Professional Documents
Culture Documents
1
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
2
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.
3
Factions
The Democracy
Atlantica
4
C.O.I.L.S
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.
5
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.
6
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.
7
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.
8
It’s a Hobby Too!
Method:
3
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.
9
Understanding the Stat Cards
10
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
11
Strategy Rating
Game Turn
Movement
12
Movement Manoeuvres
Gentle Turns
1 movement point
Tight Turns
2 movement points
13
Break Manoeuvre 2 movement points
Half Loop
4 movement points
14
Evasive Manoeuvres
Collision!
15
Targeting, Attacking and Defending
Range
16
Model Modes
17
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.
18
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.
Ground Defences
Bots
Once in Bot mode the model will only use the following rules -
20
Clouds (Optional Rules)
21
Cloud Types
22
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.
23
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.
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.
24
25
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.
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.
26
27
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.
28