Professional Documents
Culture Documents
Lost in a galaxy far from our own, humanity struggles to survive amongst the stars.
Earth is but a distant memory for those beneath the grim tapestry of war-torn worlds that form the new
constellations of this sector. Looming over them, massive fleets of space born vessels creep over the horizon,
blocking out the stars as they slowly approach a jumpgate.
Beyond this gate, lies the violence and beauty of the wider Sirius Sector. A myriad of systems, none left
untouched by the ravages of war. Here, countless battles are constantly fought.
Bullets hiss across once lush worlds stripped bare by the greed of interstellar industry. Serrated claws, honed
through genetic engineering, clash against energized plasma blades, as old foes fight bitterly through the wilds
of uncharted planets.
Matter is bent and shaped according to the will of powerful minds, whilst forces beyond mortal understanding
pour forth from wormholes to wreak havoc and destruction on poor unsuspecting souls.
Vital trade routes are contested along the edge of remote systems by massive battle fleets, while the sector’s
fate is meted out in dark smoky rooms by political envoys. On the streets of mega cities, zealous preachers
and visionaries call out to the masses, hoping to foster their own grim ambitions.
As all this unfolds, dispassionate eyes watch on from a distance, carefully considering the outcome of each
clash, as promising commanders and leaders rise and fall throughout the battlefields of the Sirius Sector.
How will you forge your path through this Grimdark Future?
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 Deployment Styles .................................................... 16
radically different experience from the base rules.
Extra Missions ........................................................... 17
About OPR
Assault Boarding Actions ........................................... 18
OPR (www.onepagerules.com) is the home of many free games
Random Events ......................................................... 19
which are designed to be fast to learn and easy to play.
Battlefield Phenomena .............................................. 20
This project was made by gamers for gamers and it can only exist
thanks to the support of our awesome community. Terrain & Objective Effects ........................................ 21
If you’d like to help us in making more awesome content, you Total Conversions ................................................................... 22
can support us on Patreon: www.patreon.com/onepagerules
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
Additional Content ................................................................. 32
Solo & Co-Op Rules .................................................. 32
Campaign Rules ........................................................ 34
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.
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.
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.
During their turn, the player picks a model of the current phase’s • Hold: The squadron doesn’t move and may shoot.
type that has not been activated yet, and then activates it by • Move: The squadron may move by up to its full
performing an action. move speed and may then shoot.
• Cruise: The squadron may move by up to its full
Once the action has been taken, their turn ends, and the cruise speed, and may not shoot.
opposing player’s turn starts. This continues until all models of
the current phase’s type have activated, at which point the phase Note that squadrons may freely turn in any direction, and may
ends and the next phase begins (starting with the player that went not ram or be rammed.
first in the previous phase again).
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 go first during the last round gets to go first on all phases
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.
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.
Ramming Damage If the final total is lower than 6+, then there are different results
based on the situation that the ship is in:
After the ramming ship has moved into base contact with its
target, compare the max. upgrades of each ship. • If the ship has taken the morale test because its fleet
was down to half of its starting ships or less, then it
The ship that has the lower number takes 2 damage, whilst the immediately surrenders.
one with the higher number takes 1 damage. In case of a tie both
• If the ship has taken the morale test because of a special
ships only take 1 damage each.
rule, then check the rule’s description to see what
Pushed Targets happens to it.
If the target has the same or lower amount of upgrades, then it is Surrendering Ships
pushed directly away from the ramming ship by D6”.
Surrendering ships have lost all hope and are taken captive, flee
Note that if this pushes the target into another ship or blocking the battle, or are otherwise rendered ineffective.
terrain, then it stops immediately and takes 1 damage.
Simply remove the ship from the game as a casualty.
Note that squadrons never take morale tests, and only if all
friendly ships have surrendered or have been destroyed, then all
of the fleet’s squadrons immediately surrender as well.
Example: A fleet of 5 ships and 8 squadrons has lost 3 ships, and
the remaining 2 ships must take a morale test. They each take a
morale test and fail, so all ships and squadrons surrender.
Example: The bottom ship rams an enemy ship which has the
same number of max. upgrades. Because of this they both take
1 damage each. The ship is then pushed by D6” and collides
with an asteroid, and so it takes 1 additional damage.
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 Cover Terrain
affect terrain do not apply to open space.
Examples: Space Junk, Gas Clouds, Nebulas, etc.
Impassable Terrain
Terrain features that models can hide in or behind, or that could
Examples: Stars, Space Blockades, Thick Asteroid Belts, etc. stop projectiles, count as cover terrain.
Any surface that would stop models from moving through it If the majority of a model is in or behind a piece of cover terrain,
counts as impassable terrain. it gets +1 to toughness rolls.
Models may not move through impassable terrain, and ships that Difficult Terrain
are pushed into blocking terrain immediately take 1 damage.
Examples: Asteroid Fields, Space Debris, Gravity Wells, etc.
Blocking Terrain
Terrain features that hinder a model’s movement, or force them
Examples: Planets, Space Stations, Large Asteroids, etc. to slow down, count as difficult terrain.
Any piece of terrain that models can’t see or shoot through Models that move through difficult terrain halve their speed
counts as blocking terrain. whilst passing through the terrain.
Models may not draw line of sight through blocking terrain, Dangerous Terrain
unless they have any rules that allow them to ignore it.
Examples: Radioactive Zones, Mine Fields, Black Holes, etc.
Terrain features that could harm models, or outright kill them,
count as dangerous terrain.
Models that move through or are pushed into dangerous terrain
immediately take D3 damage.
Broadside
Weapons with this special rule may only be mounted on the
sides facing, and they may be fired from both side facings at the
same time (resolve a different attack for each target).
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 model
takes 1 damage for each result of 1 to hit that it rolls.
Twin-Fire
When attacking with a weapon with this special rule, it may be
fired twice, picking two different targets.
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.
Sniper
When attacking with a weapon with this special rule, the
attacker may choose to assign damage from it to one upgrade of
their choice.
Gunship Squadron - 10pts Stealth Rig: Always counts as in cover when targeted from over
12“ away.
• Speed: Move 10“ / Cruise 15“
• Turret: Ran 2“ / Att 2 / Str 0 Tracking Servo: Turret gets +1 to hit rolls.
• Defense: Eva 5+ / Tou 5+ Tractor Beam: When activated pick one enemy ship within 8“
and move it D6+1“ toward this ship.
Fighter Squadron - 10pts
• Speed: Move 8“ / Cruise 12“ Linked Railgun: Ran 24“ / Att 3 / Str 1
• Turret: Ran 2“ / Att 1 / Str 2 Special: Overheating.
• Defense: Eva 4+ / Tou 5+ Missile Cluster: Ran 18“ / Att 1 / Str 1
• Special: Anti-Ship, Deadly Special: Blast.
Ace Carrier (10pts): As many squadrons as upgrades on this ship Precision Cannon: Ran 24“ / Att 1 / Str 2
may choose not to be deployed at the start of the game. Once Special: Sniper.
per game, when this ship activates, those squadrons may be Rapid Cannon: Ran 12“ / Att 3 / Str 0
deployed within 2" of this ship, and may immediately activate. Special: Twin-Fire.
Expert Sapper (10pts): When this ship is activated, you may Weapon Batteries: Ran 6“ / Att 2 / Str 2
place a mine marker within 4“. Enemies moving within 3“ of the Special: Broadside.
mine take 2 damage and remove it.
Common Titles
Avenger (10pts): When activated, may be placed anywhere
within D3+1“.
Vanguard (5pts): When deployed may immediately be moved
straight by up to its move speed.
Defiant (5pts): Whenever a friendly ship within 6“ is destroyed,
you may remove 2 damage from this ship.
1. Random 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
Divide the table into six 2’x2’ sections. and the table edge.
For each piece of terrain, roll one die to place it at the center of
6. Six Squares
one random section, and then move it 2D6” toward the center of
another randomly selected section, stopping to be at least 6” Divide the table into six 2’x2’ sections.
away from other pieces of terrain.
Players roll-off, and then alternate in placing one terrain piece
If it’s impossible to place the terrain piece, simply remove it. each in a random section, starting with the player that won.
2. Alternating (Free) Terrain pieces must be placed at least 6” away from each other,
and if it’s impossible to place them they are removed.
Players roll-off, and then alternate in placing one terrain piece
each, 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.
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
• Placing Objectives: The players roll-off and the winner 3. Relic Hunt
picks who places the first objective marker. Then the
players alternate in placing one marker each outside of After the table has been prepared, the players must set up a total
the deployment zones, and over 9” away from the table of 3 objective markers on the battlefield.
edge, other markers and the deployment zones (note If a ship holding a marker disengages by flying off the table, then
that markers can’t be placed in unreachable position, the marker counts as captured by that player.
like impassable terrain).
• Seizing Objectives: If at any point during its movement After 4 rounds have been played the game ends, and the player
a ship moves over an objective marker, then it is that managed to capture most markers wins.
removed from the table and counts as being carried by 4. Sabotage
that ship. Markers are carried by ships until they are
removed from play, in which case the marker is After the table has been prepared, the players must set up a total
dropped on the spot. of 1 objective marker each 12” away from their table edge.
Note that if you are using the random deployment styles rules, Each objective marker belongs to the player that placed it, and if
you must first roll to see which deployment style you will use, at any point a ship seizes the enemy objective marker, then the
then roll for mission objectives, and only after you roll-off to see marker is destroyed and removed from play.
who picks where to deploy.
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.
Ship Capturing
Optionally you may play with ship capturing rules.
If a ship would be destroyed by damage from the total damage
caused by assault tokens, 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.
• 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 an unmodified 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
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.
Horrible Mishaps
Whenever a model rolls an unmodified 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 an unmodified 6 to hit when shooting,
the model landed 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.
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.
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.
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.
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:
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.
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.
The King: Throughout the game, players must keep track of the Turn Order: During the game, the turn order is on a team basis
total point cost of all models in their army (including models that and not on a player basis, so for each team’s turn only one of the
have not been deployed yet), and the player with the highest players may activate a model. Note that each team may either
total counts as the king. In case of a tie, all tied players count as pick which player gets to activate freely, or instead roll to see
the king. Note that at the beginning of the game, all players are who gets to go next randomly.
tied and all count as the king.
Combat Bonus Points: Whenever a player picks one of the king’s
models as the target for an attack, they immediately gain one
combat bonus point. Once per activation, players may spend
one point to add +1 to the result of all dice in a single roll. Note
that combat bonus points may be spent during the same
activation in which they were earned.
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.
Solo & Co-Op Rules: These rules give players a way to play solo • Yes - Ram the enemy if possible, else Move toward the
or co-op against AI controlled enemies. objective and shoot if possible, else Cruise toward the
objective instead
Multiple Choices: Whenever there are different choices that
• No - Go to step 4
seem to be equally correct, roll a die to randomly determine
which one is going to be the chosen one. 4. Is the objective in Cruise range but not in Move range?
The Fleets: Before the first mission each player receives 300pts to If you roll an objective which can’t be completed, then you must
spend on their fleet. Players may save up to 50pts to be spent re-roll.
later, and they may only buy one ship that is a hero.
2. Play Mission
The Fleet Sheet: Each fleet and model must be given a unique
name, which you can fill out on the fleet sheet. Mission Length: Missions are played using the standard rules,
however if after 4 rounds there is no clear winner the game
Campaign Structure: Campaigns are played with the following continues onto the next round until there is one clear winner.
structure:
Conceding: At the beginning of any round, or before taking a
1. Mission Setup Surrender Test, playeres may concede, removing all of their
2. Play Mission models from the table, which don’t count as casualties.
3. Check for Casualties
4. Earn Experience Random Events: At the beginning of each round players must roll
5. Upgrade Fleets one die, and on a 5+ a random event happens.
6. Recruit Models
Mission Goals: The winning fleet gets 2 VP and 30pts, whilst all
Each step must be followed in this order and once all steps have losing fleets each get 60pts instead.
been completed you start from the first again.
Rolling for Random Models A large anomalous field suddenly forms, pulling and tearing
ships apart.
If a random event calls for randomly selecting a model from any
Select one random table quarter. All ships within that table
fleet, you must first randomly select a fleet for the event, and
quarter take 1 hit with strength D3 each.
then randomly select a model to be the target.
23 - Hidden Explosives
11 - Pirate Ransom
Before the battle began one of the armies sent a sabotage crew to
One of the ship is captured by pirates and must be bought back
plant explosives.
at a high price.
Select one random player, who may note down one piece of
Select one random ship, and remove it from play. At the end of
terrain in secret. The first ship to enter that terrain takes D3 hits
the game it may be bought back for D3 * 15pts or else it‘s
with strength 2.
disbanded from the fleet.
24 - Ambushed
12 - Large Bounty
Local militia has been lying in ambush, waiting for the perfect
A new bounty has come through, marking one of the fleets as a
moment to strike.
high value target.
All models within terrain immediately take 1 damage.
Select one random fleet. Enemy fleets get 10pts at the end of the
game for every ship from it that they destroyed. 25 - Space Storm
13 - Overheating Guns A sudden space storm sweeps the area, scrambling all sensors.
The non-stop barrage of fire has brought some weapons to the Select one random table quarter. All of the models within that
brink of meltdown. table quarter get -6“ range when shooting.
Select D3 random ships, which can‘t fire one random weapon 26 - Fighting Spirit
(including turrets) until the end of the round.
After much shooting, the fleets are eager to get into the thick of it
14 - Corsair Attack and finish off the fight through boarding actions.
One of the ships is attacked by a band of corsair, which were All ships deal +1 damage when ramming enemy ships and earn
laying in ambush. +D3 XP when destroying them by ramming until the end of the
round.
Select one random ship, which takes 1 automatic hit with
strength D3.
15 - Insufficient Ammo
The fleet didn’t prepare for such a long fight, and is running out
of ammo.
Select D3 random ships, which can‘t fire their turrets until the
end of the game.
16 - Low Spirits
The endless fighting and staying aboard ships has become too
tiresome to bear.
All ships from one random fleet get -1 to morale tests until the
end of the game.
55 - Iron Resolve A fleet randomly caught enemy comms that revealed mission
critical information on enemy positions.
In desperate times a shout of war can bring warriors back in
Select one random fleet, which immediately gets 1 VP.
fighting spirit.
Select one random fleet, which gets +1 to morale until the end of 66 - Time Warp
the game, and if any of it sships already surrendered, they may A ship that was fleeing the battlefield ran into a psychic anomaly
be brough back anywhere within 4“ of the players table edge, and warped to a different time and dimension.
with the same amount of damage they had before.
Select one random ship that was already destroyed and place it
56 - Infamous Admiral in a warp zone. The warp zone should have an area of 3’x3‘ and
3-5 pieces of terrain, and the ship must be placed within 3“ of
The admiral of one of the ships known for its brutality spreads
one of the zone’s edges. Then start a D6+3 turn countown, with
fear in the enemy.
the ship needing to exit the zone through the opposite table edge
Select one random ship. Enemy ships within 6“ of it get -1 to by the end of the last turn. At the end of each turn, the enemy
morale tests until the end of the game. may move the ship by up to D6“ in any direction. If the ship
doesn’t manage to escape before the end of the last turn, the ship
is destroyed and is removed from the fleet sheet. If the ship
manages to escape, then it gets +3 XP and +45pts, and may
rejoin its fleet again at the end of the game.