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2. Determine Player Order (Random Order After Dials): Each a. Roll Defense Dice At range 0 (touching), can attack with
player rolls 3 B. The player with the most c, then f, then d is the b. Attacker Modifies Defense Dice primary weapon, but attacker cannot
add dice (in particular, no range
first player for the remainder of the round when tie-breaking initiative. c. Defender Modifies Defense Dice bonus die), and the attack range is
3. System Phase: In ascending order of initiative, each ship that has 4. Neutralize Results always 0. Attacker’s dice can only be
modified by the defender. Defender’s
an effect that says it can be used during the System Phase resolves a. e Results Cancel d Results dice cannot be reduced, modified, or
those abilities. You may perform at most one drop, launch, or decloak. b. e Results Cancel c Results cancelled by enemies.
4. Activation Phase: In ascending order of initiative, each ship c. Determine Whether Attack Hits
reveals its dial, executes its maneuver, and may perform one action. 5. Deal Damage Range bonus does not
5. Engagement Phase: In descending order of initiative, each ship apply to weapons with
a. Defender Suffers d Damage the small ordnance icon:
may perform one attack. b. Defender Suffers c Damage
6. End Phase: Remove circular tokens. Recover recurring charges. 6. Aftermath
Remove negative recurring charges.
a. Resolve “After Defending” Abilities
b. Resolve “After Attacking” Abilities
ACTIONS c. Possibly Perform Bonus Attack
Barrel Roll: Move sideways with [1 8] template. May shift OBSTACLES Obstructed Attack:
forward/backward. Medium/large ships place long template edge. When attacking through any obstacle, defender adds one C.
Boost: Move forward with [1 7], [1 8], or [1 9] template. Moving through or overlapping: While at range 0:
Calculate: Gain 1 calculate token.
Lock: Acquire a lock on an object at range 0–3. Electro-Chaff Break all locks on and from your ship, cannot aquire
Cloud: gain one jam token. Roll one B: on locks or be locked
Jam: A ship at range 1 (or 1-2 inside }) gains 1 jam token. dorc, gain one stress token.
Reinforce: Gain 1 fore or aft reinforce token. Gas Cloud: Break all locks on and from your ship, cannot attack &
gain one strain token. Roll one B: on cannot aquire locks
Reload: Recover 1 g on a P, M, or B. Gain 1 disarm token. d, gain 1 ion token; on c, gain 3 or be locked
ion tokens.
Rotate: Rotate your turret arc indicator.
Loose Cargo & Gain one strain token. Roll one A:
SLAM: Execute a maneuver with same speed. Gain 1 disarm token. Spare Parts: ondor c, gain one stress token.
Marker
Critical
During defense, spend 1 or more to change a f to e.
Shield
Evade
Charge
During Modify Defense Dice, spend to change all f to e. one charge (per card) during End Phase by flipping it again.
Charge
Force
before taking two or more damage, add one e. During defense, spend 1 or more to change a f to e.
á
Recover at most one charge per ship during End Phase.
Jamming ship chooses one green token or target lock to
MANEUVERS
Jam
discard. If none present, jam token remains until one is. K-Turn
2
Ö
Koiogran Turn: Use 8 template,
op
placing front ship guides. 2
Lo
Disarm
S-
Cannot attack while disarmed.
1 1
à
After 1–3 tokens (based on ship size), roll one fewer . placing front ship guides.
Tractor
T-Roll
Tractoring ship may force a r or straight b using [1 8]. :
: Tallon Roll: Use 4 template,
p
Cannot cause the ship to move through or overlap an obstacle.
sli
de
rotate 90° into turn and align
Si
7
If moved by opponent, may gain a stress token to rotate 90˚. hashmark to left, middle, or right of
ã B
Target Lock
2 During Modify Attack Dice, spend to reroll any number of . OVERLAPPING / BUMPING
Ending a movement overlapping another ship: Move back until just touching.
É
Enemy ship: If not stressed, may perform a focus or calculate action as a red
Cannot perform actions. Attempt red maneuver: white [2 8]
A
Stress
action (gain stress token). Then skip the Perform Action step.
instead. Remove one stress token after a blue maneuver. Friendly ship: Roll one : On d or c, suffer one d. Then skip the
ä
In Example 2, Ship A is performing a 2 forward,
Ship is ionized when it has 1 (S), 2 (M), or 3 (L) ion tokens, but cannot complete it would overlap both ships
C
then: Cannot acquire or maintain locks. Activate as usual, but: B (a friendly) and C (an enemy). It moves back
A
Ion
0 3 1
0 1 1
System Phase: The DRK-1 probe droid’s controlling player may choose a [27], [28], or [29]
System, Activation, and End Phase: No effect. template and any set of the DRK-1’s guides. The player then relocates the remote, placing the
DRK-1 at the other end of the template. It can be placed overlapping an object this way.
Engagement Phase: When you engage, each enemy ship at range
0 of the buzz droid swarm suffers 1 c damage. If the DRK-1 overlaps a ship, use the position marker to denote the ship’s position, then place
the ship on top of the remote.
Other Rules: After an enemy ship overlaps
or moves through a buzz droid swarm, the Activation, Engagement, and End Phase: No effect.
swarm’s controlling player relocates it by Other Rules: While a ship locks an object or jams an enemy ship, it may measure range
aligning the tab to that ship’s front or rear from a friendly DRK-1 probe droid.
guides (this ship is at range 0 of the swarm).
After an enemy ship executes a maneuver that causes it to overlap a DRK-1 probe droid, the
The swarm cannot be aligned to a set of the ship’s controller rolls 1 A. On a f result, the DRK-1 probe droid suffers 1 d damage.
ship’s guides if doing so would cause it to
overlap an object. If the swarm cannot be
placed at a chosen set of guides, its controlling Commando Team Types: Device, Remote.
player must align it to the other set of the
ship’s guides.
g
2
If it cannot be aligned to the
other set, the swarm and the
enemy ship that overlapped or
2 1–2 2 2 2
moved through it each suffer
1d damage.
When this device is dropped, it can be placed by sliding either its front or rear guides into the
opposite end of the template.
System Phase: No effect.
Sensor Buoy Types: Device, Remote
Activation Phase: At the start of this phase, the commando team's controlling player may
choose a [14], [28], or [16] template and place it in the commando team's front guides. The player
then relocates the remote forward, placing the commando team's rear guides at the other end of the
template. The commando team can be placed overlapping an object in this way. If multiple players have
0
commando teams, player order is used to determine the sequence (similar to ships).
3 2 If the commando team overlaps a ship, use the position marker to denote the ship’s position, then
place the ship on top of the remote.
Engagement Phase: You cannot attack if there are enemy ships at range 0. Your primary attack
is a range 1–2 ? attack. To perform an attack you must spend 1g. While you perform an attack, you
Sensor buoys are remotes that come in pairs (one red, and one blue, may change 1 f result to a dresult.
each with its own remote card), and are placed by the Sensor Buoy Other Rules: After an enemy ship overlaps a commando team, that ship gains 1 strain token.
Suite upgrade card. Beyond being remotes and interacting with that After a commando team is placed while being dropped or relocating, if it is placed underneath one or
card, they have no additional rules. more enemy ships, those ships each gain 1 strain token.
Standard Play Scenarios
Setup
Setup is nearly identical in all 4 scenarios: P2
1. Place 1 Satellite in the center of the play area
(use a Supply Cache for Salvage Mission)
2. (only if not Chance Engagement)
Place 4 (or 2 for StT) more Satellites/Supply Caches:
alternating, at range 3 of the center satellite/cache, > range 2 of others.
Each player places their first satellite/cache at range 2-4 of their board edge,
the second at range 2-4 of the opponent’s board edge.
Valid locations are shown in red.
3. Place 6 obstacles as usual
Obstacles cannot overlap satellites or supply caches,
> range 1 of other obstacles, > range 2 of each edge of the play area P1
Victory
1. At the end of the End Phase:
- if only one player has ships remaining, they win immediately.
- if one player has ≥ 20 mission points and more than their opponent, the game ends.
2. At the end of the 12th round, the game ends.
3. At the end of the game, if both players have at least one ship remaining, the player with the most mission points wins.
Scenario Features
Satellites and supply caches are scenario features, and cannot be moved, attacked, damaged,
locked, or destroyed unless specified in scenario rules. They do not obstruct attacks.
Scenario Actions
Scenario actions are white actions available to every ship, they can only be performed during
the Perform Action step (not if the ship is granted an action at any other time). Scenario
Actions can only be used starting on the second round.
Scoring Scoring
1. At the start of the game, earn mission points equal to opponent’s deficit. 1. At the start of the game, earn mission points equal to opponent’s deficit.
2. Starting on the second round, at the start of the End Phase, earn 1 mission 2. Starting on the second round, at the start of the End Phase, earn 1 mission point
point for each supply cache on a friendly ship’s card. for each satellite under your control (have a marker on the satellite)
3. When a ship is destroyed or removed from the game, the opposing 3. When a ship is destroyed or removed from the game, the opposing player
player earns mission points equal to the squad point value of that ship. earns mission points equal to the squad point value of that ship.