as his order. Booth ships get
cards. Because they are not for fighting
dammaged.
they can not use shilds, scanner, jammer,
The missing cards are at follow: Armor and repair bots. Also they have no
- own ship no ramming maneuvre: + 2 projektile weapons or big weapons. Only
missing cards light weapons are alowed for self defence.
- shilds up: + 3 cards Turn, burn and missing cards are the same
- Turn in Ramming-round: 60° = 1 card as ultra heavy ships.
120°= 2 cards
In the freighter mode a freigther deliver
180°= 3 cards
cargo to own stations. For each cago card
Armor absorbs no damage. Armor works you get X points. After the deliver, the
as a normal systemcard and is destroyed freigther goes immediately from the map
with one hit. and started in the next turn in the
The damage of booth ships is equal to the startregion fron the player.
distance of the booth momentum markers. A freighter deliver successful, when he is
If the markers are at 8 hex distance, boothe in the hex next to a own station with his
ships get 8 points damage. momentum marker at a distance of max. 2
hex.
New ships
Stations
A importand change is, that are no extern
systems in big party. For this comes ultra You need stations in the freighter and the
heavy ships, freighter an stations. capture mode. A station have no weapons
and they don’t move. A staion cant be
If you build big ships, your enemy get no
killed.
extra system cards. But building bigger
ships cost extra building points. Heavy By starting the game are all stations are
ships cost 1 point, super hevy ships cost 2 with no owner. The players are agree at the
points and ultra heavy ships cost 3 points. number of the stations. Then they put the
Freighter cost no extra points. stations on the map, one player one station,
then the next player one and so on. The
Ultra Heavy Ships
station must at least 1/5 distance from the
Ultra heavy ships (ultras) have 13 – 15 edge of the map and at 5 hex distance to
system cards with min. 1 crew and 4 the next station.
strukture cards. Like super heavy ships
A station goes to a player, if the player
they can turn with max. 60 grad. With one
damaged the station. This can be a
thruster they can thrust B1, with 2 they can
succesful hit from a weapon, a explosion
do B2, for B3 they need 4 thruster. If you
hit from a projektil or a succsesful
fire on a ultra, substract 3 missing cards for
ramming maneuvre.
the ultra. Big things are easy to hit.
Turn Or Burn Modul 5: Big Party
If more then one player hit a station in one Player get X points, if they are owner of a
round, then the station goes to the player, station at the and of a turn.
how : Destroyed ship come back in the second
1. make the bigges damage round after the kill.
2. same damage: is closer to the station
3. same clos: is slower Freighter Mode
is all the same, the the staion is again In the freighter mode you use stations.
without a owner. In this mode a freighter deliver cargo to
own stations. For each cargo card the
Game Modus player get X points. After the delivery, the
The end of a game (not Last man standing) freigther goes immediately from the map
is after a number of rounds or after by and started in the next turn in the
reaching a number of points. startregion fron the player.
If the ending after X rounds the player with A freighter deliver successful, when he is
the most poinst at the end of the last round in the hex next to a own station with his
win. If you play to XXX points, the player momentum marker at a distance of max. 2
first reach this points win. hex.
5. Automatic Ammo
Player skills
Projektiles explode automatic, if they are
Every player can chose from a number of in the same hex with a enemy ship. They
skills. By starting the game all players explode not, if there are a friendly ship in
agree at the number of skills for a player. the hex or in a adjacent hex.
There are this skills: 6. Automatic Missile
1. Target Computer Missiles explode automatic, if they are in
The target computer helps fro targeting the same hex or in a adjacent hex with a
enemys. The emeny get minus 1 miss card, enemy ship. They explode not, if there are
if he was hit. a friendly ship in the hex or in a adjacent
hex.
2. Navigation Computer
7. Close-up Jammer
The Nav-Computer helps to dodge a hit.
The player get 1 more Miss card, if he was Jammer from this player are more effective
hit. in close –up. Shipd played the jammer get
5 instead of 2 miss cards if someone fires
3. Long Range Weapon
at it.
Non Projektil weapons (Laser turret,
8. Long Rang Jammer
Neutrinobeam, Dust buster, Bubble Gun)
get –2 if you check range. Jammer can destroy projectiles at a
distance of max 16 hex. The projektil get
4. Explosion Ammo
one miss cardfor 2 hex distance.
Explosion Ammo (Mine Rack, Cannon,
9. Precision Jam
Rocket, Missile) make 10 instead of 9
points damage in the same hex and 4 If you use jamming to destroy a projektil,
instead of 3 damage in the hexes around. the projektil get 1 miss card for 3 hex
distance.
Ship Overview
Class Cards Min. Thrust Trust Maneuver Miss Additional
Struktur for B5A Cards Karten Building
points
Standart 4 1 All=1 1 All +2 0
Standart 5 1 All=1 2 All +1 0
Standart 6 1 All=1 2 All 0 0
Heavy 7-9 2 B1=1 B2=1 B3=2 4 No TR -1 1
Super 10-12 3 B1=1 B2=2 B3=3 6 No T120/TR -2 2
Heavy
Ultra 13-15 4 B1=1 B2=2 B3=4 8 No T120/TR -3 3
Heavy
Freighter 10-15 2 B1=1 B2=2 B3=4 8 No T120/TR -3 0
Turn Or Burn Modul 5: Big Party
Credits
Designer: Greg Turner
Designer: of TUB-PBM / Big Party: Kai Otte
Translator: KaiOtte
Playtesters: Roger Allen, Dean Ashley, Carl, Douglas Elfrink, Morgan Finley, Joe, Kevin
George, Alex Mathias, Claude McDaniel, Marc Morain, Nathan, David Niemeyer, Liz
Niemeyer, Ryan Pierce, David Reed, Russell Slaven, Michael Temels, Thad Vasicek, Chris
Vogel, Ed Woody, Kim Woody
Special Thanks To: Top Deck Games
Art: Repair Robot artwork by Monika Livingstone.
Turn or Burn Ships Big Party
Ship Card Ammo
Nr. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Turn or Burn Orders Big Party
Ship Orders
Nr.
Turn or Burn Modul 6: Big Party
Standard Standard Standard Standard Standard Standard Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Super Super Super Super Super Super Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Ultra Ultra Ultra Ultra Ultra Ultra Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Freighter Freighter Freighter Freighter Freighter Freighter Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Standard Standard Standard Standard Standard Standard Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom Loc Loc Loc Loc Loc Loc
Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6
Loc-On Loc-On Loc-On Loc-On Loc-On Loc-On Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Super Super Super Super Super Super Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Ultra Ultra Ultra Ultra Ultra Ultra Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Freighter Freighter Freighter Freighter Freighter Freighter Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Standard Standard Standard Standard Standard Standard Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom Loc Loc Loc Loc Loc Loc
Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6
Loc-On Loc-On Loc-On Loc-On Loc-On Loc-On Mom Mom Mom Mom Mom Mom
Turn or Burn Modul 6: Big Party
Standard Standard Standard Standard Standard Standard Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Super Super Super Super Super Super Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Ultra Ultra Ultra Ultra Ultra Ultra Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Freighter Freighter Freighter Freighter Freighter Freighter Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Standard Standard Standard Standard Standard Standard Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom Loc Loc Loc Loc Loc Loc
Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6
Loc-On Loc-On Loc-On Loc-On Loc-On Loc-On Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Super Super Super Super Super Super Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Ultra Ultra Ultra Ultra Ultra Ultra Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Freighter Freighter Freighter Freighter Freighter Freighter Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Standard Standard Standard Standard Standard Standard Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom Loc Loc Loc Loc Loc Loc
Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6
Loc-On Loc-On Loc-On Loc-On Loc-On Loc-On Mom Mom Mom Mom Mom Mom
Turn or Burn Modul 6: Big Party
Standard Standard Standard Standard Standard Standard Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Super Super Super Super Super Super Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Ultra Ultra Ultra Ultra Ultra Ultra Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Freighter Freighter Freighter Freighter Freighter Freighter Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Standard Standard Standard Standard Standard Standard Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom Loc Loc Loc Loc Loc Loc
Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6
Loc-On Loc-On Loc-On Loc-On Loc-On Loc-On Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Super Super Super Super Super Super Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Ultra Ultra Ultra Ultra Ultra Ultra Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Freighter Freighter Freighter Freighter Freighter Freighter Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Standard Standard Standard Standard Standard Standard Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom Loc Loc Loc Loc Loc Loc
Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6
Loc-On Loc-On Loc-On Loc-On Loc-On Loc-On Mom Mom Mom Mom Mom Mom
Turn or Burn Modul 6: Big Party
Standard Standard Standard Standard Standard Standard Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Super Super Super Super Super Super Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Ultra Ultra Ultra Ultra Ultra Ultra Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Freighter Freighter Freighter Freighter Freighter Freighter Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Standard Standard Standard Standard Standard Standard Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom Loc Loc Loc Loc Loc Loc
Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6
Loc-On Loc-On Loc-On Loc-On Loc-On Loc-On Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy Heavy
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Super Super Super Super Super Super Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Ultra Ultra Ultra Ultra Ultra Ultra Super Super Super Super Super Super
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom
Freighter Freighter Freighter Freighter Freighter Freighter Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc
Standard Standard Standard Standard Standard Standard Ultra Ultra Ultra Ultra Ultra Ultra
1 2 3 4 5 6 1 2 3 4 5 6
Loc Loc Loc Loc Loc Loc Mom Mom Mom Mom Mom Mom
Standard Standard Standard Standard Standard Standard Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6 1 2 3 4 5 6
Mom Mom Mom Mom Mom Mom Loc Loc Loc Loc Loc Loc
Freighter Freighter Freighter Freighter Freighter Freighter
1 2 3 4 5 6
Loc-On Loc-On Loc-On Loc-On Loc-On Loc-On Mom Mom Mom Mom Mom Mom