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-Galactic-

conflict in the stars c

a game of interstellar combat

GCS-001
For the help to bring the miniature designs to life, many, many thanks to
Mike Noe and his crew at Iron Wind Metals LLC.

Jeff Neckerman at Valiant Enterprises

Ray Arriasta and Brian Plunkitt with


Fighting Piranha Graphics
Sleep not, my country: though night is here,
Proofers and Players v.1 & v.2 afar
Ian Alderfer Your children of the morning are clamorous
Jeff Jablonski for war:
Jason Klotz Fire in the night, O dreams!
Rob Moore Though she send you as she sent you, long
Richard Nash ago,
Ben Parker South to the desert, east to ocean, north to
Max Prohaska snow,
Jeff Wheeler West of these out to seas colder than the
Hebrides I must go
Space Images Where the fleet of stars is anchored, and the
NASA young star-captains glow.
ESA
James Elroy Flecker
A special thanks to Ginger Alderfer 1915 ADOR

Ship Designs and Layout


Arbron Imagineering

Project Lead
Kirk Alderfer

©1977/2010, 2013 Arbron Imagineering. All Rights Reserved.


Galactic: Conflict in the Stars (GCS), Galactic: Ground Wars (GGW),
Galactic: Dreams of Empire (GDE) and Arbron Imagineering are Copyrights and
Trademarks of Arbron Imagineering LLC.
In the United States and/or other countries. No part of this work may be reproduced,
stored in a retrieval system, or transmitted in any form or by any means, without the
prior permission in writing of the Copyright Owner, nor be otherwise circulated in any
form
other than that in which it is published.
contents

Introduction
01

Game terms
02

Components
03

Playing the Game


Tactical
07

Advanced rules
Groups
14

Advanced Tactical
16

Tables
27

Record Cards & Tokens


29

Movement Sheets
33
introduction
For months we've sailed the galactic sea, tracking our enemy from one edge of space to the other, the
Bahamas Drift, the Antares Maelstrom, the White Nebula of Dover, we've seen them all off our flanks as
we've followed them from Imperium's Depths, to Commonwealth's Sanctuary. They have finally tipped
their hand though, and we are still here.

Admiral Nelson's fleet engages them now, in a desperate action to hold the frontier, outnumbered three to
one. They think he is all they will face. They think they lost us in the depths of space. They think even
Admiral Collingwood is not insane enough to fly through the Trafalgar Drift. They have us right
where we want them.

Proximity alarms sound as we clear the Drift. Our sensors see the enemy. But it is far, far too late for
them. Admiral Nelson vowed to destroy the Alliance's fleet no matter the cost, no matter the sacrifice,
every squadron, every ship, every spaceman, if it cost him his own life. Cadiz lies behind us, Nelson
before us. All between us will die, or we will.

The AI’s find their targets and battle stations are sounded. The ships engines literally tear apart the fabric
of space itself as the fleet accelerates to attack speeds. The sound of their desperate shots deflecting off
our shields intensify. And that? That is the sound of our weapons snarling back in righteous fury, raking
their ships fore to aft. We join battle now and render our souls into the hands of Providence.

God save Admiral Nelson, God save the Queen and God help us all.
First Leftenant Jeffery Scott
RAS Strike Cruiser Swiftsure

Welcome to the galaxy of Valde Rota. Through this document, you will enter an alternate universe where
Earth is just a fabled planet. Here, the great empires and nations that once populated mythical Earth
reside, scattered all over this alternate island of stars.
Among these stars live the historical descendants of Genghis Khan, King George and the Incan 'Children
of the Sun.' There are also non-humans of many kinds. Some of them are wise and compassionate, while
others are absolutely merciless. There are many more unknown to us, but their faint whispers call from
across the cosmos.
So, onward to the great spinning wheel of adventure that is Galactic: Conflict in the Stars.

----------------------------------------------------------------------------------------------------------

Galactic: Conflict in the Stars is the quick and dirty starship combat simulation for the
Galactic Universe. GCS lets the players toss a bunch of units in the gaming arena and
blow the heck out of each other. So, read further and enjoy.

Page / 01
Game terms

Auxiliary Any transport or support type unit.

AV Attack Value

Any standard Cruiser class and


Capital Unit larger combat unit.
Combat Action Value or combat
CAV rating.

Crew Crew Quality Rating

Amount of damage inflicted by a


DMG single weapon.

DV Defense Value

Deployment Zone or DZ – Zone of


combat area that a players units
DZ starts the game from. Usually on a
given side of the playing map and
within 3 hexes of the given side.
Any Light Cruiser class and smaller
Escort combat unit that is jump/FTL
capable.
A group of more than 10 Capital
Fleet ships.
A group of 6 to 10 Escort class ships
Flotilla or Auxiliaries.

LOS Light of Sight

A modifier used to alter attack and


MOD defense values.

MTV Movement / Turn Value

P-DEF Point Defense System

RNG Range

Small Combat Unit. A Combat Drone,


SCU Aero-Fighter or Gunship.
A grouping of 3 to 5 like sized
Squadron Capital. 2 to 3 SCU groups.
An individual ship or a grouping of 2-
Unit 6 Small Combat Units.

Wing 3 to 5 squadrons of SCU’s.

Page / 02
Game Components

Dry erase markers


or pencils

Record Cards

Tokens or miniatures

Galactic: Conflict in the Stars – Movement


Sheet

Dice, D4’s Hex map or


and D6’s plain table top

Rules

Tokens or numbered
chips for initiative

Movement Sheets

Page / 03
Game Components
Record Cards
Used by players to track the status of their units, record cards come in several styles.
These control Capital, Escort Carriers and transports. Stations and Small Combat
Units. Styling through all of these is similar to provide ease of play with all the unit
types. Blank versions of these are included at the end of this ruleset.
Sizes of the most record cards are that they can be used with popular game card
sleeves to allow for convenient re-use.

Tokens or Miniatures
Galactic is a miniatures game and there are canon designs available from the website
of Iron Wind Metals (www.ironwindmetals.com) and from the Shapeways storefront of
Arbron Imagineering (www.shapeways.com/shops/arbron_imagineering ). But if you
have a favorite mini you would rather use instead, by all means, do so.

Dice
At least 2D6 and 2D4 are needed by players to determine results for attacks, defense
and critical hits. For most roll results, the totals of the dice rolls are added together
along with any modifiers.

Initiative Tokens or Chips


A set of tokens, chips or markers, numbered from 1 to 50. These are used to determine
combat initiative. A set are included in the back of this ruleset.

Maps
While Galactic can be played on a plain table-top, the makers recommend that you
play on a hex marked map. Preferably a space one. Besides spacecraft, the map can be
filled with asteroids, planets, minefields and all kinds of space ’junk’.

Movement Sheets
To pre-plan and track your fleets moves, there is the preferred option with Galactic of
using movement sheets. These are representation of the game map that players mark
their ships movement on. These sheets also throw into the game, a fog of war
randomness that makes the player try and guess-timate where their opponent will
move.

Page / 04
Record cards
Capital & escort
Carrier Unit card
Unit card
Unit tokens
Sabre Class Battler Scythe Class Fleet Carrier
1026 Points 11 811 Points
1 1
66 22
1
2 2

5 33
4 7
4 1 6 7 1 6
1 3 5 1 2 3
4
4
L 1 1
5 6 2
11
L 6 2 11
2
13 10
11
1 5 2
5 3 5 10 5 3
4 4
66 22
T- 6 2 3 16
6 3
1 8 3
7 20 00000 000
00000 000
3 00000 000 4 1 9
4 2 9 0000
5 14 8 5
5 33
3 8 5 16

 GALACTIC: CONFLICT IN THE STARS


4 
44
GALACTIC: CONFLICT IN THE STARS

Transport Unit card Small combat unit


(scu) card
Unit tokens
Mace Class Heavy Transport Stiletto Type Aero-Fighter
819 Points 11 1 Squadron Points- 60
1
1 66
6 22
2
1 Assigned to:
2
5 33
5 3 8 1 O O O
4 1 6 7
1 5
4
4 LS
LS 1 4 5 2
6 2 1 2
5 2
1 2
11
5 3 1
4 6 3 O O O
10 3 515 6 2
000 9 4 4 11
4 1 9 1 6
1
2
3 2 5
10 5 515 5 3
5 3 3 6 O 4

 GALACTIC: CONFLICT IN THE STARS


 GALACTIC:
Arbron Imagineering
2010
CONFLICT IN THE STARS
4

12

Page /
Page 05
Record card terminology

1. Unit Class Name, Type, Points & Icon – displays the Class and function type.
Along with the value of unit and a visual representation of the unit. SCU cards
also have a box to fill in for the host unit the SCU is from.

2. Crew Quality - represents the ability status of crew. This value is added to your
Attack Value.

3. CAV – the Combat Action Value. Describes the number of combat actions, i.e.
firing weapons, launching combat drones, etc., that a unit may make per turn.

4. Screens / Shields, Armor and Hull – are the values of s units basic defense and
hull integrity.

5. Main Weapons– shows the quantity of primary long ranged, main weapons on all
units. Type of weapon is shown with range.

6. Torpedo – represents the total quantity of torpedo launchers, type and range value
carried by the unit.

7. Point Defense – is the unit’s Anti-torpedo & Anti-Combat Drone/Gunship weapon


systems.

8. Small Combat Craft(SCU) – embarked on unit. This represents the storage and
launch capacity of the unit for Small Combat Craft. On SCU sheets, this shows the
number of units making up that squadron.

9. MTV – is the Movement & Turn Value of unit. Value shown is for forward
movement. Turning movement value is usually half of forward movement
rounded up for odd numbered movement values.

10. Cargo – Space used on dedicated transport vessels to carry supplies, personnel,
etc…

11. Direction Hex – Graphic representation of the units direction and firing arcs.

12. Turn/Movement – Turn by turn pre-plotting of movement. Label the direction of


movement and number of hexes or inches. Movement uses simple abbreviations on
the sheets.
F=Forward, R=Right, L=Left, D=Drift, E=Evasion and then a number with each to
describe hexes or inches moved.
F2L1F1 = Forward 2 hexes or inches, Left 1 hex side and then Forward 1 hex or inch.

Page / 06
Playing the game
Tactical
Galactic is broken down into several phases for game play. In those, the player
chooses what units of his/hers to move, records those moves or not, determines
combat initiative with the initiative chips, conducts combat operations and so on.
Each round includes the following phases and are performed in this order;

-Unit/Force Selection (First round only)


-Movement
-To-Hit Operations
-Victory / End

Force selection

Players decide on a scenario. When the scope of the battle is agreed upon, players
will gather the appropriate record cards or sheets and miniatures or tokens. Each
player then places their units one at a time in their deployment zones until all units
are on the map.

Movement
Players determine their moves and mark these moves onto their movement sheets.
When all are finished, units from both sides are moved simultaneously. If movement
sheets are not to be used, the combat tokens are used instead. Each player draws an
combat token and places it next to one of their units, usually starting from left to
right on the map. Once all units have a token, players then move their units in
numerical order.

47

2
19

Page / 07
movement

The following describes the basic rules for movement.

A units facing shows No units may travel A Capital, Auxiliary


the direction it is backwards or Escort unit must
going. This facing move forward one
must point against a hex before it can turn
flat side of the hex it a single hex-side.
is in.

A unit’s Turn Value is the Outposts, Stations


number of times a unit can and Starbases do not
change a single hexside move during
facing in a turn. This is equal gameplay.
to half the units forward
movement value, rounded up.
In the example shown, a
Sabre Class Battler has a
basic MTV of 2. This gives
the unit a 2 hex forward
movement with 2 single hex-
side turns allowed to it.

Page / 08
Movement - stacking

Units in real space are not a problem, but in the realm of the tabletop, well….. it is
recommended that no more than 2-3 units be grouped in a hex.

To-hit operations
In Galactic, combat is a matter of finding the enemy and destroying him. As you have
maneuvered your ship to get into firing position, you also check your range to target, firing
arcs and decide what weapons to use. When performing any combat actions, the number of
these actions are determined by the ships Combat Action Value (CAV) assigned to it. This
number determines how many attacks the unit may perform in a single turn.

Combat tokens

Combat tokens are used to determine who fires first. These are the same tokens to determine
movement initiative when not using the movement sheets.
The tokens provide a random “Fog of War” effect that can make the game unpredictable. To
use the tokens, players pick tokens and place them next to their units. This is usually from
the left hand side of the play area to the right.
Once all units have a token, then attacks may begin starting with Token 1 to 50. If a unit is
destroyed before it can attack, the unit and its token is removed from the game area. After
use, the token is returned to the “pot”.

Line of sight

In space combat, if you can see it, you can usually shoot it. Other units do not block LOS.
Asteroids, Stations and Starbases only block LOS if they are in the same hex as the firing or
targeted unit. Planets and stars block LOS as shown below. Partial LOS gives a defense
bonus of one additional point (+1) to the targeted unit.

Partial
LOS

LOS
Blocked

Page / 09
Firing arcs

Firing arcs show what directions the various weapon types may fire and engage their targets
in. Arc 1 is always the direction a unit is pointing. Unless noted, weapons may not fire into
Arc 4.

Weapon Type Arc

Beam 1, 2, 3, 5, 6

Plasma & Pulse 1, 2, 6 1


6 2
Rail 1, 4

Standard Torpedo 1, 2, 3, 5, 6 5 3

4
Energy Torpedo 1

Point Defense All Arcs

SCU Weapons 1

Weapon ranges
In Galactic, the different weapon systems use fixed range values. To determine the range,
find the shortest distance between the attacking and defending units and count those
hexes. The number of hexes between the two is the range.

SCU

Escort /
Capital Unit

Page / 10
Weapon ranges

Basic Weapons & Ranges (Basic)


Weapon Optimum Damage in Special Symbol
Type Range CAV points
Primary “A” 10 1
(Green)

Primary “B” 2 1 SCU’s only


(Yellow)

Torpedo – 20 1 Used on all


Light “A” Escort &
(Orange) Capital units

Torpedo – 15 2 Strike Cruiser


Heavy “A” and larger
(Red) units only

Torpedo – 18 2 Capital units


Energy “A” only
(Blue)

SCU Torpedo 4 1 SCU’s only

Point 5 All units


Defense “A” except SCU’s
only (Gray)

‘A’ = Primary (Escort, Capital & Installations) weapon systems

‘B’ = Small Combat Unit (SCU) weapon systems.

Crew Rating

How good of a crew does the unit have ? To determine, roll 1D6. The result of this roll is
the crew rating of the unit. This value is used by the unit for the game. The crew rating
icon is a stylized figure on the Record Card.

Crew Rating MOD (1D6)


Roll Result Crew Rating AV MOD

1 Training -2

2 Green -1

3 Regular 0
4 Regular 0

5 Veteran +1

6 Elite +2

Page / 11
To-hit operations
Attacks begin when the player with the lowest numbered initiative token announces
what opposing unit they are targeting. The defender then rolls a 2D6, and then adds any
modifiers from screens, shields and armor. This result becomes the Defense Value used
against any attack from that attacker. Any new attacks by other units will require the
defending unit to roll for a new Defense Value for each separate attacking unit.

The attacker then rolls a 2D6 for each weapon used to attack the target. The result of
each roll plus the attacking units crew rating, results in the Attack Value.

If the targeted unit is outside the optimum range listed for a particular weapon, it can
still be targeted if not more than two times the weapons range. This is done by using D4
instead of D6 for attack value rolls.

To-Hit Operations Modifiers


Unit Class Attacker Defender

Shields 0 Per Mod

Screens 0 Per Mod


Armor 0 Per Mod

P-Def 0 +3 Against torpedo attack

Crew Quality Per Mod 0

Partial LOS 0 +2

Shields – Used by the advanced factions in Galactic, matter/energy shields take the
place of screens and armor used by most of the other factions. The icon for this is a
shield.

Screens – The energetic deflection screen is used to deflect or stop energy weapon
attacks. The icon for the screen is a block arc.

Armor – The physical defense between the hull and a units screens, armor is designed
to deflect or absorb kinetic damage that screens cannot. The icon of armor is a quad
arrow.

Hull- Is the physical structure of the unit. The hull contains everything that makes it
go, from its crew to the power plants. The icon for the hull is a trapezoid.

Point Defense (P-DEF) – Mainly used to counter missiles and SCU’s, P-Def consists
of clusters of small lasers, plasma emitters and auto-cannon. The P-Def value of 3 is
used when attacked by torpedoes or SCU’s. This value is used instead of the shields,
screens or armor modifier. If the result successfully defends the targeted unit, the
incoming torpedo is destroyed. When the attacker is an SCU grouping, roll a D6. This
result is the number of SCU in that group that are destroyed. The icon for the Point
Defense System is a diamond.
Page / 12
To-hit operations
To-Hit rolls worked as follows

Attacker
defender

AV = 4 DV = 6

If the Attack Value roll is less than the Defense Value roll, the attack fails.
Attacker defender

AV = 9 DV = 6

Should the Attacker Value roll be equal to or greater than the Defense Value roll the
attack succeeds and the defending unit takes damage.

damage
Any successful attack eliminates a number CAV points equal to the attackers weapon
used against the defender. When all of a units CAV points are eliminated, the unit is
considered destroyed and the unit is removed from the game. This process continues
until all units that can have fired their weapons or have used up all their CAV points for
that round.

end
Once all combat turns are complete, players will remove any destroyed units, clean up
any extra marks on their Record Cards.

After all opposing ships are destroyed or the conditions of the scenario are met, the
game is over.

Page / 13
Galactic: Conflict in the Stars

Advanced rules
Want to add a little more complexity to your space combat ? Well, you have come to the
right place !
The Advanced Tactical rules provide enhanced options for movement, combat and
tactics.

Groups- squadrons, Flotilla’s & Fleets

movement

Capital and escort units can operate and move together as one. In Galactic, Squadrons
contain 3-5 Capital Units and Flotilla’s will have 6-10 Escort Units in them. These groupings
tend to be controlled by a group flagship and their movement speed is at the MTV of the
slowest unit.

When plotting movement or drawing tokens, that movement plot or token applies to one
group.

Page / 14
Crew Ratings
When a group is formed, each Unit must determine their rating. The Unit with the highest
rating number shall be considered the Flagship of that group. An “F” is written on that units
record card to denote it as the Flagship. That rating is applied to all the units in the group for
their attack value.
Should the Flagship be destroyed, a -2 is applied to any further actions that round. At the
beginning of the next round, the surviving Unit with the highest ratings is designated the
new Flagship of the group. The surviving Units of the group will then use the new Flagships
crew rating in any attacks.

To-hit operations

Group combat is carried out similar to singular Unit combat with a few important
differences.
• A Group, when attacking, may only attack with a single weapon type. So, the attacker
must decide on using their primary weapons or torpedo systems.
• When the weapon type is chosen, each Unit may only fire the lowest number of that
weapon. So if three units in a Squadron can fire 8 torpedoes per round and one unit can
only fire 4 torpedoes, then the units in the group can only fire 4 torpedoes each.
• Each attacking Unit rolls 2D6, adds the groups Crew Rating and any modifiers to
determine each Units AV.
• The defender rolls 2D6 to determine the DV for the whole group.
To-Hit rolls worked as follows
Attacker defender
AV = 9
DV = 5
AV = 6

AV = 3 AV = 4

If the Attack Value roll is less than the Defense Value roll, the attack fails.
And if an AV is greater than the DV of the target, the attack is successful and the target
takes damage.
In the example, the attackers have two AV rolls that are greater than the DV of the
defender. So, two attacks succeed and two attacks fail.

damage

Damage resolution is the same as in Basic gameplay.

Page / 15
Advanced tactical
Advanced Tactical gives the player more options in how they operate their units. While
not described here, players may use these advanced rules in Squadron, Flotilla and Fleet
play.

Launching & receiving SCU’s


Once the movement phase is over, the time comes to launch any SCU squadrons that
the player may want. When launched, these are then located one hex away from the
launching unit in the forward-left, forward or forward-right hexes while also observing
stacking limits. These may be moved the next turn as normal units.
If the player has any SCU squadrons they are recovering and end their turn next to a
unit, then they are allowed to land. The player then announces what SCU’s are landing
and removes them from the game map.
The cost for launching or landing operations is one CAV point of the parent unit.

Launched SCU Landing SCU


requirements requirements

movement
The basic rules for movement are used in all rule levels in Galactic. The following
additions will hopefully enhance your playing experience.

Atmosphere is the place where most starships don’t want to be . To make it easy, ships
may not enter atmosphere unless the player states that the unit is landing if it is capable.
Once the player initiates landing, the unit must end its turn on the planet hex and a
velocity of 1. Once a ship lands, it is there for the rest of that game

Docking is the linking up with another unit, the docking unit must end its movement in
the hex next to the target. When this condition is met, the player announces that the two
units are docking and the players unit proceeds to the target.
To undock, the player announces that the unit is undocking and it moves one hex away
from the target. It must remain in the hex for the turn and may move normally the next
turn. next round.

Page / 16
Evading is used when the player is trying dodge most or all of incoming weapons fire
aimed at them. When doing so, the player announces this at the end of their movement
phase. This adds a +2 to all defense values for that unit. Doing this also limits the
evading unit to using only half of its normal CAV in any attacks. Should the unit only
have a CAV of 1, the unit may not fire. The evading unit may NOT launch or recover
any SCU’s.

FTL & Jump-drive represent the two most common types of interstellar propulsion
types used in the game. For gaming purposes, the jump point is designated by the
scenario or by the players at the beginning of the game if a solar or planetary body is
present. To use a jump-point, the unit must end its turn on the designated point and the
player announces that the unit is jumping at the beginning of the next round.
Any damage to the propulsion of the unit that round would prevent the unit from
jumping. FTL may be initiated as long as the unit is not within 10 hexes of a planet or
20 hexes of a star. To engage FTL, the unit must travel a straight line course for that
round and away from any planetary or solar body.

Moving off the map by any unit for any reason is considered out of play for the rest of
the game, unless specified by the scenario.

To Orbit, any unit that ends its turn in the hex next to a planet, may orbit that planet.
The player announces that unit will be orbiting the planet. Each turn the unit orbits, it
will move two hexes around the planet. While in orbit it may turn to any hexside and it
has full MTV should it leave orbit.

5 1
4 2
3
Sling-Shot involves a gravity assisted and powered course change around a planet or
star. To sling-shot, a unit uses the same procedure as it does to go into orbit, but
instead of slowing, the unit enters the same ‘orbit’ at full velocity. When doing this,
the unit does not need to use any of its turning value, only its forward movement
value as the gravity swings it around the planet or star. See the diagram ,above right,
for the different courses that may be achieved by the maneuver. The benefit in this
maneuver is that it allows the unit get a natural boost without the penalties and the
unit s velocity the next round is back to its normal value.

Page / 17
movement
Collisions between units in the vastness of space are very rare but do happen from time to
time. In Galactic, accidental collisions only occur when two units from opposing sides end
up in the same hex and the end of their movement phase. When this occurs, both players roll
2D6, if the rolls are a tie, the ships have collided. Damage is determined as follows and is
applied against each other's CAV. A units armor will deflect damage equal to its armor
value.

Collision Values

Unit Class Damage Points

Monitor 40

Battler 20

Carrier 15

Cruiser 10

Frigate 5

Transport 10

Tug 5

Landing Craft 2

Small Craft 1

Small Combat 1
Units

Gravity is the great force that helps bind the universe together. It is also the great
force that will pull your ship into a star or planet if the player isn't careful. Unless a
unit is going to orbit a planet or star, a unit will be pulled one hex towards the planet if
it ends its movement within the planet or stars gravity well. Gravity well zones are as
follows: -Small planet (Mercury) – two hexes from planet.
-Medium planet (Terra) – four hexes from planet.
-Large planet (Jupiter) – six hexes from planet.
-Star – 12 hexes from star.
Every turn a unit stays in this zone without moving, it will drift one hex towards the
object until it hits the planet or star and is destroyed.

Page / 18
To-hit operations
A few extra steps and options are in the advanced combat phase. Attacks and Defense
play as follows:
Attacker
defender

AV = 4
DV = 6

If the AV roll is less than the targets DV roll, the attack fails.
Attacker
defender

AV = 9 DV = 6

If the AV roll is greater than the DV roll, the attack succeeds and the target loses CAV
equal to the weapons value used.

Should the AV roll be equal to the DV roll or the result is a ‘12’ on a 2D6, the Defender
suffers a critical hit without losing any CAV points.

Advanced To-Hit Operations Modifiers


Unit Class Attacker Defender

Shields 0 Per Mod

Screens 0 Per Mod

Armor 0 Per Mod

P-Def 0 +3

Crew Quality Per Mod 0


Partial LOS 0 +2

Range 0 (Same hex) +2 0

Range 1-6 +1 0

Range 7-13 0 0

Range 14+ 0 +1

Immobile +4 0

Page / 19
Advanced Weapon types

The different types of weapons used in Galactic all do different damage in different ways. A
“+” symbol denotes that the weapon is a heavy variant that does two points of damage. The “-
” symbol denotes light and does one point of damage.
These are broken down into the following types:

Beams (L, G, X, B) cover the laser, gamma/x-ray weapons. Damage is done through thermal,
radiation and particle interaction with the target. Screens and Shields are very effective against
these. Shielded and screened units receive a +1 DV modifier when attacked with any beam
weapon.
For Gamma Lasers (G), a base AV of 12 on a successful attack reduces the Crew Rating of the
target by one level.
An X-Ray Laser (X) also reduces the crew rating by one on the target when the base AV result
is 12. Any successful hit by an X-Ray Laser also inflicts one hit of critical damage if the target
is within optimum range. These require a full turn to re-charge before firing again.
Particle (B) Weapons fire energetic particle beams. Shields and screens tend to deflect these.
A targeted unit receives a +1 to its DV if shielded or screened. If the target isn't screened or
shielded, the AV of the attacker receives a +1 modifier.

Minimum Optimum
Weapon Type Modifier or Special
Range Range

Laser 0 10 See description

Gamma 0 9 Capital Units only

X-Ray 0 8 Capital Units only

Particle 0 8 See description

Kinetic (K) weapons use solid rounds or clouds of smaller rounds to damage the target by
sheer impact. Armor is employed to help deflect or absorb damage from these.
On any successful hit, roll a D6. A result of 1 causes a critical roll to be rolled due to
penetration of the unit's hull. Targets outside of optimum range add a +1 to their DV.
If a target has a “0” armor value, the attacking unit receives a +1 to its AV.
Heavy kinetic weapons (K+) do double damage with a successful to-hit roll when fired from
half optimum range.

Minimum Optimum
Weapon Type Modifier or Special
Range Range

Light 0 12 See description

Heavy 1 9 Capital Units only

Plasma weapons come in two flavors, Pulsed and Pulsar. For both, it usually takes both
screens and armor to defend against these.
The Pulse (P) version fires “pulsed” energetic plasma charges. Heavy versions maybe
switched between Heavy and Light output. This must be announced by the player at the
beginning of the combat phase. This cannot be changed back until the next rounds combat
phase.
Page / 20
The Pulsar (Pl) fires a focused plasma stream that overloads screens and melts through most
armor. If the AV and DV are equal with a Pulsar attack, one shield or screen point, one armor
point and one CAV point are eliminated on the target as well as inflicting a critical hit.

Minimum Optimum
Weapon Type Modifier or Special
Range Range

Light Pulse 0 12 See description

See description.
Heavy Pulse 2 10
Capital Units only

Pulsar 0 13 See description

Torpedoes use massive warheads to pound another units defenses from long range. A torpedo
comes in several forms.
Standard (T) torpedoes use a nuclear or anti-matter enhanced warhead that inflicts damage
from energetic impact and/or radiation.

Beam (TL) torpedoes use a standard torpedoes explosive energy to power a capital scale
beam that detonates in the target hex and sends an energy beam at the target and each
surrounding hex.
Any unit in these hexes have to defend themselves against this attack as if being attacked by a
laser weapon.

Energy (TE) torpedoes are the most damaging of all torpedoes. These produce tremendous
amounts of destructive energies, which overload shields and breakdown the atomic structure
of the target causing three points of damage. After firing, the weapon requires a full round to
recharge.
Minimum Optimum
Weapon Type Modifier or Special
Range Range

Standard Light 1 20 See description.

See description.
Standard Heavy 2 15
Capital Units only

See description.
Energy 2 18
Capital Units only

Boarding Parties are comprised of Marines or Troops who board an enemy unit and when in
control, make repairs if necessary so that the ship could be taken to base as a prize To board an
enemy unit, the attacking unit must end its turn in the adjacent hex. When this occurs, the
attacking player announces that he will attempt to board and seize the target unit. To
determine if the grappling, docking and boarding using boarding pods is successful, the
standard attack and defense rules are applied. Modifiers are not used. If the attack value is
less than the defense value of the target, the boarding pod is destroyed by the defenders P-Def.
If the attack and defense rolls are equal, the boarding pod misses the target. It may try again
the next round if possible. If the attack value is greater, then the pod is secured to the
defending unit and the boarding action may begin.

The number of Marine or Troop boarding contingents is equal to its CAV. To determine
boarding results, each player rolls a D6 for each group they have to attack or defend with. The
high roll wins..
Page / 21
The image shown is of the Frigate Connery preparing to board the Transport City of Dulles.
The Connery has a CAV of 4 and the City of Dulles a CAV of 1.

Connery Marines vs. City of Dulles

The Connerys’ first group rolls a 3 against the City of Dulles roll of 4 and destroys the first
boarding pod.
The Frigate sends another group and rolls a 5. The Transport then rolls a 2 in defense and so
the pod latches onto the target. Once the boarding pod is attached, the same process is
repeated. Except this time the boarding party is fighting the actual defense forces of the
targeted unit.

damage

Any successful attack eliminates a number CAV points equal to the attackers weapon
used against the defender. When all of a units CAV points are eliminated, the unit is
considered destroyed and the unit is removed from the game. This process continues
until all units that can have fired their weapons or have used up all their CAV points for
that round.
This stays the same as the basic rules, with two exceptions. Critical damage and Spill-
over damage.

Critical damage
In general play, a unit is damaged or destroyed by the elimination of its CAV points. In
advanced play, the units systems are also degraded and critical hits are made with the
possibility of those hits affecting other systems and other units.

Whenever a unit receives critical damage, a D6 is rolled. The result is applied directly to the
numbered system on that units record card. Each system can receive a total of three critical
hits before that system is completely destroyed.
As systems receive critical hits, a line is drawn through it. That system then loses half its
value. On the second hit, another line is drawn through the system, and again it loses half its
value.
Page / 22
The third critical hit destroys the system. Should a critical hit cause the value of the system
to fall below 1, that system is destroyed unless it can be repaired by damage control.
Critical hits on any systems that have already been destroyed will instead eliminate a single
CAV point.
Spadroon Class Cruiser Critical damage for shields/screens,
612 Points Armor and hull is applied left to right
starting with shields/screens.
When damage reaches the hull, the
unit itself loses a hull point and the
crew itself could lose a quality point.
Numbered
Roll 1D4, a result of 1 decreases the
1 6
System 1 1 2
Crew Rating by one level. So if a unit
1
has a crew level of +1, then it would
L 6 2
2 be reduced to a 0. This revised crew
7 10 5 3
4 MOD would apply immediately to
T- any attacks or functions.
3
3 20 00000 Should the Crew Rating fall below -
00000
4 3 2(Training Crew level), the crew is
5 5
considered dead or incapacitated and
the unit immobile for targeting
 purposes.
GALACTIC: CONFLICT IN THE STARS

Any time a critical hit is scored against a units MTV, roll 2D6. If the result is an 11 or
12, the units engines explodes All units within the blast radius have to defend against
the explosion as if it were an standard attack and without using any modifiers, 2D6 vs.
2D6.
Engine Explosion Ratings
Unit Type Explosion Blast Radius
Size(CAV points)
SCU, Small Craft * None

Frigate, Cruiser, Transport 1 Same Hex

Light Battler and larger 2 1 Hex

* The explosion is a pretty twinkle in the dark of space and does not affect any other
units

spillover

As units take damage from attack, there are times when those energies create excess
damage from spill-over effects or being hit at just the right spot.
An example of this damage represents classic sci-fi battles where the attackers weapon
burns its way through the defender defenses, its hull and out the other side. This damage
is inflicted from a successful attack and spillover is applied only if the difference
between the base AV and the DV are greater than four.

Page / 23
Attacker

AV = 10

=1 defender AV = 5
Total AV = 11
+ =3

Total DV =8
Example:
The Attack Value of 11 minus Defense Value of 10 leaves a result of 1, inflicting
damage on the defender. As the leftover amount of 5 in the example is greater than 4,
the defender takes damage to the hull of one point in addition to any other damage the
unit received.

Damage Control in the game is considered an attack against damaged systems. The
number of damage control groups is equal to half of a units CAV, with the minimum
being one. To repair a damaged system, the player ‘attacks’ the damage as follows, with
damage always having a defense value of 7.
The player rolls 2D6. This result plus the Crew Quality is the Damage Control value.
If the result is less than 7, the system is completely un-repairable by the crew for the
rest of the scenario. This type of damage can only be done at a shipyard or repair
station.
If the result is a 7, the system is repaired, but only for one round. Circle the system on
the record card to show the repair is only temporary.
If the result is greater than 7, then the system is repaired for the rest of the scenario.
Temporary repairs can try to be fixed again during the next round. Any system repaired,
is available for use the next round.

end
End of the Round comes once all combat turns are complete, players will remove any
destroyed units, clean up any extra marks on their Record Cards.

Victory is yours if you defeat all your opponents units and/or meet the conditions of
the scenario. “Expect victory and you make victory !” -Preston Bradley

Page / 24
Small combat units
Dogfights, Fur balls or whatever the different races call them, still happen in the deep
darkness of space…just at many hundreds or thousands of miles per second. Small Combat
Units (Combat Drones, Aero-Fighters and Gunships) are minor support units in the Galactic
universe. Drones and Gunships tend to be the faster units of the game, but they lack
endurance. Aero-Fighters are mainly used for planetary support operations but can engage
un-shielded or un-screened units. Gunships carry smaller and shorter ranged versions of the
standard capital sized weapons.

Movement
SCU groups do not have a facing requirement. The only turn restrictions they have are not
being able to move backwards. They move to the limit of their movement factor.

An SCU may turn a


hex-side and move
without moving
forward a single hex-
side.

An SCU squadron is considered an extension of its controlling unit, so it moves at the same
time and does not need a movement token.
When a standard unit is using the evasion movement, the CAV restriction does not apply to
its SCU squadrons in play.

Page / 25
To-hit operations
SCU’s are unique in that they have two different combat modes. Skirmish and Strike modes.
Skirmish mode is when an SCU squadron attacks another SCU squadron or Small Craft.
Strike mode occurs when, if possible, the SCU squadron attacks a Capital, Escort or
Installation.
In squadron versus squadron skirmish fights, the attacking squadron announces what
opposing squadron they are targeting. The defending squadron then rolls a 2D6, and then
adds any modifiers. This result becomes the Defense Value used against any attack from that
attacker. Any new attacks by other units will require the defending unit to roll for a new
Defense Value for each separate attacking squadron.
If the squadrons AV roll is less than the target squadrons DV roll, the attack fails.
Attacker defender

AV = 7 DV = 11

=1 Total DV =11
Total AV = 8

If the squadrons AV roll is greater than the target squadrons DV roll, the attack succeeds.
Attacker defender

AV = 11 DV = 7

=1

Total AV = 12 Total DV =7

The attacker rolls 1D6, this result is the number of defenders destroyed. If the squadron is
not destroyed, the crew rating is dropped by one. Should the AV roll equal the DV roll, the
defending squadron is destroyed. SCU’s cannot attack outside its optimum range.

For Strike attacks against larger units, standard To-Hit rules are used except the targeted unit
cannot be shielded or screened, unless it is being targeted by an SCU with torpedo systems.
The number of attacks per turn, per group is shown in the table below.

SCU Group Type


Group Type CAV Skirmish CAV Strike
Rating Rating
Combat Drone 1 1

Combat Drone-Strike 1 1
Aero-Fighter No. of Units 1

Aero-Fighter-Strike No. of Units 1

Gunship-Standard No. of Units 2

Gunship-Heavy No. of Units 3

Page / 26
tables

Movement & Turn Values


Unit Class Fwd Movement Turn Value MTV Value

Monitor 2 1 2/1

Battler 2 2 2/2

Transport 2 1 2/1

Carrier 2 2 2/2

Cruiser 3 2 3/2
Tug 2 2 2/2

Frigate 4 2 4/2

Landing Craft 2 2 2/2

Small Craft 2 2 2/2

SCU-Drone 8 - 8

SCU-Aero-Fighter 4 - 4

SCU-Gunship 6 - 6

Unit Class Fwd Movement Turn Value MTV Value

Small Asteroid 1 - 1

Large Asteroid 1 - 1

Mines Stationary - -

Debris from unit explosion will retain the original units forward movement
value. Use token to represent the debris field.

Planets, Moons and Stations are stationary for purposes of game play.

Unit Type Base MTV


Modifier -Special Unit Type Modifiers– are used for
special unit types to modify their MTV. Such
Light +1
as Light or Strike are among these types of
Heavy -1* units. Chart to the left describes these.
Strike +2 *This does not pertain to any unit with a
forward movement value of one.

Page / 27
To-Hit Operations Modifiers
Unit Class Attacker Defender

Shields 0 Per Mod

Screens 0 Per Mod

Armor 0 Per Mod

P-Def 0 +3

Crew Quality Per Mod 0

Partial LOS 0 +2

Range 0 (Same hex) +2 0

Range 1-6 +1 0

Range 7-15 0 0

Range 16+ 0 +1

Immobile +4 0

Combat Action Values – CAV (Base ship types)


Unit Class CAV Main Weapon Torpedo
Types Systems
Monitor 40 A Heavy*

Battler 20 A Heavy*

Transport 1 A -

Carrier 6 A -

Cruiser 10 A Light*
Tug 1 - -

Frigate 5 A Light*

Landing Craft 1 B *

Small Craft 1 B *

Gunship 2 B Ultra-Light

Aero-Fighter 1 B *
Drone 1 B *

‘A’ = Primary Long Range weapon systems

‘B’ = Small Combat Unit (SCU) systems.


* = Special variants exist

Page / 28
Sabre Class Battler Spadroon Class Cruiser Spadroon Class Cruiser
1026 Points 599 Points 599 Points

1 6 1 6 1 6
1 3 5 1 1 2 1 1 2

L 1 L 1 L 1
6 2 2
6 2 2
6 2
2
13 10 5 3 7 10 5 3 7 10 5 3
4 4 4
T- T- T-
3 3 3
7 20 00000 000 3 20 00000 3 20 00000
00000 000 00000 00000
4 2 0000 4 3 4 3

5 14 5 8 5 8

 GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS

Dagger Class Light Frigate Dagger Class Light Frigate


325 Points 325 Points

1 6 1 6
1 0 1 1 0 1

L 1 L 1
2
6 2 2
6 2
2 10 5 3 2 10 5 3
4 4
T+ T+
3 3
1 20 000 1 20 000
4 6 4 6

5 2 5 2

 GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS

1 1

6 2 6 2

1 1 1
5 3 5 3
6 2 6 2 6 2

4 4

5 3 5 3 5 3

4 4 4

©1977/2013 Arbron Imagineering – Permission is given to copy this page


Page / 29
Sabre Class Battler Spadroon Class Cruiser Spadroon Class Cruiser
1026 Points 599 Points 599 Points

1 6 1 6 1 6
1 3 5 1 1 2 1 1 2

L 1 L 1 L 1
6 2 2
6 2 2
6 2
2
13 10 5 3 7 10 5 3 7 10 5 3
4 4 4
T- T- T-
3 3 3
7 20 00000 000 3 20 00000 3 20 00000
00000 000 00000 00000
4 2 0000 4 3 4 3

5 14 5 8 5 8

 GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS

Dagger Class Light Frigate Dagger Class Light Frigate


325 Points 325 Points

1 6 1 6
1 0 1 1 0 1

L 1 L 1
2
6 2 2
6 2
2 10 5 3 2 10 5 3
4 4
T+ T+
3 3
1 20 000 1 20 000
4 6 4 6

5 2 5 2

 GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS

1 1

6 2 6 2

1 1 1
5 3 5 3
6 2 6 2 6 2

4 4

5 3 5 3 5 3

4 4 4

©1977/2013 Arbron Imagineering – Permission is given to copy this page


Page / 30
Stiletto Type Aero-Fighter Stiletto Type Aero-Fighter Stiletto Type Aero-Fighter
Squadron Points- 60 Squadron Points- 60 Squadron Points- 60

Assigned to: Assigned to: Assigned to:

1 O O O 1 O O O 1 O O O

LS LS LS
2 2 2
1 2 1 2 1 2

3 O O O 3 O O O 3 O O O

4 4 4 4 4 4
1 1 1
6 2 5
6 2 5
6 2
5
5 3 5 3 5 3
6 O 4 6 O 4 6 O 4

 GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS

Stiletto Type Aero-Fighter Stiletto Type Aero-Fighter


Squadron Points- 60 Squadron Points- 60

Assigned to: Assigned to:

1 O O O 1 O O O

LS LS
2 2
1 2 1 2

3 O O O 3 O O O

4 4 4 4
1 1
6 2 5
6 2
5
5 3 5 3
6 O 4 6 O 4

 GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS

1 1

6 2 6 2

1 1 1
5 3 6 5 3
6 2 2 Arbron Imagineering
2010
6 2
Arbron Imagineering

4
2010

5 3 5 3 5 3
Arbron Imagineering
Arbron Imagineering Arbron Imagineering
2010
2010 2010

4 4 4
©1977/2013 Arbron Imagineering – Permission is given to copy this page
Page / 31
Stiletto Type Aero-Fighter Stiletto Type Aero-Fighter Stiletto Type Aero-Fighter
Squadron Points- 60 Squadron Points- 60 Squadron Points- 60

Assigned to: Assigned to: Assigned to:

1 O O O 1 O O O 1 O O O

LS LS LS
2 2 2
1 2 1 2 1 2

3 O O O 3 O O O 3 O O O

4 4 4 4 4 4
1 1 1
6 2 5
6 2 5
6 2
5
5 3 5 3 5 3
6 O 4 6 O 4 6 O 4

 GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS

Stiletto Type Aero-Fighter Stiletto Type Aero-Fighter


Squadron Points- 60 Squadron Points- 60

Assigned to: Assigned to:

1 O O O 1 O O O

LS LS
2 2
1 2 1 2

3 O O O 3 O O O

4 4 4 4
1 1
6 2 5
6 2
5
5 3 5 3
6 O 4 6 O 4

 GALACTIC: CONFLICT IN THE STARS  GALACTIC: CONFLICT IN THE STARS

1 1

6 2 6 2

1 1 1
5 3 6 5 3
6 2 2 Arbron Imagineering
2010
6 2
Arbron Imagineering

4
2010

5 3 5 3 5 3
Arbron Imagineering
Arbron Imagineering Arbron Imagineering
2010
2010 2010

4 4 4
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01 02 03 04 05

06 07 08 09 10

11 12 13 14 15

16 17 18 19 20

21 22 23 24 25

26 27 28 29 30
31 32 33 34 35

36 37 38 39 40

41 42 43 44 45

46 47 48 49 50

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©1977/2013 Arbron Imagineering. All Rights Reserved

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