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RULE BOOK

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Contents

Introduction 3
Factions 4
Playing the Game 7
What You Will Need to Play Broken Skies 8
It’s a Hobby Too! 9
Understanding the Stat Cards 10
Strategy Rating 12
Game Turn 12
Movement 12
Movement Manoeuvres 13
Evasive Manoeuvres 15
Collision! 15
Targeting, Attacking and Defending 16
Range 16
Model Modes 17
Model Types 18
Jets 18
Helicopters 19
Ground Defences 19
Bots 20
Clouds 21
Scenarios 24

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Introduction

The Earth has been plunged into the Bot War and the skies over the
Democracy are alive with the constant cacophony of jet engines
and helicopter blades as the brave pilots defend against constant
attacks.

The majority of the Atlantican forces have been pushed back into
the sea, but the rear guard remain a major threat as they attempt
to claw back previously conquered territory. The expelled C.O.I.L.S
corporation also seek a way back into the Democracy. Amassing
their ground forces in the South under the protection of high-tech
aircraft and almost impregnable battle fortresses.

Furthermore, the Democracy’s old enemy, the Red Star Nations,


make increasingly bold incursions into Democracy air space.

Welcome to Broken Skies...

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Factions

The Democracy

After nearly 5 years of constant war, the Democracy air force


consists of a few hardened veterans and mostly untrained
rookies. Their aircraft are robust and capable. What the pilots
and aircraft lack in finesse they make up for in fierce determination
and an unyielding heart. It’s these things that have shielded the
Democracy from defeat on occasions too numerous to count.
The Democracy can also call upon their most elite warriors. Max
Starr and his Special Branch heroes are the last line of defence for
the freedom loving nation. Piloting amazing battle vehicles infused
with Bot technology, Special Branch are a formidable force in the
skies over the Democracy.

Atlantica

Atlantica is a kingdom under the sea ruled by the ruthless and


merciless King Gills. After his defeat in the First Atlantican War,
King Gills has been plotting a new assault upon the surface.
A smaller portion of his forces still remain on land under the
command of Baron Neptune. Neptune’s orders are to keep
pressure upon the Democracy and establish a series of forward
bases in preparation of a second invasion. Atlantican technology
remains superior to the Democracy but the Atlanticans are not as at
home on the surface.

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C.O.I.L.S

Consolidated, Ordinance & Industrial Logistics Systems is the


official corporate title to the global cult known as C.O.I.L.S. The
organisation started almost 3000 years ago and has remained in
the shadows all that time until the First Atlantican War exposed
many of its cells. Almost too late did the Democracy realise how
tight C.O.I.L.S had wound itself around every part of society.
Fleeing the purge, C.O.I.L.S board members fled to the South
and there regrouped. Now emboldened by black market Bot
technology, C.O.I.L.S prepare to take by force what they failed to
steal by stealth.

Red Star Nations

The Red Star Nations took little part in the First Atlantican War,
deciding instead to observe the Atlanticans and learn their tactics
at the Democracy’s expense. However, karma intervened when the
Red Star capital was utterly destroyed by the arrival of Overlord
Gorg and his mutated warriors. This plunged Red Star into a year
of hell in which roving gigantic shark warriors went unchecked.
That is, until the creation of the Dinoborgs and the liberation
of the capital from Gorg. Now with the Dinoborgs holding
Gorgs creations at bay, Red Star once again look to press their
advantage against the ravaged Democracy with regular airspace
infringements.

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Deceivers

While it is true that many Deceivers can take multiple forms, most
can do so only for limited times. It is not often that the Deceivers
will engage in aerial dogfighting and indeed when they are
encountered in the air it is mostly by chance. The Deceivers live
in fear of the curse so will only put up a fight if they think they
are close to acquiring the key to releasing their lord Galaxy from
prison.

Valiants

The Valiants do not have a strong aerial presence in the Bot War.
Instead, they focus mostly on heavy ground assaults. They do
however have a few warriors capable of air support. It is rare, but
there have been a few recorded skirmishes between Valiants and
Atlantican Barracudas in the skies over the Democracy.

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Playing the Game
Broken Skies is a fast-paced strategy game set in the Bot War
universe. The game is designed for two players and uses a hex-
based board 50cm x 50cm. It fits perfectly on most dining room
or coffee tables. Like all Traders Galaxy games, Broken Skies is
designed to be fun, quick, and easy to play. And many of the
miniatures are also usable in the Bot War miniature game. A
standard sized game of Broken Skies would use up to 40 points of
models per side.

Steps to begin a game:

1. Decide how many points of models each player can use.


Etiquette dictates that a player should not exceed that agreed
points value.
2. Decide if you will be using a scenario with set victory
conditions or simply engaging in a straight up dogfight.
3. Players select their forces and begin the game.

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What You Will Need to Play Broken Skies

Components -
• Hex board 510mm x 510mm
• 5 x Traders Galaxy Shield Dice
• 5 x Traders Galaxy Attack Dice
• 5 x Traders Galaxy Critical Dice
• 1 x D6 (Six-sided dice)
• 10 x Evasive Manoeuvre Counters
• Broken Skies Rulebook
• Stat Cards for your force
• Broken Skies Miniatures

There are two basic scenario types most commonly used in Broken
Skies. These are either dogfighting missions or ground attack
missions. Obviously both types of missions contain dogfighting,
however, ground attack missions also involve a ground base
objective/s that need to be protected or destroyed. Ground
Defence hex tiles for Democracy and Atlantica are included in the
Broken Skies boxed game.

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It’s a Hobby Too!

At Traders Galaxy, we place a big


emphasis on the hobby aspect of
our games. It doesn’t matter if you
are just beginning or are a veteran
gamer, building and painting your
own forces and terrain can be both
rewarding and fun.
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It’s really easy to make your own
clouds. Just follow the instructions
below.

You will need:

Dakron pillow stuffing


• 1 x 50mm clear round base 2
• 1 x 40mm clear round base
• 1 x 3mm diameter x 100mm long
Perspex rod
• 1 x 3mm drill
• Superglue

Method:
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1. Drill a hole in the bases as shown
making sure the hole is straight.
2. Tease out the edges of the
Dakron (Note - Not the bottom
edge. Leave that flat).
3. Assemble the clear bases and
the Perspex rod as shown with
50mm base on the bottom and 4
40mm base on the top.
4. Glue the Dakron onto the 40mm
base. You can colour the Dakron
prior to gluing to the base by
“dusting” the Dakron with spray
paint.

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Understanding the Stat Cards

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There are two types of Broken Skies stat card. These are single
mode stat cards and multiple mode stat cards. Both types of stat
card operate in the same way.

1. Model Name
2. Points cost to take this model in your force
3. Strategy Rating – When your model will activate in the turn
4. Movement – how many movement points the model can spend
to make moves
5. Attacks – how many attack dice are rolled
6. Shields – how many shield dice are rolled
7. Damage – how many points of damage the model can take
before its destroyed
8. Model picture/s
9. Model Modes available to this model *See Model Modes. The
top picture is always the starting mode.
10. Special rules
11. Faction the model belongs to

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Strategy Rating

All models in Broken Skies activate in ascending Strategy Rating


order regardless of which player the models belong to. At the start
of each turn, each player must roll a D6 and subtract 1 from the
result for each Evasive Counter on their models. The highest roll
will take precedent in any tiebreaker Strategy Ratings for that turn
only. Roll again in the same way at the start of each game turn.

Game Turn

A “game turn” describes the time it takes for both player to


complete all of their actions once through. Sometimes a turn is
also called a “game round”. In Broken Skies, each turn is broken
into two phases. These 2 phases must be performed in a strict
order with movement first and then attack.

Movement

Understanding movement in Broken Skies is crucial to mastering


the game. The amount of movement listed on the model stat
card can be spent to
make the following
manoeuvres. So,
a movement stat
of 6 would mean
that a model could
move up to 6 hex
spaces straight
across the board. It
is not possible to
move through a hex
occupied by another
model. If for any
reason your model is forced off the board, it is instantly destroyed.
In Broken Skies many models can perform special manoeuvres that
require more than a single movement point to perform.

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Movement Manoeuvres

1 movement point to move 1 hex space

Gentle Turns
1 movement point

Tight Turns
2 movement points

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Break Manoeuvre 2 movement points

Barrel Roll 2 movement points

Half Loop
4 movement points

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Evasive Manoeuvres

If a model has at least two unspent movement points at the end


of the model’s turn, it will execute evasive manoeuvres. Place an
Evasive Manoeuvres counter on the model’s stat card to indicate
this. When the model is next attacked, this counter can be
redeemed for an additional shield dice to the defence roll. Once
redeemed, remove the Evasive Manoeuvres counter from the
stat card. Counters can remain from one turn to the next but are
removed at the end of the model’s next turn if it is not used.

Collision!

Even the best pilots make mistakes. In Broken Skies, if you


finish your movement in an adjacent hex to either a friendly or
enemy model roll a D6 and add +1 for any Evasive Manoeuvre
counters on the model’s stat card. On a 5+ or more the model
has successfully avoided a collision. On a 1-2 both models take
3 critical dice worth of damage, with no shields allowed for the
activating model only. The non-activating model may shield as
normal. On a 3-4 both models take 2 attack dice worth of damage,
with no shields allowed for the activating model only. The non-
activating model may shield as normal.

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Targeting, Attacking and Defending

Only enemy models that are in a straight


line of hex tiles as shown in the diagram
can be targeted, unless otherwise stated.
Models may not shoot through interposing
models. The attacking model must be
facing directly forward as shown here. To
attack an enemy model, select the number
of attack dice as listed on the attacking
model’s stat card. Then apply any modifiers
based on the type of model attacking and
the type and position of the target model*
(*See Model Types) The player then rolls
the correct number of attack dice required.
The target then applies any defence
modifiers and rolls their shield dice.
Subtract the number of shields from the
number of attacks. If there are any attacks
that have not been negated by the shields,
this is how much damage has been caused
to the target model. Mark the damage
taken on the stat card. If the damage taken
exceeds the total remaining damage on
the stat card, the target is destroyed and is
removed from the board.

Range

All ranges in Broken Skies are measured by counting the number


of empty hexes between target and attacker. The attack rules that
players may use is determined by which model type is attacking*
(*See Model Types). Unless otherwise stated, the maximum range
for any attacks is 8 hexes between attacker and target. Attacking
models have a long range and a short range. Any targets 3 or
more hexes between are considered long range. If targeting a
model at long range remove 1 attack dice from their attack stat.

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Model Modes

Some models can choose between multiple model modes in


game. If a model has this ability, it will be displayed on its stat
card* (*See Understanding the Stat Card). All models must start
the game as the first model mode on the far left of its stat card.
But, once per turn the player may wish to use an alternative mode.
To use an alternative mode or return to its original mode, the
player must redeem an Evasive Manoeuvres counter at the start
of the model’s activation. Then take the model from the hex and
replace it with the other mode of the model, if applicable. The
model must be facing the same direction as it was previously.
Place the removed model back on to its stat card if applicable or
place a marker on the stat card to track which mode the model is
in. (*Note, if using this for Bot mode, you must use a Bot model to
represent the change.)

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Model Types

Diagram 1 Diagram 2

Jets

Jets are the pinnacle of air combat. Fast, well-armed and piloted
by the best of the best.

• If attacking an enemy model from the rear as shown in diagram


1, add a critical dice to the attack dice roll.
• If a Jet is being
attacked from the
side or head on as
shown in diagram
2, the Jet may add
1 shield dice to its
defence roll.
• Jets must use a
minimum of 4
movement points
each turn.

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Helicopters

Helicopter’s strength
is their versatility. This
makes them ideal
for attacking ground
defences. Although
much slower than
Jets, Helicopters still
pack a punch and are
used extensively in
the Bot War.

• If attacking an enemy model from the rear as shown in diagram


1, add a critical dice to the attack dice roll.
• If a Helicopter moves less than 4 hexes, it may add +1 hex to its
short-range capability when targeting Ground Defences only.
For example, the Firefly moves forward 3 hexes and there are 4
hexes between it and the C.O.I.L.S Gun Turrets. The Firefly may
target the Gun Turrets at short range.

Ground Defences

Since the start of the First Atlantican


War, ground defences have been
utilised by all sides. Cheap and
effective, ground defences have been
the demise of many hopeful pilots.

• Ground Defences have a maximum


range of 6 hexes between attacker
and target
• Ground Defences are considered
to be facing in every direction simultaneously and may target in
a straight line in any direction.
• The collision rule is ignored for Ground Defences and models
may pass over or finish their move over Ground Defences.
• It is possible to target Ground Defences through interposing
models. (*Note, Ground Defences can’t target other models
through interposing models though)
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• If an enemy Jet or Helicopter targets a Ground Defence while
directly over the ground defence, the Jet or Helicopter will
receive an additional critical dice to its attack roll and the
Ground Defence will lose 1 shield dice.

Bots

Once in Bot mode the model will only use the following rules -

• The movement of the model is reduced to maximum 3 hexes


• Tight turns cost only 1 movement point, instead of 2
• Attacks maximum range reduced to 1 hex between the Bot and
the target, but 2 critical dice are added to the attack roll.
• Models targeting a Bot receive a bonus critical dice to their
attack roll at short range

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Clouds (Optional Rules)

Broken Skies is about aerial dogfighting and there aren’t many


hazards in the open skies, except clouds. But in the pollution
infused Broken Skies, clouds can be beneficial or a serious
potential hazard. Models count as being in cloud cover if 50% of
the model is covered by the cloud when looking directly down
upon the model. Clouds drift peacefully or can be blown by strong
winds. To represent the cloud drifting, at the start of the turn the
player with the lowest strategy rating rolls a D6 for each cloud to
determine the direction of the cloud drift as shown here. Once
the direction is determined, roll a Critical dice. The number rolled
will show how many hexes it will move. (*Note, to speed up this
process both dice may be rolled together).

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Cloud Types

Normal Cloud Cover


(white)
Pilots must rely solely on
instruments to find their
targets. If in the cloud
counts as long range
regardless of distance.

Ionic Cloud (blue)


Ionic clouds are hyper
charged with energy and
can have strange positive
effects on targeting.
Enemies being targeted
by a model in an Ionic
cloud cannot use Evasive
Manoeuvres counters to
help shield the attack.

Acid Rain Cloud (green)


The Bot War has amped
up global pollution which
has formed dreaded acid
rain! If under the cloud,
the model has -1 shield
dice.

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Rain Cloud (light grey)
While not harmful as such
it can slow you down.
If passing through the
cloud the model has -1
Movement point.

Storm Cloud (dark grey)


Storms are extremely
dangerous for aerial
combat due to the
potential for lightning
strikes. Roll a D6 if the
model finishes its move
in the cloud. On the roll
of a 4+ the model has
been struck by lightning
and takes one attack dice
worth of damage with no
shields allowed.

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Scenarios
Scenario 1: Attack Run

The Atlantican forward base has been a thorn in the Democracy’s side
for the last year. Time for the brave Democracy pilots to take it out.
Although it won’t be easy, as its heavily defended by AA Batteries and
Aircraft.

Game Length: 6 turns

Deployment:
The Forward Base and AA Battery must be deployed as shown on the
map. The Atlantican aircraft may deploy as shown anywhere in the blue
shaded area. The Democracy forces must deploy anywhere in the
green shaded area.

Special Rules:
Both players choose 50 points of models. The Atlantican player must
choose, as part of their 50-point allocation, the Forward Base and AA
Battery hex tiles.

Mission Objectives:
Democracy forces must totally destroy the AA Battery and the Forward
Base and take as few casualties as possible. Atlantican forces must
defend the base at all costs.

Winning the Game:


Democracy receive 10 victory points for destroying the Atlantican
Forward Base.

Democracy receives 4 victory points for destroying the AA Battery.

Atlantica receives 2 victory points for each Democracy aircraft


destroyed.

Atlantica receives 5 victory points if the Forward Base survives the


game.

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Scenario 2: Meeting Engagement

The skies over the Democracy are alive with the whine of turbines and
the scream of jet engines as Atlantica stubbornly refuses to release its
tenuous grip on the coastal areas.

Game Length: 6 turns

Deployment:
The Atlantican aircraft may deploy as shown anywhere in the blue
shaded area. The Democracy forces must deploy anywhere in the
green shaded area.

Special Rules:
Both players choose 50 points of models and may not choose any
ground defences or bases.

Mission Objectives:
Destroy over 50% of the opposing forces.

Winning the Game:


Democracy receive 10 victory points for destroying 50% or more of the
Atlantican force.

Democracy receives 2 victory points for each Atlantican aircraft


destroyed.

Atlantica receives 10 victory points for destroying 50% or more of the


Democracy force.

Atlantica receives 2 victory points for each Democracy aircraft


destroyed.

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Quick Reference Guide

Movement Manoeuvres
Jets
• If attacking an enemy model from the rear as shown in
diagram 1, add a critical dice to the attack dice roll.
• If a Jet is being attacked from the side or head on as
shown in diagram 2, the Jet may add 1 shield dice to 1 movement point to move 1 hex space
its defence roll.
• Jets must use a minimum of 4 movement points each
turn.

Helicopters
• If attacking an enemy model from the rear as shown in
diagram 1, add a critical dice to the attack dice roll.
Gentle Turns
• If a Helicopter moves less than 4 hexes, it may add 1 movement point
+1 hex to its short-range capability when targeting
Ground Defences. For example, the Firefly moves
forward 3 hexes and is 4 hexes away from the C.O.I.L.S
Gun Turrets. The Firefly may target the Gun Turrets
with no long-range penalty to its attack roll.

Tight Turns
Bots 2 movement points
• The movement of the model is reduced to maximum
3 hexes
• Tight turns cost only 1 movement point
• Attacks maximum range reduced to 1 hex between
the Bot and the target, but 2 critical dice are added to
the attack roll.
• Models targeting a Bot receive a bonus critical dice to
their attack roll at short range

Ground Defences
• Ground Defences have a maximum range of 6 hexes Break Manoeuvre 2 movement points
between attacker and target
• Ground Defences are considered to be facing in every
direction simultaneously and may target in a straight
line in any direction.
• The collision rule is ignored for Ground Defences
and models may pass over or finish their move over
Ground Defences.
• It is possible to target Ground Defences through
interposing models. (*Note Ground Defences can’t Barrel Roll 2 movement points
target other models through interposing models
though)
• If an enemy Jet or Helicopter targets a Ground
Defence while directly over the ground defence, the
Jet or Helicopter will receive an additional critical Half Loop
dice its attack roll and the Ground Defence will lose 1 4 movement points

shield dice.

Written by:
Aidan Spittles & Anthony Mallett ©2021
www.tradersgalaxy.com.au
Copyright Disclaimer: Any names, characters, models and stories in this
rule book are from the author’s imagination and are inspired by multiple
sources. Any reference to actual names, characters, models and stories
not the property of Traders Galaxy is purely coincidental.
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