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Introduction Contents

Warfleets: FTL is a miniature wargame of epic spaceship battles Basic Rules................................................................................ 3


in a distant galaxy at war.
General Principles....................................................... 3
The game mechanics are designed to be easy to learn but hard to
Preparation ................................................................. 5
master, bringing engaging spaceship battles for new and
experienced players alike. Playing the Game........................................................ 6
This rulebook is divided into 3 sections: Movement................................................................... 7

• Basic Rules - Everything you need to play the game, Shooting ..................................................................... 8
with plenty of diagrams and examples.
Ramming .................................................................... 9
• Advanced Rules - Extra rules that you can use on top of
the basic rules to spice up the game. Morale .......................................................................10
• Total Conversions - Rules that radically modify the base Terrain .......................................................................11
rules and provide a new experience.
Special Rules..............................................................12
We recommend that you start off by playing with just a few
advanced rules first, and then gradually add more as you get Fleet Creation.............................................................13
more comfortable with them. Advanced Rules .......................................................................15
Once you feel like you’ve gained a good understanding of the Terrain Placement ......................................................15
game you can then try out the total conversions, which provide a
radically different experience from the base rules. Deployment Styles .....................................................16

About OPR Extra Missions ............................................................17


Boarding Actions........................................................18
OPR (www.onepagerules.com) is the home of many free games
which are designed to be fast to learn and easy to play. Random Events ..........................................................19
This project was made by gamers for gamers and it can only exist Battlefield Phenomena ...............................................20
thanks to the support of our awesome community.
Terrain & Objective Effects .........................................21
If you’d like to support the continued development of our games
you can donate on patreon.com/onepagerules. Total Conversions ....................................................................22
Fog of War .................................................................22
Thank you for playing!
Catastrophic Damage .................................................23
Order Dice.................................................................24
Ordnance Tokens.......................................................25
Command Dials .........................................................26
Shields & Defense Tokens ..........................................27
Scanner Ranges ..........................................................28
Planetary Control .......................................................29
Multiplayer Games.....................................................30
Kitchen Table Games .................................................31

Game Design: Gaetano Ferrara


Illustrations: Brandon Gillam
The Most Important Rule Models, Ships & Squadrons
When playing a complex game there are going to be occasions In the rules, all miniatures are referred to as models, regardless of
where a situation is not covered by the rules, or a rule does not if they are ships or squadrons.
seem quite right. When that is the case use common sense and
This means that when a rule applies to models, then it doesn’t
personal preference to resolve the situation.
matter if they are ships or squadrons. If a rule specifically applies
If however you and your opponent cannot agree on how to solve only to ships or squadrons, then it will mention them by name.
a situation, use the following method in the interest of time.
Model Stats
Roll one die. On a result of 1-3 player A decides, and on a result
of 4-6 player B decides. This decision then applies for the rest of Models come with a variety of statistics that define who they are
the match, and once the game is over you can continue to and what they can do.
discuss the finer details of the rules. • Name - Cost: The name and type of the ship or
Scale Conventions squadron, as well as how many points it costs to take
the model in your fleet.
This game was written to be played with spaceship models • Speed: How many inches the model moves.
which are mounted on round or rectangular bases. • Turret: The range, accuracy and strength of the
model’s standard mounted turret.
These bases come in various sizes, and we recommend you
• Defense: The evasion and toughness of the model.
always mount miniatures on the bases they come with.
• Upgrades: The max. number of upgrades it can take.
Here are some general guidelines for base sizes when using • Special: Any special rules the model has.
round bases for your ships:
Dice
• Heavy Ships: 60mm
• Medium Ships: 60mm To play the game you are going to need some six-sided dice,
• Light Ships: 32mm which we will refer to as D6. Depending on how many models
• Squadrons: 32mm you are playing with, we recommend having at least 3-5 dice to
keep things fast.
Here are some general guidelines for base sizes when using
rectangle bases for your ships: Sometimes the rules will refer to different types of dice, for
example D3, 2D6 and D6+1. There are many types of dice, but
• Heavy Ships: 125mm x 75mm the notation remains the same, so just apply the following
• Medium Ships: 100mm x 65mm explanations to all type of weird dice you come across.
• Light Ships: 70mm x 45mm
• Squadrons: 32mm (Round) • D3: To use these dice, simply roll a D6 and halve the
result, rounding up.
The rectangle base sizes above indicate the max. length and • 2D6: To use these dice, simply roll two D6 and sum
width of the bases, and not of the ships, so you can use bigger or the results of both dice.
smaller ships as you see fit. • D6+1: To use these dice, simply roll a D6 and add 1
Note that overall the base size that you use doesn’t matter, as to the result.
long as you keep base sizes consistent across all models.
Re-Rolls
Whenever a rule tells you to re-roll a dice result, simply pick up
the number of dice you have to re-roll, and roll them again. The
result of the second roll is the final result, even if it’s worse than
the first. A die roll may only be re-rolled once, regardless of how
many rules apply to it.

Roll-Offs
Whenever a rule tells you to roll-off, all players involved in the
roll-off must roll one die, and then compare their results. The
player with the highest result wins the roll-off, and in the event of
a tie the players must re-roll until there is a winner.
Modifiers Ship Facings
Throughout the game there are going to be rules that apply All ships must have clear front, sides and rear, based on where
modifiers to your die rolls. These will usually raise or lower the they are facing, which are used to determine various things like
value of a model’s roll results by either +1 or -1, but the exact movement and line of sight.
number may vary.
Ship facings are determined by straight lines starting from the
Whenever a modifier applies to one of your rolls, simply add or center of the base, forming four separate quadrants.
subtract the value from the roll and the new value counts as the
final result, however a roll of 6 always counts as success and a
roll of 1 always counts as a fail, regardless of how much it is
being modified by.
Example: A Heavy Ship with a Precision Rig (+1 to hit on turrets)
shoots its turret at a light ship (evasion 4+). The player rolls two
dice and gets a 2 and a 3, but due to the modifier the final result
is a 3 and a 4. This means that the ship got one success (the 4)
and one fail (the 3).

Measuring Distances
To play the game you are going to need a ruler marked in inches,
which you may use to measure distances at any time.
Distances are always measured from the closest point of the
attacking model’s base to the closest point of the target’s base.

Note that squadrons can see in all directions, regardless of where


the miniature is actually facing.

Line of Sight
To determine if a model has line of sight to another model, draw
a straight line from the center of the attacker’s base to the center
of the target’s base, and if the line doesn’t pass through any solid
obstacle (including ships), then it has line of sight.
For the purpose of determining line of sight, ships may always
ignore squadrons (friendly or enemy).

Measuring Movement
When measuring how far a model moves always measure so that
no part of its base moves further than the total distance.
Preparing the Battlefield
You are going to need a flat 6’x4’ surface to play on, which is
usually referred to by us as “the battlefield” or “the table”.
Whilst we recommend playing on a table, you can of course play
on the floor, on a bed, or wherever else you have space.
Once you have found a space to play, you are going to have to
place at least 5 pieces of terrain on it, though we recommend
using 10 or more to keep things interesting.
Whilst it’s always nice to play with great looking pieces of
terrain, you can simply use household items such as books or
cups as terrain pieces.
There are no specific rules on how you should place terrain, so
we recommend trying to set up the table in such a way that it
will provide a balanced playing field for everyone involved. Preparing your Fleet
Ideally you want to place enough blocking terrain that you can’t
Before the game begins, you and your opponent are going to
draw clear line of sight from edge to edge across the table, as
have to agree on what size of game you want to play.
well as place a variety of cover and difficult terrain so that there
are no gaps bigger than 18” between terrain pieces. For a start we recommend playing with fleets worth 300pts each,
and once you have gotten familiar with the game you can start
Initiative Player playing with bigger fleets.
Once the battlefield is ready, players must roll-off, and the To put your fleet together, simply select models and upgrades
winner becomes the initiative player. from the common assets, as well as choose one faction from
The initiative player will get to place objectives first, deploy first, which to take faction-specific ones.
and start fist on the first round, but after that the initiative will Each fleet may only have 1 hero for every 300pts in it, and may
alternate between players. only have as many squadrons as the total number of upgrades
across all ships in it.
Placing Objectives
After the table has been prepared, you and your opponent must
Deploying Fleets
set up D3+1 objective markers on the battlefield. Once the mission has been set up, the players must deploy their
The initiative player goes first, placing one marker outside the fleets, starting with the initiative player.
deployment zones, at least 9” away from the table edge, other The initiative player chooses one table edge to deploy on, and
markers and the deployment zones. Then the players alternate in then places one ship fully within 12” of their table edge.
placing markers, until all markers have been placed.
Once they are done, then the opposing player places one ship
The Mission fully within 12” of the opposite table edge.

If at any point during its movement a ship moves over an Then the players continue alternating in placing one ship each,
objective marker, then it is removed from the table and counts as until all ships have been deployed.
being carried by that ship.
Once all ships have been deployed, the players follow the same
Markers are carried by ships until they are removed from play, in process again, but this time deploying squadrons instead.
which case the marker is dropped on the spot.
After 4 rounds have been played, the game ends, and the player
that is holding most markers wins.
Rounds, Phases, Turns & Activations Activating Models
The game is structured into game rounds, ship class phases, Players may activate one model that has not been activated yet
player turns and model activations. Here is the breakdown of and take one action.
what each of these mean:
Here are all actions available to ships:
• Rounds: Each round is made up of multiple phases.
• Hold: The ship may pivot by up to 180° and may
• Phases: Each phase is made up of multiple turns.
shoot after pivoting. Note that the ship doesn’t move
• Turns: Each turn is made up of a single activation.
when using hold actions.
• Activations: Each activation is made up of an action.
• Move: The ship must move by its full move speed,
Game Structure and may pivot once by up to 90° after having moved
by at least half its speed. The ship may then shoot
After both players have deployed their fleets, the game starts with after having completed its move.
the first phase of the first round, and the initiative player gets the • Cruise: The ship must move by its full cruise speed,
first turn for the first phase (and all other phases in the round). and may pivot once by up to 45° after having moved
Each round is made up of four phases, during which all models by at least half its speed. The ship may not shoot
of that type must be activated, before passing to the next phase, after having completed its move.
which are played in this order: • Ram: The ship must move by its full cruise speed,
and may pivot once by up to 45° after having moved
1. Squadrons Phase by at least half its speed. The ship must end the move
2. Light Ships Phase in base contact with an enemy ship, and may not
3. Medium Ships Phase shoot after having completed its move.
4. Heavy Ships Phase
Here are all actions available to squadrons:
During their turn, the player picks a model of the current phase’s
type that has not been activated yet, and then activates it by • Hold: The squadron doesn’t move and may shoot.
performing an action. • Move: The squadron may move by up to its full
move speed and may then shoot.
Once the action has been taken, their turn ends, and the • Cruise: The squadron may move by up to its full
opposing player’s turn starts. This continues until all models of cruise speed, and may not shoot.
the current phase’s type have activated, at which point the phase
ends and the next phase begins (starting with the initiative player Note that squadrons may freely turn in any direction, and may
for the round again). not ram or be rammed.

Then, once all four phases have been played, the round ends,
and the next round begins. On each new round the player that
didn’t have the initiative during the last round gets to be the
initiative player for the new round.
After 4 full rounds have been played the game ends, and players
determine who won, by checking if they completed the mission.
Holding Disengaging Ships
When taking a Hold action, the ship may pivot by up to 180° to If a ship would end its move off the table, then it is removed from
change the direction it is facing, but may not move. play until the end of the round.
Ships that take Hold actions count as easy targets, and enemies At the end of the round the controlling player must then place
always hit them on rolls of 2+ until they move again. the ship back on the same table edge within 4” of where it left.

Moving Overlapping Ships


When taking a Move action, the ship must move straight by its If a ship would end its move overlapping another ship (friendly
full move speed value, and may pivot once by up to 90° at any or enemy), then it must continue moving straight until it is 1”
point after half its move. away from any other ships.

Cruising Then the moving ship and any others it moved through each
immediately take 1 damage.
When taking a Cruise action, the ship must move straight by its
full cruise speed value, and may pivot once by up to 45° at any Overlapping Squadrons
point after half its move.
If a ship would end its move overlapping any squadrons (friendly
Note that ships that take Cruise actions can’t shoot. or enemy), then all overlapped squadrons are first removed from
the table, and then each player may place the opposing player’s
Ramming squadrons anywhere within 1” of the ship.
When taking a Ram action, the ship must move straight by up to
Squadron Movement
its full cruise speed value, and may pivot once by up to 45° at
any point after half its move. The ship must end its move in base Activated squadrons may take Hold, Move and Cruise actions
contact with an enemy ship, or else may not take a Ram action. just like ships, however they may not take Ram actions.
Note that ships that take Ram actions can’t shoot, can’t ram any Unlike ships, squadrons may freely turn in any direction, don’t
squadrons, and stop moving once they reach their target. have to move their full speed when activating, and enemies don’t
hit on 2+ when shooting at them if they take Hold actions.
Pivoting
Engaged Squadrons
Whenever a ship pivots, you may turn it around its center point
in order to face a different direction, and you may ignore all Whenever a squadron moves within 2” of an enemy squadron,
terrain and ships (friendly or enemy) to complete the pivot. then it must end its move within 2” of that squadron, and counts
as engaged with it.
Note that any movement during a pivot is not counted toward
the ship’s total movement allowance. Squadrons that are engaged with enemy squadrons can’t move,
regardless of what action they take.
Picking Targets 1. Roll to Hit
When taking a Shooting action, a model must pick one or more The attacker rolls as many dice as the weapon’s attack value,
valid targets in order to shoot at them. trying to score the target’s evasion value. For each result that is
equal or higher, the target takes one hit. If the target is being shot
If the model has line of sight to the enemy models, and has at
in the rear, then the attacker gets +1 to hit for this roll.
least one weapon that is in the right facing and within range of
them, then that enemy is a valid target. Squadrons always get +1 to hit rolls when targeting squadrons.
Note that the standard turret mounted on all models can fire in Example: A Heavy Ship shoots at a Medium Ship (evasion 3+)
any direction, so doesn’t need to be in the right facing. with its turret (attacks 2) in its rear. The player rolls two dice and
gets a 1 and a 2, but due to the modifier from shooting the
Who can Shoot target’s rear the final result is a 2 and a 3. This means that the
Models that haven’t taken a Cruise or Ram action, that have line ship got one hit (the 3) and one miss (the 2).
of sight to the target, and that have a weapon that is in the right
2. Roll to Block
facing and within range of it, may fire at it.
The defender rolls one die per hit, trying to score its toughness
Squadrons that are engaged with enemy squadrons may only
value, getting -X to this roll, where X is the total strength of the
target enemy squadrons that they are engaged with.
attacking weapon. For each result that is equal or higher, one hit
Firing Arcs is blocked, and any unblocked hits deal 1 damage. If the target is
being shot in the rear, then the defender gets -1 for this roll.
To determine from which facing the attacker may shoot, and
which facing it may target, draw a straight line from the center of Example: A Medium Ship (toughness 3+) has taken one hit from
the attacker’s base to the center of the target’s base. a Heavy Ship’s turret (strength 2) in its rear. The player rolls one
die and gets a 5, but due to the modifiers from strength and being
The ship’s facing that the line passes through is the facing it may shot in the rear the final result is a 2. This means that the ship has
shoot from, and the target’s facing that the line passes through is taken 1 damage.
the facing that it may target.
3. Assign Damage
Note that if it’s not clear exactly from which facing the attacker
may shoot, or which facing it may target, then roll one die, on a Squadrons are destroyed after taking 3 points of damage, whilst
1-3 the defender chooses, on a 4-6 the attacker chooses ships must assign damage to upgrades instead.
The defender must assign damage to one of its upgrades, and
must continue assigning damage to that upgrade until it has
taken 3 damage, at which point it is disabled.
If all of a ship’s upgrades have been disabled, then the ship is
destroyed and removed from play as a casualty.

Example: The bottom ship is shooting at an enemy ship and an


enemy squadron. The ship shoots from its front facing into the
ship’s side facing, and from its side facing at the enemy squadron
(note that squadrons don’t have facings).

The Shooting Sequence


Shooting is done in a simple sequence which has to be followed Example: The enemy squadron takes 3 damage and is destroyed,
step by step in order: whilst the ship takes 1 damage and assigns it to its Pulse Engine.
Note that the ship’s Missile Cluster had already been disabled,
1. Roll to Hit because it took 3 damage from a previous attack.
2. Roll to Block
3. Assign Damage
Picking Targets Pushed Targets
When taking a Ramming action, a ship must pick one valid ship If the target has the same or lower amount of upgrades, then it is
as its target in order to ram it. pushed directly away from the ramming ship by D6”.
If the ramming ship is within cruise speed of the target, and has a Note that if this pushes the target into another ship or blocking
clear path to reach it, then that enemy is a valid target. terrain, then it stops immediately and takes 1 damage.
Note that ships can’t ram enemy squadrons.

Ram Moves
To ram, you must move the ramming ship by up to its cruise
speed to get in base contact with the target, at which point the
ramming ship stops immediately.
Ramming ships may move by up to their full cruise speed value,
and may pivot once by up to 45° at any point after completing
half of their move.
Note that ships can’t use ram actions if their final position would
overlap enemy ships (but may if it would overlap squadrons).

Ramming Damage
After the ramming ship has moved into base contact with its
target, compare the max. upgrades of each ship.
The ship that has the lower number takes 3 damage, whilst the
one with the higher number takes 2 damage. In case of a tie both
ships only take 2 damage each.
Example: The bottom ship rams an enemy ship which has the
same number of max. upgrades. Because of this they both take
2 damage each. The ship is then pushed by D6” and collides
with an asteroid, and so it takes 1 additional damage.
When to Test Surrendering Ships
As fleets take casualties, their psychological well-being Surrendering ships have lost all hope and are taken captive, flee
deteriorates, and they will surrender. the battle, or are otherwise rendered ineffective.
Whenever a fleet is down to half or less of its starting ships at the Simply remove the ship from the game as a casualty.
end of a round, or whenever a special rule requires it, then you
Note that squadrons never take morale tests, and only if all
must take a morale test.
friendly ships have surrendered or have been destroyed, then all
Example: An Empire fleet started the game with 5 ships, and is of the fleet’s squadrons immediately surrender as well.
down to 2 ships at the end of a round, so all of its ships must take
Example: An Empire fleet of 5 ships and 8 squadrons has lost 3
a morale test to see if they surrender.
ships, and the remaining 2 ships must take a morale test. They
Taking Morale Tests each take a morale test and fail, so all ships and squadrons
immediately surrender.
To take a morale test, the affected ship must roll one die, and
add the number of non-disabled upgrades it has to the result.
If the final total is 6+, then the morale test is passed and the ship
doesn’t surrender (nothing happens).
If the final total is lower than 6+, then there are different results
based on the situation that the ship is in:

• If the ship has taken the morale test because its fleet
was down to half of its starting ships or less, then it
immediately surrenders.
• If the ship has taken the morale test because of a special
rule, then check the rule’s description to see what
happens to it.
Terrain Rules Difficult Terrain
When setting up terrain, all players must agree on what terrain Asteroid Fields, Space Debris, Gravity Wells, etc.
type rules each piece of terrain follows.
Terrain features that hinder a model’s movement, or force them
This will make sure that you do not have any weird situations or to slow down, count as difficult terrain.
misunderstandings during your game, and that things can
Models that move through difficult terrain halve their speed.
proceed smoothly.
Note that each piece of terrain may use multiple terrain type
rules where it makes sense.
Example: A piece of Space Debris terrain could count both as
Cover as well as Difficult Terrain.

Open Space
Any surface that is not specifically defined as a type of terrain
(like asteroids, space debris, nebulas, etc.) counts as open space.
Open space does not have any special rules, and any rules that
affect terrain do not apply to open space.

Blocking Terrain
Planets, Space Stations, Large Asteroids, etc. Dangerous Terrain
Terrain features that can’t be moved through or are otherwise Radioactive Zones, Mine Fields, Black Holes, etc.
deemed as impassable count as blocking terrain.
Terrain features that could harm models, or outright kill them,
Models may not move through blocking terrain, and ships that count as dangerous terrain.
are pushed into blocking terrain immediately take 1 damage.
Models that move through or are pushed into dangerous terrain
immediately take D3 damage.

Cover Terrain
Space Junk, Gas Clouds, Nebulas, etc.
Terrain features that models can hide in or behind, or that could
stop projectiles, count as cover terrain.
If the majority of a model is in or behind a piece of cover terrain,
enemy models shooting at it get -1 to their hit rolls.
Rules Priority Anti-Ship
Some models have one or more special rules that affect the way Weapons with this special rule may only target enemy ships
they behave, and that sometimes go against the standard rules. when they are fired, and get +1 to hit rolls.
Whenever you come across one of these situations, the special Anti-Squadron
rules always take precedence over the standard rules.
Weapons with this special rule may only target enemy squadrons
Unless specified otherwise, multiple instances of the same when they are fired, and get +1 to hit rolls.
special rule are not cumulative, however different special rules
that have the same effect are cumulative. Blast
When firing a weapon with this special rule, if the target is hit,
then all models within 4” of it are also hit (friendly or enemy).

Broadside
Weapons with this special rule may only be mounted on the
sides facing, and they double their attacks when targeting enemy
ships in their side facing.

Deadly
Weapons with this special rule always deal +1 damage per
unblocked hit on the target.

Fragile
The first time each round that a model with this special rule takes
any damage, it takes +1 damage.

Overheating
When firing a weapon with this special rule, the firing ship takes
1 damage for each result of 1 to hit that it rolls.

Relentless
When firing a weapon with this special rule, this weapon may
split its attacks to fire at different targets.
Note that all targets must be declared before shooting, and may
not be changed once you roll to hit.

Rogue
Squadrons with this special rule may skip activating during the
squadrons phase to activate in another phase, but may only
either move or shoot when activating in another phase.
Heroes & Titles Common Ships & Squadrons
When creating your fleet, you may give ships heroes and titles by Heavy Ship - 80pts
adding their cost to the ship’s total cost.
• Speed: Move 4“ / Cruise 6“
Each hero may only be taken once per fleet, and each ship may • Turret: Ran 24“ / Att 2 / Str 2
only have one hero and one title.
• Defense: Eva 2+ / Tou 2+
Ship Upgrades • Upgrades: 4

All ships that are added to your fleet must be given as many Medium Ship - 60pts
upgrades as the max. number of upgrades they can take, and
• Speed: Move 6“ / Cruise 9“
each upgrade may only be taken once per ship.
• Turret: Ran 18“ / Att 2 / Str 1
Note that unlike heroes and titles, all upgrades are free. • Defense: Eva 3+ / Tou 3+
Weapon Upgrades • Upgrades: 3

All models come standard with a turret that may be fired in all Light Ship - 40pts
directions, and doesn’t take up any upgrade slots. • Speed: Move 8“ / Cruise 12“
Ships may also additionally be assigned new weapons as • Turret: Ran 12“ / Att 2 / Str 0
upgrades, which must be mounted on a specific facing. • Defense: Eva 4+ / Tou 4+
Each facing may only have one weapon mounted, and ships • Upgrades: 2
have a front, sides (counts for both sides), and rear facing. Gunship Squadron - 10pts
Note that unlike heroes and titles, all weapons are free. • Speed: Move 10“ / Cruise 15“
Common Assets • Turret: Ran 2“ / Att 2 / Str 0
• Defense: Eva 5+ / Tou 5+
All of the models, heroes, titles, upgrades and weapons in this
rulebook are common across all fleets. Fighter Squadron - 10pts

When putting together your fleet, you may select any assets from • Speed: Move 10“ / Cruise 15“
this rulebook, as well as choose one faction from which to take • Turret: Ran 2“ / Att 3 / Str 0
faction-specific assets, in any combination. • Defense: Eva 5+ / Tou 6+
• Special: Anti-Squadron
Bomber Squadron - 10pts

• Speed: Move 8“ / Cruise 12“


• Turret: Ran 2“ / Att 1 / Str 2
• Defense: Eva 4+ / Tou 5+
• Special: Anti-Ship, Deadly
Common Heroes Common Weapons
Tactical Master (15pts): May choose not to be deployed at the Energy Cannon: Ran 12“ / Att 3 / Str 1
start of the game, but instead may be deployed anywhere over 9“ Counts as having the Anti-Ship special rule.
away from enemies at the start of any round after the first.
Giga Cannon: Ran 6“ / Att 1 / Str 4
Expert Sapper (10pts): When this ship is activated, you may Counts as having the Deadly special rule.
place a mine marker within 4“. Enemies moving within 2“ of the
Heavy Cannon: Ran 12“ / Att 4 / Str 0
mine take 2 damage and remove it.
Counts as having the Relentless special rule.
Ace Commander (10pts): The first time a friendly squadron
Linked Railgun: Ran 24“ / Att 3 / Str 1
within 6“ is activated each round, you may activate another
Counts as having the Overheating special rule.
friendly squadron within 6“.
Missile Cluster: Ran 18“ / Att 1 / Str 1
Common Titles Counts as having the Blast special rule.
Vanguard (10pts): When deployed may immediately be moved Plasma Cannon: Ran 18“ / Att 2 / Str 3
straight by up to its move speed. Counts as having the Overheating special rule.
Avenger (5pts): May fire sides mounted weapons from both side Tsunami Cannon: Ran 24“ / Att 1 / Str 2
facings at once. This weapon may only be fired when using Hold actions and
Defiant (5pts): Whenever a friendly ship within 6“ is destroyed, counts as having the Deadly special rule.
you may remove 2 damage from this ship. Weapon Batteries: Ran 6“ / Att 2 / Str 2
Common Upgrades Counts as having the Broadside special rule.

Ablative Armor: Enemy ships ramming this ship take +1 damage,


and this ship takes no damage from overlapping enemy ships.
Armored Plating: This upgrade takes 5 damage to be disabled.
Gravity Bumper: Enemy ships are pushed by +D6“ when
rammed by this ship.
Nuclear Ammo: The ship’s turret gets +1 strength.
Precision Rig: The ship’s turret gets +1 to hit.
Pulse Engine: Gets +2“ on move and +3“ on cruise/ram actions.
Reinforced Ram: Deals +1 damage when ramming enemy ships.
Repair Bay: When activated may remove 1 damage from another
friendly ship within 4“.
Shield Booster: When taking a point of damage roll one die, on a
result of 5+ the damage is ignored.
Stealth Rig: The ship always counts as being in cover when
targeted from over 12“ away.
Tractor Beam: When activated pick one enemy ship within 8“
and move it D6+1“ toward this ship.
Warp Drive: When using move actions may move straight by
D6+2“, ignoring all ships and terrain.
Terrain Placement Styles 1. Random
When preparing the game, you can either pick one of the Divide the table into six 2’x2’ sections.
placement styles below, or select it randomly.
For each piece of terrain, roll one die to place it at the center of
To select a random placement style, roll one die: one random section, and then move it 2D6” toward the center of
another randomly selected section, stopping to be at least 6”
1. Random
away from other pieces of terrain.
2. Alternating (Free)
3. Alternating (Restricted) If it’s impossible to place the terrain piece, simply remove it.
4. Full Table
5. Two Halves 2. Alternating (Free)
6. Six Squares Players roll-off, and then alternate in placing one terrain piece
each, starting with the player that won.
Terrain Selection
Terrain pieces must be placed at least 6” away from each other,
Once you have decided what placement style to use, you may
and if it’s impossible to place them they are removed.
either pick 5-10 pieces of terrain that you want to play with, or
else use the method below to generate terrain. 3. Alternating (Restricted)
To generate balanced terrain follow these steps: Roll one die to select a random restriction, and then follow the
• Take 6 pieces of terrain: same rules as the “Alternating (Free)” placement style:
o 2 impassable 1. No pieces of terrain may be placed within 12” of the
o 2 asteroid fields center of the table.
o 2 space debris 2. No pieces of terrain may be placed within 12” of the
• Take 2D3 more pieces of terrain, determining their type edge of the table.
by rolling 2D6 for each: 3. Place the first piece of terrain at the center of the table.
o 2-3 = mine field The rest must be placed more than 12” away from that
o 4-6 = asteroid field piece of terrain.
o 7 = nebula 4. Place the first piece at the center of the table, and the
o 8-10 = space debris rest must be placed within 9” of another piece of terrain
o 11-12 = impassable that was already placed.
5. Place the first 4 pieces each within 12” of a different
Terrain Guidelines table corner. The rest can be placed anywhere.
Whilst there is no limit to what type of terrain features you can 6. Place the first 4 pieces each in a different table quarter.
use for your games, we recommend that each terrain feature be The rest can be placed anywhere.
somewhere between 4”x4” and 8”x8” in size.
4. Full Table
For each terrain feature you’ll also have to define some basic
Players roll-off, and the winner places all pieces of terrain on the
rules for how they work in the game. Whilst you can always pick
table, at least 6” away from each other and the table edge.
what rules to use by personal preference, here are some
guidelines on basic terrain types: Then the player that lost the roll-off gets to pick which side they
want to deploy on.
• Planets, Space Stations, etc. - impassable
• Asteroid Fields - difficult terrain + cover terrain + 5. Two Halves
models can see into it and out of it, but not through
Players roll-off, and the winner may draw a straight line from one
• Space Debris - cover terrain + dangerous terrain when
corner of the battlefield to the opposite, and pick which table
crossing with cruise or ram actions
half they places terrain on.
• Nebulas - cover terrain
• Mine Fields - dangerous terrain Then the players alternate in placing one piece of terrain each on
their own table half, at least 6” away from other pieces of terrain
and the table edge.

6. Six Squares
Divide the table into six 2’x2’ sections.
Players roll-off, and then alternate in placing one terrain piece
each in a random section, starting with the player that won.
Terrain pieces must be placed at least 6” away from each other,
and if it’s impossible to place them they are removed.
Random Deployment Style 4. Ambush
Whilst you can simply pick one deployment style of your choice,
it can be interesting to have it be randomly selected before the
game begins, to keep things fresh.
To select a random deployment style, simply roll one die:
1. Frontline
2. Long Haul
3. Side Battle
4. Ambush
5. Spearhead
6. Flank Assault

1. Front Line
Note that this is the standard deployment from the core rules.
5. Spearhead

2. Long Haul
6. Flank Assault

3. Side Battle
Random Mission Selection 1. Duel
Whilst you can simply pick one mission of your choice, it can be After the table has been prepared, the players must set up a total
interesting to have a mission be randomly selected before the of D3+1 objective markers on the battlefield.
game begins, to keep players on their toes.
After 4 rounds have been played the game ends, and the player
To select a random mission, simply roll one die: that is holding most markers wins.
1. Duel Note that this is the standard mission from the core rules.
2. Seize Ground
3. Relic Hunt 2. Seize Ground
4. Sabotage After the table has been prepared, the players must set up a total
5. Breakthrough of 4 objective markers on the battlefield.
6. King of the Hill
Divide the non-deployment zone area of the table into 4 equal
Mission Objectives quarters, and place one marker at the center of each.
Since all missions use objectives in order to determine who wins, After 4 rounds have been played the game ends, and the player
the following rules are common for all missions: that is holding most markers wins.

• Placing Objectives: The initiative player goes first, 3. Relic Hunt


placing one marker outside the deployment zones, at
least 6” away from the table edge, other markers and After the table has been prepared, the players must set up a total
the deployment zones. Then the players alternate in of 3 objective markers on the battlefield.
placing markers, until all markers have been placed. If a ship holding a marker disengages by flying off the table, then
• Seizing Objectives: If at any point during its movement the marker counts as captured by that player.
a ship moves over an objective marker, then it is
removed from the table and counts as being carried by After 4 rounds have been played the game ends, and the player
that ship. Markers are carried by ships until they are that managed to capture most markers wins.
removed from play, in which case the marker is 4. Sabotage
dropped on the spot.
After the table has been prepared, the players must set up a total
Note that if you are using the random deployment styles rules,
of 1 objective marker each 12” away from their table edge.
you must first roll to see which deployment style you will use,
then roll for mission objectives, and only after you roll-off to see Each objective marker belongs to the player that placed it, and if
who gets the initiative. at any point a ship seizes the enemy objective marker, then the
marker is destroyed and removed from play.
After 4 rounds have been played the game ends, and the player
that managed to destroy the enemy marker whilst keeping their
own marker intact wins.

5. Breakthrough
After the table has been prepared, the players opponent must
both assign 3 markers, each to be carried by a different friendly
ship that is in their own deployment zone. If a player doesn’t
have enough ships to assign all markers to, then any remaining
markers must be set up as regular objectives.
Each objective marker belongs to the player that assigned it, and
may only be carried by ships from that player. If a ship holding a
marker disengages by flying off the enemy’s long table edge, or is
holding the marker whilst within the enemy deployment zone,
then the marker counts as secured by that player.
After 4 rounds have been played the game ends, and the player
that managed to secure most markers wins.

6. King of the Hill


After the table has been prepared, the players must set up only
1 objective marker on the battlefield.
The objective marker must be placed over 9” away from the
deployment zones and the table edges.
After 4 rounds have been played the game ends, and the player
that is holding the marker wins.
Using Boarding Actions Boarding Actions Heroes
Before the game begins, players may agree to add boarding Veteran Raider (15pts): When using boarding actions, if the
actions to the list of available actions for ships. target is holding an objective, then the objective may be
transferred to the attacking ship instead of placing tokens.
When using boarding actions, the game is played normally,
however players may also upgrade their ships with the extra Sabotage Expert (10pts): When rolling for boarding tokens
heroes, titles and upgrades listed on this page. placed by this ship, on a result of 1 the target must use a hold
action and remain idle until the end of the round, but takes no
Boarding Actions damage from that token.
Ships with the Boarding Pods upgrade may use boarding actions
Boarding Actions Titles
when activated.
Boarding Engineers (10pts): When rolling for boarding tokens
The ship must move by its full move or cruise speed, and may
placed by this ship, on a result of 1-3 you may pick one of the
pivot once by up to 90° (move speed) or by up to 45° (cruise
ship’s upgrades which may not be used until the end of the
speed) after having moved by at least half its speed.
round, but the ship takes no damage from that token. Note that
The ship must end its move within 3” of an enemy ship, and may only one upgrade may be disabled like this each round.
not shoot after having completed its move. Note that ships can’t
Boarding Troopers (5pts): When using boarding actions the
use boarding actions if they are unable to end their move within
target takes +1 boarding token.
3” of enemy ships.
After the ship has moved, the player must pick one enemy ship Boarding Actions Upgrades
within 3” as its target, and compare the number of non-disabled
Boarding Pods: The ship may use boarding actions.
upgrades each ship has to see what happens.
Military Barracks: The ship counts as having +2 upgrades when
If the target doesn’t have the Boarding Pods upgrade:
comparing for boarding actions.
• If the target has the lower number of non-disabled Slingshot Module: The ship has +3“ range when boarding.
upgrades, place 4 boarding tokens on it.
• If the target has the higher number or is tied, then place Negotiation Center: Boarding parties on enemy ships within 12“
2 boarding tokens on it instead. count as having dealt +2 damage when checking if the enemy
ship can be captured.
If the target has the Boarding Pods upgrade and the attacking
ship is within range:

• The ship that has the lower number gets 4 boarding


tokens, and the ship with the higher number gets 2.
• In case of a tie, then both ships get 2 tokens instead.
Note that if the target has the Boarding Pods upgrade, but the
attacking ship is out of range, then it counts as not having the
Boarding Pods upgrade instead.

Boarding Parties
Whenever a ship with boarding tokens is activated, roll as many
dice as tokens on it. For each result of 4+ one token is removed,
but for each result of 1-3 the ship takes 1 damage instead.

Ship Capturing
Optionally you may play with ship capturing rules.
If a ship would be destroyed by damage from the total damage
caused by boarding parties, then the enemy player may choose
to not deal any damage to the target, but to capture it instead.
The ship may then be controlled by the enemy until the end of
the game, however for the activation on which it was captured it
must use a hold action and remain idle.
Using Random Events 21. Black Hole
Players can choose to add random events, which affect models Place a black hole marker in the center of one random table
on the battlefield in unexpected ways, by checking if a random quarter. All models that move within 3“ of it take D3 damage.
event is triggered every round.
22. Ravenous Aliens
At the beginning of each round, roll one die. On a 5+ an event is
triggered, and you must roll two dice to determine which one. Place D3+1 alien squadrons (Speed 8“, Eva 5+, Tou 5+) in the
center of one random table quarter. At the end of each round the
First roll a D3, which represents the first number, and then roll a aliens must ram or cruise toward the nearest ship.
D6, which represents the second number.
23. Derelict Freighter
Example: A player rolls two dice, with the first result being a 2
and the second result being a 1. This would mean that event 21 Place a derelict freighter in the center of random table quarter,
(black hole) is chosen. facing another random table quarter. At the end of each round it
moves 8“ in a straight line, and any ships it moves through or
Note that if a random event calls for randomly selecting a model
that it overlaps take D3 damage.
from any fleet, you must first randomly select a fleet for the
event, and then randomly select a model to be the target. 24. Mutiny
11. Corsair Attack Select one random ship, which must immediately take a morale
test, and if it‘s failed it immediately surrenders.
Select one random ship, which immediately takes 1 automatic
hit with strength D3. 25. Catastrophic Malfunction
12. Overheating Guns The first time during this round when a ship rolls a 1 to hit, then
the shooting ship takes D3 damage.
Select D3 random ships, which can‘t shoot one random weapon
(including turrets) until the end of the round. 26. Heavy Ram
13. Low Spirits The first time during this round when a ramming ship rolls a 6
when pushing, the target takes D3 damage.
All ships from one random fleet get -1 to morale test results until
the end of the game. 31. Brace!
14. Hazardous Materials Select one random fleet. All ships from that fleet take -1 damage
when rammed until the end of the round.
Until the end of the game, whenever a model enters terrain, roll
one die, and on a 1 it takes D3 damage. 32. Double Salvo
15. Warp Anomaly Select one random ship, which may fire one of its weapons twice
during this round.
Select one random table quarter. All ships within that table
quarter take 1 automatic hit with strength D3 each. 33. Iron Resolve
16. Hidden Explosives Select one fleet, which gets +1 to morale tests until the end of the
game, and if any of its ships had already surrendered, they may
Select one random player, who may note down one piece of
be brought back anywhere within 4“ of the player’s table edge,
terrain in secret. The first ship to enter that terrain takes D3
with the same amount of damage they had before.
automatic hits with strength 2.
34. Infamous Admiral
Select one random ship. Enemy ships within 6“ of it get -1 to
morale until the end of the game.

35. Drifting Expert


Select one random ship, which may add or subtract D3“ to all of
its movement until the end of the game.

36. Righteous Fury


Select one random squadron, which gets +1 to hit and
+1 strength until the end of the round.
Playing with Battlefield Phenomena Anomalous Phenomena
Before the game, you can either pick one of the phenomena of 1. Cursed Fleets
your choice, or have it selected randomly.
At the beginning of each round, you must select one of your
First roll a D3 to select a phenomena type: ships to make a sacrifice and take D3 damage.

• 1-2 = None If you do, nothing happens. If you don’t, then all of your models
• 3-4 = Celestial get -1 to all of their hit, strength, evasion, toughness and morale
• 5-6 = Anomalous rolls until the end of the round.

Then roll a D6 and check which battlefield phenomena you get, 2. Heroic Inspiration
based on the type that was selected. All heroes get +1 strength and hit rolls with their turrets.
Celestial Phenomena On a natural roll of 1 to hit when shooting their turret, something
went wrong, and the hero takes 1 damage.
1. Radioactive Fallout
3. Relaxing Gases
The entire table is Dangerous Terrain, however models must roll
one die before taking damage, on a 2+ they may ignore it. Whenever a ship needs to take a morale test, it gets +1 to its
morale test roll.
Any piece of terrain that already counted as Dangerous Terrain
becomes deadlier, and deals double the amount of damage. 4. Warp Holes

2. Space Fog Whenever a model is activated, roll one die, on a 1 it


immediately takes D3 damage.
The entire table is Cover Terrain.
5. Living Metalloids
Any piece of terrain that already counted as Cover Terrain
becomes more protective and models get -2 to hit rolls. Whenever a model takes any damage, roll one die for each point
of damage, on a 5+ it may be ignored.
3. Stellar Ice
6. Demoralizing Void
The entire table is Difficult Terrain.
Whenever a ship fails a morale test, all friendly ships within 6”
Any piece of terrain that already counted as Difficult Terrain
automatically surrender.
becomes harder to move through, and models may only move at
a third of their speed.
4. Spacecraft Graveyard
Whenever a ship needs to take a morale test, it gets -1 to its
morale test roll.
5. Drift Currents
Whenever a ship uses a move action it must move +D3”, and
when it uses a cruise action it must move +D6”.
6. Dark Star
Roll D6 once before the game to check how visibility is.
For the rest of the game, all models get -D6” range when firing
their ranged weapons (to a minimum of 3”).
Using Terrain & Objective Effects Objective Effects
Players can choose to add extra rules to their terrain features and 1 & 2. Regular Objective
objective makers by picking any of the ones they like, or by
No special objective effects are applied to this objective.
generating them randomly.
3. Booby Trapped
Whenever a model enters a piece of terrain for the first time, roll
one die, and the effect lasts the whole game: The first time a ship seizes this objective it takes 1 damage.
1. Regular Terrain 4. Heavy Materials
2. Regular Terrain
3. Alien Infestation Ships carrying this objective halve their movement.
4. Electrical Currents 5. Protective Dome
5. Targeting Relay
6. Defensive Mines Ships carrying this objective get +1 evasion.

Whenever a model seizes an objective for the first time, roll one 6. Ancient Artifact
die, and the effect lasts the whole game: Ships carrying this objective count as having 1 more max.
1. Regular Objective upgrade when ramming enemy ships.
2. Regular Objective
3. Booby Trapped
4. Heavy Materials
5. Protective Dome
6. Ancient Artifact

Terrain Effects
1 & 2. Regular Terrain
No special terrain effects are applied to this piece of terrain.
3. Alien Infestation
Models moving through this terrain take 1 damage.
4. Electrical Currents
Models that activate in or move through this terrain immediately
take 1 hit with strength D3.
5. Targeting Relay
Models inside of this terrain get +1 to hit rolls.
6. Defensive Mines
Ships ramming into or through this terrain count as having 1 less
max. upgrade for the purposes of ramming.
Playing with Fog of War Shifting Focus
Fog of War rules are optional rules that add an element of Before the game begins, the table must be divided into 3 equal
uncertainty to your games, by affecting how models are sections along the long table edges, and each section must be
deployed and how game rounds are played. given a number from 1 to 3.
Pick any of the following: Whenever a player needs to choose which model to activate,
first they must roll a D3, and then they may only activate one of
• Surprise Engagement their models that is within that table section.
• Ebb and Flow
• Shifting Focus If there are no eligible models in that table section, then they
must move on to the next section going from left to right.
• Combat Fatigue
• Prolonged Battle Combat Fatigue
Surprise Engagement Starting from the second round on, whenever a player that has
already activated at least half of their models for that phase
When deploying fleets, the players go by initiative order, and finishes an activation, then they must roll 2D6.
alternate in placing models as usual, however where they place
them is randomized. If the result is a 2 or a 12, then they may not activate any more
models this phase, and as soon as their opponent has finished
First, each player divides their deployment zone into 3 equal activating at least half of their models, then the phase ends.
sections, and gives each section a number from 1 to 3.
Then, when it’s a player’s turn to deploy a model, roll a D3 and
Prolonged Battle
place the model fully within the resulting section. Starting from the end of the 4th round, players must roll a die at
Models that are deployed differently due to special rules (such as the end of each round to see if the game continues.
Tactical Master) have to follow the same rules, however the Roll one die, and if the roll is successful, then the game
entire battlefield is divided into 3 equal sections along the long continues into the next round:
table edge, instead of only the deployment zones.
• 4th Round: 4+ to continue
Ebb and Flow • 5th Round: 5+ to continue
Before the game begins, each player needs to take as many • 6th Round & Over: 6+ to continue
tokens as models in their army, and each player’s tokens must be Note that mission objectives are checked at the end of the final
of a different color. round, and not at the end of the 4th round as usual.
At the beginning of each round, the players must put as many
tokens as models they have left on the battlefield in a bag.
Each phase, the players draw a random token from the bag, and
the player whose color was drawn may activate one model.
Once the player is done, another token is drawn to see who
activates next. If a player runs out of models to activate during a
phase, then they may simply move on to the next phase.
This continues until all tokens have been drawn from the bag, at
which point the round ends, and a new one begins by putting
tokens in the bag.
Note that if a model is destroyed before it was activated, then
you must remove a token of that player’s color from the bag.
Using Catastrophic Damage Blast Markers
Catastrophic Damage rules are optional rules that make the game To represent debris and smoke that is released when ships take
deadlier by modifying how models are damaged during combat. damage, we use blast markers. To use these rules you will need
10-15 blast marker tokens, which are roughly 1”x1” in size.
Pick any of the following:
Blast markers count as cover terrain and difficult terrain.
• Random Damage
• Friendly Fire Place blast markers in any of these cases:
• Horrible Mishaps • Whenever a ship rolls a natural 6 to hit when shooting
• Critical Hits at an enemy ship, place 1 blast marker.
• Blast Markers • Whenever a ship takes damage which disables one of
its upgrades, place 1 blast marker.
Random Damage
• Whenever a ship is destroyed, place X blast markers,
Whenever a ship takes damage, the defender doesn’t get to pick where X is the ship’s max. number of upgrades.
which upgrade takes that damage, but must determine which • Whenever a squadron is destroyed (not only damaged),
non-disabled upgrade takes damage randomly. place 1 blast marker.
Note that special rules which allow players to pick exactly which Blast markers are placed touching the target’s base, facing the
upgrades are damaged may ignore this rule. direction where the shooting came from. If blast markers are
being placed due to a model’s destruction, then try to place them
Friendly Fire as close to the center of the model’s place instead.
Whenever a ship shoots at an enemy ship that is within 3” of Note that blast markers can’t be stacked, and must be placed one
another friendly ship, then for every hit landed roll one die. next to the other. If for any reason it’s impossible to place a blast
On a 1-3 the hit lands on the friendly ship, on a 4-6 the hit lands marker, then you may ignore it instead.
on the targeted enemy ship. At the end of each round both players roll one die, and then
Note that if there are multiple friendly ships within 3”, then you alternate in removing as many blast markers as the result, except
must randomly determine which one is hit. for markers that are in base contact with ships.

Horrible Mishaps
Whenever a model rolls a natural 1 to hit whilst shooting, some
horrible mishap happens that could potentially damage it.
Roll one die, on a 1-3 the model immediately takes 1 damage,
and on a 4-6 nothing happens.

Critical Hits
Whenever a model rolls a natural 6 to hit when shooting, the
model managed to land a critical hit that could be devastating.
Roll one die, on a 1-3 nothing happens, and on a 4-6 the target
models takes 1 damage.
Note that this damage is in addition to any regular damage, so
you must still roll to see what happens with the original hit that
the model landed.
Playing with Order Dice 1. Full Speed Ahead
Order Dice are an optional resource that can be added to the Ships with the Full Speed Ahead order may only use cruise or
game, giving players access to special orders that boost the ram actions, and they double their move speed value instead of
performance of their ships in battle. using their cruise value when moving.
When playing with these rules, each player will need as many 2. Drift Maneuver
order dice as ships in their fleet. Order dice are regular six-sided
dice, with different effects for each number. Ships with the Drift Maneuver order may pivot a second time at
the end of their full move.
Here are the effects for each number:
3. Hold Position
• 1 = Full Speed Ahead
• 2 = Drift Maneuver Ships with the Hold Position order may use hold actions without
• 3 = Hold Position enemies hitting them on 2+, and if they don’t pivot they may
move backwards by up to half their move speed.
• 4 = Target Lock On
• 5 = Rapid Reload 4. Target Lock On
• 6 = Brace For Impact
Ships with the Target Lock On order get +1 to hit rolls and +6”
The Orders Phase range when firing their turret.

At the beginning of each round, starting with the initiative player, 5. Rapid Reload
each player must roll their order dice and assign them.
Ships with the Rapid Reload order may fire their turret twice,
The player must roll as many order dice as friendly ships in play, even at different targets.
and may then assign one order die to each ship, except for dice
with the Brace For Impact effect, which must be kept aside. 6. Brace For Impact
Before assigning order dice, the player may discard one order die Whenever an enemy ship shoots or rams a friendly ship, you
to re-roll as many other dice as they want, and they may may discard a Brace For Impact die in order to get a defensive
continue doing so until they are left with only one die, which bonus against that attack.
they must keep.
If targeted by shooting, then the friendly ship gets +1 toughness.
Once the initiative player is done assigning order dice, then their
If targeted by ramming, then the friendly ship counts as having
opponent follows the same procedure, after which the round is
+1 max. upgrades when comparing.
played using the regular rules.
This effect can’t be used on friendly ships that already used an
Whenever a ship with an order die assigned to it is activated, the
order die this round, and if the friendly ship has an order die
player may discard that die in order to resolve its effect, but this
assigned to it, then it must be discarded.
is not mandatory.
At the end of the round all unused order dice are then discarded,
and the process starts again with the initiative player rolling.
Playing with Ordnance Tokens Ordnance Heroes
Ordnance Tokens are optional assets that can be added to the Great Neutralizer (15pts): When this ship is activated, you may
game, giving players new ship upgrades that open up additional immediately destroy all ordnance within 6“.
avenues for combat.
Elite Hacker (10pts): When this ship is activated, you may pick
When using ordnance tokens, the game is played normally, one enemy ordnance within 6“, which comes under your control
however players may also upgrade their ships with the extra and may immediately pivot by up to 90°.
heroes, titles, and upgrades listed on this page. Ships may only
have one ordnance weapon each, but otherwise there are no Ordnance Titles
other restrictions to fleet creation. Striker (10pts): Ordnance fired by this ship immediately moves
Each player is going to need as many ordnance tokens as ships forward by 4“ after it has been placed (may move normally
with an ordnance weapon, with each token being roughly 1”x1” during ordnance phase).
in size, and having a clearly marked front facing.
Guardian (5pts): Gets +1 to hit rolls when targeting ordnance
Ordnance tokens are used to represent torpedoes, attack craft, with its turret weapon.
living bio-munitions and the like, so we recommend using tokens
that can make them easily identifiable.
Ordnance Weapons
Piercing Ordnance: This ordnance moves 8“, has evasion 4+,
Firing Ordnance
and deals hits with strength 3.
Ordnance isn’t fired like regular weapons, but instead it is placed
Explosive Ordnance: This ordnance moves 6“, has evasion 3+,
as tokens on the battlefield, which act during their own phase.
and deals hits with strength 1 that have the Blast rule.
When an ordnance weapon is fired, place an ordnance token in
Smart Ordnance: This ordnance moves 8“, may pivot by 45°,
base contact with the firing ship, anywhere on the facing from
has evasion 4+, and deals hits with strength 0.
which it is being fired. The token may be placed to point in any
direction away from the firing ship, and doesn’t need to be
pointing toward a specific target.
Each player may only have as many ordnance tokens on the
table as the number of ships with ordnance weapons in play, and
they may not shoot ordnance again until an existing token has
been removed from the table.
Ordnance tokens may be targeted by enemy shooting, and they
are immediately destroyed if they take any hits, without needing
to roll for damage. If a ship overlaps any ordnance tokens at the
end of its move, then each token deals 1 automatic hit and is
removed from play.

The Ordnance Phase


After the heavy ships phase, but before the round ends, players
must first complete the ordnance phase, during which ordnance
tokens are moved and cause damage.
Starting with the initiative player, each ordnance token must be
moved forward in a straight line by its full speed, and may only
pivot before moving if specified by its rules.
Ordnance that moves into contact with blocking, difficult or
deadly terrain is immediately removed from play.
Ordnance that moves into contact with any ship (friend or foe),
deals 1 automatic hit and is then removed from play.
If ordnance moves into contact with other ordnance, then both
tokens are immediately removed from play.
Note that ordnance moves through squadrons as if they were not
there, and if its move would make it overlap a squadron, then the
token must stop in base contact with the squadron instead.
Playing with Command Dials Advanced Navigation
Command Dials are an optional aspect that can be added to the Ships with the Advanced Navigation command may either add
game, giving players access to special commands that boost the +2” or subtract -2” to their move, or they may pivot a second
performance of their ships in battle. time at the end of their move.
When playing with these rules, each player will need as many Order Squadron
command dials as ships in their fleet, or double as many if using
the Planning Ahead rules below. Ships with the Order Squadron command may activate one
friendly squadron within 6” at the end of their activation.
Command dials are made of plastic, with four different command
symbols on them, and allow players to select one of them by Repair Hull
turning the dial. If you don’t have command dials, then you can
Ships with the Repair Hull command may roll one die, and on a
use any tokens or markers to represent the command symbols
4+ they may remove 2 damage.
instead, making sure to have enough for all your ships.
Here are the different command symbols: Concentrate Fire
• Advanced Navigation Ships with the Concentrate Fire command may fire their turret
twice, even at different targets.
• Order Squadron
• Repair Hull
• Concentrate Fire

The Command Phase


At the beginning of each round, starting with the initiative player,
each player must select commands and assign them.
The player must secretly select one command symbol for each
ship, and place it face-down next to it.
Once the initiative player is done assigning command symbols,
then their opponent follows the same procedure, after which the
round is played using the regular rules.
Whenever a ship is activated, the player must reveal the symbol
and resolve its effect, which is mandatory.

Planning Ahead
When playing with these rules, players will need to assign two
command symbols to each ship, and place them face-down next
to it one on top of the other.
Then, when a ship is activated, the player must reveal only the
command symbol at the top, and resolve its effect
Each round the players must assign one new command symbol
per ship, and place it at the bottom of the command symbol that
is already next to it.
Playing with Shields & Defense Tokens Defense Tokens
Shields & Defense Tokens are an optional layer that can be Whenever an enemy ship shoots, after rolls to block have been
added to the game, giving ships more durability and players made, but before damage is assigned, the defender may use one
more choice when defending from attacks. or more of their defense tokens in order to try and mitigate it.
When playing with these rules, each player will need as many Each defense symbol has a different effect:
defense tokens as total number of ship upgrades in their fleet.
• Redirect: The defender may choose another facing
Defense tokens are double-sided, with a ready and exhausted adjacent to the targeted facing, and it may suffer any
side, and come with different defense symbols. If you don’t have amount of damage on the chosen facing’s remaining
defense tokens, then you can use any tokens or markers to shields, before it must suffer any remaining damage on
represent them, making sure to have enough for all your ships. the targeted facing.
Here are the different defense symbols: • Evade: If the attacker is over 12” away, then the target
may ignore 1 damage, and if the attacker is within 12”,
• Redirect then the defender may re-roll one failed block instead.
• Evade • Brace: The defender may re-roll one failed block.
• Brace • Scatter: The defender may re-roll all failed blocks.
• Scatter • Contain: If the attacker landed any penetrating hits,
• Contain they count as a normal hits instead.
Additionally players will also need a way to record shield Defense tokens are placed on their ready side at the beginning of
damage for each of their ships separately. To record each ship’s the game, and when they are used the player must flip it over to
shield damage you can simply use a piece of paper, custom its exhausted side. If a token that was already exhausted is used
markers, or shield dials on the ship’s base. again, then it is removed from the game entirely.
When playing with these rules, we recommend extending the The defender can’t use the same token twice during the same
game length by 2 rounds, with objectives being checked only attack, and can’t spend more than one token of each defense
after the 6th round has been played. symbol per attack. Ships that used hold actions can’t use any
defense tokens until they move again.
Preparing Shields & Defense Tokens
At the start of each round, all exhausted defense tokens are then
Before the game begins, players must assign shields and defense flipped back to their ready side.
tokens to each of their ships.
Shield Damage
Different shield values are assigned to each of a ship’s facings,
which are based off the ship’s type: Whenever a ship takes damage, it first suffers damage to its
shields, before suffering damage to its hull.
• Heavy Ships: 3 front, 2 sides (both), 1 rear
• Medium Ships: 2 front, 1 sides (both), 0 rear Simply reduce the shield value of the facing in which the ship
• Light Ships: 1 front, 0 sides (both), 0 rear was attacked by 1 for each point of damage, and if the ship has a
shield value of 0 for that facing, then any remaining damage is
Defense tokens are also based off the ship’s type, with each ship assigned to upgrades as usual.
having as many defense tokens as its max. number of upgrades.
Penetrating Hits
Players may choose which defense symbols to assign to each of
their ships, which is also based off their type: Whenever a ship rolls a natural 6 to hit when shooting, then it
has caused a penetrating hit.
• Heavy Ships: Brace, Redirect, Contain
• Medium Ships: Redirect, Evade, Contain Penetrating hits ignore the effects of all defense symbols (except
for the Contain symbol), and they also ignore shields, dealing
• Light Ships: Evade, Scatter, Contain
damage directly to upgrades as usual.
Note that only up to 2 copies of Brace, Redirect, and Contain
may be assigned to each ship, and only up to 1 Copy or Scatter.
Using Scanner Ranges Scanner Ranges Heroes
Scanner Ranges are optional rules that can be added to the Stealth Expert (15pts): This ship and all friendly ships within 6“
game, giving players new ways to approach ranged combat. count as having -3“ signature.
These rules represent the ability for ships to accurately predict Signature Commander (10pts): When this ship is activated you
enemy movement and adjust shot trajectories, and how different may remove 1 spike from another friendly ship within 6“.
ship sizes and actions will make them easier to detect.
Scanner Ranges Titles
When using scanner ranges, players may upgrade their ships
with the extra heroes, titles and upgrades listed on this page. Dominator (10pts): When calculating attack range this ship
doesn’t halve its weapon ranges.
Weapon Scan & Ship Signature
Prosecutor (5pts): When calculating attack ranges enemy ships
When using scanner ranges, the range of a ship’s attacks is not count as having double their base signature (before spikes).
only determined by the weapon that is being fired, but also by
the signature of the target ship. Scanner Ranges Upgrades
To get a ship’s attack range with a specific weapon, you must Active Scanner: When this ship is activated you may add 1 spike
add half weapon’s range to the target’s signature: to any enemy ship in line of sight, then add 2 spikes to this ship.

Weapon Range / 2 + Target Signature = Attack Range Dispersion System: This ship counts as having -3“ signature.

The target’s signature depends on the ship’s type, with lighter Signature Suppressor: When this ship is activated you may
ships having a smaller signature than heavier hips. remove 1 spike token.

• Light Ships = 3” Scanner Ranges Weapons


• Medium Ships = 4.5”
Low-Energy Cannon: Ran 12“ / Att 2 / Str 0
• Heavy Ships = 6”
Firing this weapon doesn’t add spike tokens.
Note that squadrons are not affected by the scanner ranges rules,
so they can attack and be attacked by ships normally.

Signature Spikes
As ships use their engines, fire weapons or take damage, they
will emit signature spikes that make them easier to detect.
Add spike tokens to a ship when:

• Hold actions = add 1 spike


• Cruise/Ram actions = add 1 spike
• Firing 2+ weapons = add 2 spikes
• Upgrade disabled = add 2 spikes
Each spike adds +6” to the ship’s signature.
Ships can only ever have a max. of 2 spike tokens, and if a rule
would add more spike tokens, then they are ignored.

Removing Spikes
Ships can disperse energy by drifting through space whilst
limiting their shooting, which lowers their signature.
Whenever a ship uses a move action and doesn’t fire more than
1 weapon during its activation, remove 1 spike token.
Alternatively, if a ship uses a move action and doesn’t pivot or
fire any weapons, then it may remove 2 spike tokens.
Planetary Control Games Troops Deployment
Whilst the regular rules allow you to play space battles, the game Light Ships may deploy troops instead of firing any weapons
can be played with orbital layers and ground combat, allowing except for their turret.
you to have grand battles for planetary control.
When using move or hold actions whilst in atmosphere, at any
Planetary Control Missions point of its move, the ship may place either 3 infantry or 1 tank
token in a sector of a city cluster within 3”. Once the ship has
Planetary control missions are played on the planet’s surface and placed its infantry/tank tokens, mark its cargo as empty.
in its orbit, so you’re going to need a battlefield that represents a
planet’s ground surface. The ship may pick up 3 infantry or 1 tank tokens from a sector
again in the same way, which fills its cargo. Alternatively, the
When setting up planetary control missions, follow the regular ship may re-fill its cargo by moving within 3” of a heavy ship.
mission setup rules, but instead of placing objective markers,
players must place city clusters. City clusters consists of D3+1 Note that when re-filling the cargo in this way, you don’t have to
sectors each, and sector is made up of a marker that is between select if you want to take infantry of tanks, but can make that
1”x1” and 2”x2” in size (all sectors in a city must be in base decision the next time troops are deployed in a cluster sector.
contact with each other).
The Ground Combat Phase
Instead of following the regular rules, where objective markers
After the heavy ships phase, but before the round ends, players
are captured by ships, when playing planetary control missions,
must first complete the ground combat phase, during which
the city clusters must be captured by ground troops (which will
infantry and tanks are moved and cause damage.
be explained later).
Starting with the initiative player, the player may select any of
After 6 rounds the game ends, and the player that controls most
their infantry and tank tokens in one sector, and move them into
city clusters wins the mission.
an unoccupied adjacent sector, or else attack an enemy sector.
Orbital Layers To attack an enemy sector, roll as many dice as friendly infantry
When playing planetary control missions, the battlefield is and tanks, with infantry dealing hits on rolls of 5+ and tanks
divided into 3 orbital layers, with different ships being able to dealing hits on rolls of 3+. Then for each hit, the defender rolls
access different layers. one die, and on a 5+ the hit is ignored. For each unblocked hit,
either remove 1 infantry token, or put a wound marker on a tank
• High Orbit: Light, Medium & Heavy Ships token, which is removed once it has taken 3 wounds.
• Low Orbit: Light & Medium Ships
If all enemy tokens are killed, then you may move any number of
• Atmosphere: Light Ships friendly tokens to that sector, but don’t have to.
Note that squadrons can access all orbital layers. Once the player has moved/attacked, the opponent may do the
Models may freely move up and down orbital layers that they same, moving/attacking with all tokens in one sector, and once
have access to, spending 4” of their move to go up a layer, and all tokens have been used, the ground combat phase is over.
0” of their move to go down a layer. The models must move, so At the end of the phase, any cluster that has over half its sectors
they can’t change orbital layer when using hold actions. occupied by a single player counts as captured by that player.
When shooting at models on different orbital layers, attacking
models get -1 to hit and -6” range per layer.

Orbital Bombardment
Medium Ships in low orbit may fire their turrets at cluster sectors
within 6” that have any enemy infantry or tank tokens in them.
To attack an enemy sector, roll 3 dice trying to score 3+, with
each success counting as a hit. Then if there are any tanks in the
sector, roll one die for each hit separately, and on a 5+ the hit is
ignored. For each unblocked hit, put a wound marker on a tank
token, which is removed once it has taken 3 wounds. If there are
only infantry left in the sector, then roll one die per remaining
hit, and on a 3+ the hit is ignored. For each unblocked hit,
remove 1 infantry token.
Free-for-All
The simplest way to play games with 3-4 players is to have a
free-for-all, where all players can attack each other, and they are
all competing for the same objectives.
When playing the game, follow all of the regular rules, with just
a couple of exceptions as described below.
Initiative: All players roll-off to determine in which initiative
order to play. The player with the highest score gets the initiative
first, and then in each new round the next player in descending
order gets the initiative.
Deployment: Going by initiative order, the players alternate in
picking a table corner and deploying one model each within a
2’x1’ area. As usual, squadrons are deployed after ships.

Merry-go-Round
An alternative version of playing with 3-4 players is to have a Team Games
merry-go-round, where each player can only attack one other
player, as they all compete for the same objectives. If you want to play games with 3+ players, then team games are
the best way to go, as there is no limit to the amount of players
When playing the game, follow all of the regular rules, with just that can participate.
a couple of exceptions as described below.
When playing the game, follow all of the regular rules, with just
Initiative: All players roll-off to determine in which initiative a couple of exceptions as described below.
order to play. The player with the highest score gets the initiative
first, and then in each new round the next player in descending Forming Teams: Before the game begins, divide the players into
order gets the initiative. two teams by simply picking who belongs to which team, doing
a draft, rolling for teams randomly, or however else you would
Deployment: Going by initiative order, the players alternate in like to pick teams. Note that teams don’t need to have equal
picking a table corner and deploying one model each within a amounts of players, so you can play 2v1, 3v1, etc.
2’x1’ area. As usual, squadrons are deployed after ships.
The Fleets: When preparing fleets, you must split the amount of
Combat: During the game, players may only target enemy points that each team is allowed to take between its players.
models from the player that deployed after them. The last player Note that the amount of points that each player is allowed to
that deployed may only attack the first player that deployed. take within a team doesn’t have to be equal, and players may
choose to split their points unequally.
Deployment: When deploying models, players from the same
team must deploy their models in the same deployment zone,
placing a single model when it’s their team’s turn to deploy.
The Mission: When setting up the mission and when checking
who won, all objective markers and deployment zones are
shared between players of the same team.
Turn Order: During the game, the turn order is on a team basis
and not on a player basis, so for each team’s turn only one of the
players may activate a model. Note that each team may either
pick which player gets to activate freely, or instead roll to see
who gets to go next randomly.
Playing Kitchen Table Games Mission Selection
The game can also be played on smaller surfaces, that are as To select a random mission, simply roll one D3:
small as 2’x3’ in size by adjusting the rules.
• 1-2: Duel
When setting up the game, use the deployment styles and • 3-4: Seize Ground
mission selection from these rules instead of the regular ones. • 5-6: Relic Hunt
Deployment Styles Note that when placing objective markers, you follow all the
regular rules, but ignore restrictions on placing markers inside
To select a random deployment style, simply roll one D3:
deployment zones.
• 1-2: Frontline
• 3-4: Long Haul
1. Duel
• 5-6: Side Battle After the table has been prepared, the players must set up a total
of D3 objective markers on the battlefield.
Note that your table may be a square instead of a rectangle.
After 4 rounds have been played the game ends, and the player
1. Frontline that is holding most markers wins.

2. Seize Ground
After the table has been prepared, the players must set up a total
of 4 objective markers on the battlefield.
Divide the battlefield into 4 equal quarters, and place one
marker at the center of each.
After 4 rounds have been played the game ends, and the player
that is holding most markers wins.

3. Relic Hunt
After the table has been prepared, the players must set up a total
of D3 objective markers on the battlefield.

2. Long Haul If a ship holding a marker disengages by flying off the table, then
the marker counts as captured by that player.
After 4 rounds have been played the game ends, and the player
that managed to capture most markers wins.

Playing the Game


When playing the game, follow all of the regular rules, with just
a couple of exceptions as described below.
Measuring Distances: When playing the game, all distances
measured must always be halved (rounding up). This does not
apply to the preparation of the game, so the deployment zones
and distance between objectives stay the same.
Reinforcements: Before the game begins, players must declare
half of their fleet as being reinforcements. These models are not
3. Side Battle set up during the deployment phase, but instead they may be
deployed within 4” of any table edge at the beginning of any
round after the first. If both players are bringing in models, they
must roll-off to see who goes first, and then alternate in placing
one model each, until all models have been placed.
Range Penalty: Whenever a models shoots over 9” away. it gets
a penalty of -1 to hit for shooting at long range. Note that this
penalty is applied after halving the measured distance, so it only
affects weapons with unmodified ranges of over 18”.

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