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Jean-Michel Sauriol-Remy (Order #42642079)

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?

Jean-Michel Sauriol-Remy (Order #42642079)


Introduction Contents
Grimdark Future: Warfleets is a miniature wargame of epic Welcome to Grimdark Future ................................................... 2
spaceship battles in a distant galaxy at war.
Introduction & Contents ........................................................... 3
The game mechanics are designed to be easy to learn but hard to
master, bringing engaging spaceship battles for new and Basic Rules................................................................................ 4
experienced players alike. General Principles....................................................... 4
This rulebook is divided into 3 sections: Preparation ................................................................. 6
• Basic Rules - Everything you need to play the game, Playing the Game........................................................ 7
with plenty of diagrams and examples.
Movement................................................................... 8
• Advanced Rules - Extra rules that you can use on top of
the basic rules to spice up the game. Shooting ..................................................................... 9
• Total Conversions - Rules that radically modify the base Ramming & Morale ................................................... 10
rules and provide a new experience.
• Additional Content - Extra content that is available on Terrain ...................................................................... 11
our website, added here for your convenience. Special Rules............................................................. 13
We recommend that you start off by playing with just a few Fleet Creation............................................................ 14
advanced rules first, and then gradually add more as you get
more comfortable with them. Advanced Rules ...................................................................... 15

Once you feel like you’ve gained a good understanding of the Terrain Placement ..................................................... 15
game you can then try out the total conversions, which provide a 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

Created By: Gaetano Ferrara


Game Design: Gaetano Ferrara, Ryan Kowalksi
Illustrations: Brandon Gillam, Vasco Mariano

Jean-Michel Sauriol-Remy (Order #42642079)


The Most Important Rule Models, Ships & Squadrons
When playing a complex game there are going to be occasions In the rules, all miniatures are referred to as models, regardless of
where a situation is not covered by the rules, or a rule does not if they are ships or squadrons.
seem quite right. When that is the case use common sense and
This means that when a rule applies to models, then it doesn’t
personal preference to resolve the situation.
matter if they are ships or squadrons. If a rule specifically applies
If you and your opponent cannot agree on how to solve a only to ships or squadrons, then it will mention them by name.
situation, use the following method in the interest of time.
Model Stats
Roll one die. On a result of 1-3 player A decides, and on a result
of 4-6 player B decides. This decision then applies for the rest of Models come with a variety of statistics that define who they are
the match, and once the game is over you can continue to and what they can do.
discuss the finer details of the rules. • Name Type (Size Upgrades) - Cost: The name and
Scale Conventions type of the model, the ship size and number of
upgrades it can take, as well as how many points it
This game was written to be played with spaceship models costs to take the model in your fleet.
which are mounted on round or rectangular bases. These bases • Speed: How many inches the model moves.
come in various sizes, and we recommend you always mount • Turret: The range, accuracy and strength of the
miniatures on the bases they come with. model’s standard mounted turret.
• Defense: The evasion and toughness of the model.
Here are some general guidelines for base sizes when using
round bases for your ships: • Special: Any special rules the model has.

• Heavy Ships: 60mm Dice


• Medium Ships: 60mm To play the game you are going to need some six-sided dice,
• Light Ships: 32mm which we will refer to as D6. Depending on how many models
• Squadrons: 32mm you are playing with, we recommend having at least 3-5 dice to
Here are some general guidelines for base sizes when using keep things fast.
rectangle bases for your ships: Sometimes the rules will refer to different types of dice, for
• Heavy Ships: 125mm x 75mm example D3, 2D6 and D6+1. There are many types of dice, but
• Medium Ships: 100mm x 65mm the notation remains the same, so just apply the following
• Light Ships: 70mm x 45mm explanations to all type of weird dice you come across.
• Squadrons: 32mm (Round) • D3: To use these dice, simply roll a D6 and halve the
The rectangle base sizes above indicate the max. length and result, rounding up.
width of the bases, and not of the ships, so you can use bigger or • 2D6: To use these dice, simply roll two D6 and sum
smaller ships as you see fit. the results of both dice.
• D6+1: To use these dice, simply roll a D6 and add 1
Note that the base size that you use doesn’t matter, as long as to the result.
you keep base sizes consistent across all models.
Re-Rolls
Whenever a rule tells you to re-roll a dice result, simply pick up
the number of dice you have to re-roll, and roll them again. The
result of the second roll is the final result, even if it’s worse than
the first. A die roll may only be re-rolled once, regardless of how
many rules apply to it.

Roll-Offs
Whenever a rule tells you to roll-off, all players involved in the
roll-off must roll one die, and then compare their results. The
player with the highest result wins the roll-off, and in the event of
a tie the players must re-roll until there is a winner.

Jean-Michel Sauriol-Remy (Order #42642079)


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

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

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


the miniature is actually facing.

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

Measuring Movement
When measuring how far a model moves always measure so that
no part of its base moves further than the total distance.

Jean-Michel Sauriol-Remy (Order #42642079)


Preparing the Battlefield Preparing your Fleet
You are going to need a flat 6’x4’ surface to play on, which is Before the game begins, you and your opponent are going to
usually referred to by us as “the battlefield” or “the table”. Note have to agree on what size of game you want to play.
that the game can be also played on smaller surfaces, as long as
For a start we recommend playing with fleets worth 300pts each,
armies deploy at least 24" apart.
and once you have gotten familiar with the game you can start
Whilst we recommend playing on a table, you can of course play playing full matches with 450pts fleets each.
on the floor, on a bed, or wherever else you have space.
To put your fleet together, simply select models and upgrades
Once you have found a space to play, you are going to have to from the common upgrades, as well as choose a faction from
place at least 5 pieces of terrain on it, though we recommend which to take faction-specific ones.
using 10 or more to keep things interesting. Whilst it’s always
There are no limitations as to how many models you can take, as
nice to play with great looking pieces of terrain, you can simply
long as their total point cost doesn’t go over the agreed limit.
use household items such as books or cups as terrain pieces.
There are no specific rules on how you should place terrain, but Force Organisation (Optional)
we have provided some general guidelines in the terrain section Optionally you and your opponent may agree to use the force
of this book to help you get started. organisation rules, which help make fleet composition more
consistent and balanced.
Placing Objectives
The fleet must follow these limitations:
After the table has been prepared, you and your opponent must
set up D3+2 objective markers on the battlefield. • Only 1 hero per 200pts
The players roll-off and the winner picks who places the first • Only X copies of the same ship, where X is 1 per 150pts
objective marker. Then the players alternate in placing one • Only 1 ship per 50pts
marker each outside of the deployment zones, and over 9” away • Only 1 squadron per 35pts
from the table edge, other markers and the deployment zones
Example: At 450pts, players may bring max. 2 heroes, max. 3
(note that markers can’t be placed in unreachable position, like
copies of each ship, max. 9 ships, and max. 12 squadrons.
impassable terrain).

The Mission Deploying Fleets


Once the mission has been set up, the players roll-off and the
If at any point during its movement a ship moves over an
winner must start deploying their fleet first.
objective marker, then it is removed from the table and counts as
being carried by that ship. The winning player chooses one table edge to deploy on, and
then places one ship fully within 12” of their table edge.
Markers are carried by ships until they are removed from play, in
which case the marker is dropped on the spot. Once they are done, then the opposing player places one ship
fully within 12” of the opposite table edge.
After 4 rounds have been played, the game ends, and the player
that is holding most markers wins. Then the players continue alternating in placing one ship each,
until all ships have been deployed.
Once all ships have been deployed, the players follow the same
process again, but this time deploying squadrons instead.

Jean-Michel Sauriol-Remy (Order #42642079)


Game Structure Activating Models
The game is structured into game rounds, ship class phases, Players must activate one model that has not been activated yet
player turns and model activations. Here is the breakdown of and take one action.
what each of these mean:
Here are all actions available to ships:
• Rounds: Each round is made up of multiple phases.
• Hold: The ship may pivot by up to 180° and may
• Phases: Each phase is made up of multiple turns.
shoot after pivoting. Note that the ship doesn’t move
• Turns: Each turn is made up of a single activation.
when using hold actions.
• Activations: Each activation is made up of an action.
• Move: The ship must move by its full move speed,
Playing the Game and may pivot once by up to 90° after having moved
by at least half its speed. The ship may then shoot
After both players have deployed their fleets, the game starts with after having completed its move.
the first phase of the first round, and the player that won the • Cruise: The ship must move by its full cruise speed,
deployment roll-off gets the first turn for the first phase (and all and may pivot once by up to 45° after having moved
other phases in the round). by at least half its speed. The ship may not shoot
Each round is made up of four phases, during which all models after having completed its move.
of that type must be activated, before passing to the next phase, • Ram: The ship must move by its full cruise speed,
which are played in this order: and may pivot once by up to 45° after having moved
by at least half its speed. The ship must end the move
1. Squadrons Phase in base contact with an enemy ship, and may not
2. Light Ships Phase shoot after having completed its move.
3. Medium Ships Phase
4. Heavy Ships Phase Here are all actions available to squadrons:

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.

Jean-Michel Sauriol-Remy (Order #42642079)


Holding Disengaging Ships
When taking a Hold action, the ship may pivot by up to 180° to If a ship would end its move off the table, then it is removed from
change the direction it is facing, but may not move. play until the end of the round.
Ships that take Hold actions count as easy targets, and enemies At the end of the round the controlling player must then place
always hit them on rolls of 2+ until they move again. the ship back on the same table edge within 4” of where it left.

Moving Overlapping Ships


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

Cruising Then the moving ship and any others it moved through each
immediately take 1 damage.
When taking a Cruise action, the ship must move straight by its
full cruise speed value, and may pivot once by up to 45° at any Overlapping Squadrons
point after half its move.
If a ship would end its move overlapping any squadrons (friendly
Note that ships that take Cruise actions can’t shoot. or enemy), then all overlapped squadrons are first removed from
the table, and then each player may place the opposing player’s
Ramming squadrons anywhere within 1” of the ship.
When taking a Ram action, the ship must move straight by up to
Squadron Movement
its full cruise speed value, and may pivot once by up to 45° at
any point after half its move. The ship must end its move in base Activated squadrons may take Hold, Move and Cruise actions
contact with an enemy ship, or else may not take a Ram action. just like ships, however they may not take Ram actions.
Note that ships that take Ram actions can’t shoot, can’t ram any Unlike ships, squadrons may freely turn in any direction, don’t
squadrons, and stop moving once they reach their target. have to move their full speed when activating, and enemies don’t
hit on 2+ when shooting at them if they take Hold actions.
Pivoting
Engaged Squadrons
Whenever a ship pivots, you may turn it around its center point
in order to face a different direction, and you may ignore all Whenever a squadron moves within 2” of an enemy squadron,
terrain and ships (friendly or enemy) to complete the pivot. then it must end its move within 2” of that squadron, and counts
as engaged with it.
Note that any movement during a pivot is not counted toward
the ship’s total movement allowance. Squadrons that are engaged with enemy squadrons can’t move,
regardless of what action they take.

Jean-Michel Sauriol-Remy (Order #42642079)


Picking Targets 1. Roll to Hit
When taking a Shooting action, a model must pick one or more The attacker rolls as many dice as the weapon’s attack value,
valid targets in order to shoot at them. trying to score the target’s evasion value. For each result that is
equal or higher, the target takes one hit. If the target is being shot
If the model has line of sight to the enemy models, and has at
in the rear, then the attacker gets +1 to hit for this roll.
least one weapon that is in the right facing and within range of
them, then that enemy is a valid target. Squadrons always get +1 to hit rolls when targeting squadrons.
Note that the standard turret mounted on all models can fire in Example: A Heavy Ship shoots at a Medium Ship (evasion 3+)
any direction, so doesn’t need to be in the right facing. with its turret (attacks 2) in its rear. The player rolls two dice and
gets a 1 and a 2, but due to the modifier from shooting the
Who can Shoot target’s rear the final result is a 2 and a 3. This means that the
Models that haven’t taken a Cruise or Ram action, that have line ship got one hit (the 3) and one miss (the 2).
of sight to the target, and that have a weapon that is in the right
2. Roll to Block
facing and within range of it, may fire at it.
The defender rolls one die per hit, trying to score its toughness
Squadrons that are engaged with enemy squadrons may only
value, getting -X to this roll, where X is the total strength of the
target enemy squadrons that they are engaged with.
attacking weapon. For each result that is equal or higher, one hit
Firing Arcs is blocked, and any unblocked hits deal 1 damage. If the target is
being shot in the rear, then the defender gets -1 for this roll.
To determine from which facing the attacker may shoot, and
which facing it may target, draw a straight line from the center of Example: A Medium Ship (toughness 3+) has taken one hit from
the attacker’s base to the center of the target’s base. a Heavy Ship’s turret (strength 2) in its rear. The player rolls one
die and gets a 5, but due to the modifiers from strength and being
The ship’s facing that the line passes through is the facing it may shot in the rear the final result is a 2. This means that the ship has
shoot from, and the target’s facing that the line passes through is taken 1 damage.
the facing that it may target.
3. Assign Damage
Note that if it’s not clear exactly from which facing the attacker
may shoot, or which facing it may target, then roll one die, on a Squadrons are destroyed after taking 2 points of damage, whilst
1-3 the defender chooses, on a 4-6 the attacker chooses ships must assign damage to upgrades instead.
The defender must assign damage to one of its upgrades, and
must continue assigning damage to that upgrade until it has
taken 2 damage, at which point it is disabled.
If all of a ship’s upgrades have been disabled, then the ship is
destroyed and removed from play as a casualty.

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


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

The Shooting Sequence


Shooting is done in a simple sequence which has to be followed Example: The enemy squadron takes 2 damage and is destroyed,
step by step in order: whilst the ship takes 1 damage and assigns it to its Pulse Engine.
Note that the ship’s Missile Cluster had already been disabled,
1. Roll to Hit because it took 2 damage from a previous attack.
2. Roll to Block
3. Assign Damage

Jean-Michel Sauriol-Remy (Order #42642079)


Picking Targets When to Test
When taking a Ramming action, a ship must pick one valid ship As fleets take casualties, their psychological well-being
as its target in order to ram it. deteriorates, and they will surrender.
If the ramming ship is within cruise speed of the target, and has a Whenever a fleet is down to half or less of its starting ships at the
clear path to reach it, then that enemy is a valid target. end of a round, or whenever a special rule requires it, then ships
must take a morale test.
Note that ships can’t ram enemy squadrons.
Note that starting size is counted at the beginning of the game.
Ram Moves
Example: A fleet started the game with 5 ships, and is down to 2
To ram, you must move the ramming ship by up to its cruise ships at the end of a round, so all of its ships must take a morale
speed to get in base contact with the target, at which point the test to see if they surrender.
ramming ship stops immediately.
Taking Morale Tests
Ramming ships may move by up to their full cruise speed value,
and may pivot once by up to 45° at any point after completing To take a morale test, the affected ship must roll one die, and
half of their move. add the number of non-disabled upgrades it has to the result.
Note that ships can’t use ram actions if their final position would If the final total is 6+, then the morale test is passed and the ship
overlap enemy ships (but may if it would overlap squadrons). doesn’t surrender (nothing happens).

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.

Jean-Michel Sauriol-Remy (Order #42642079)


Terrain Rules
When setting up terrain, all players must agree on what terrain
type rules each piece of terrain follows. This will make sure that
you do not have any arguments during your game, and that
things can proceed smoothly.
Each piece of terrain may count as having multiple terrain types,
and you may also add other conditions to further customize your
terrain rules as you like.
Example: A piece of Space Debris terrain could count both as
Cover as well as Difficult Terrain. Additionally, you could allow
models to shoot into and out of it freely, but not through it.

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.

Jean-Michel Sauriol-Remy (Order #42642079)


Terrain Setup Guidelines Terrain Placement
Whilst there are no specific rules as to how terrain should be When setting up terrain, you should use at least 5-10 pieces of
placed, here are some guidelines on how to handle terrain to terrain, although using more can be more ineresting.
have a balanced match.
A simple way to make sure that you’re using enough terrain is to
Here are all the things you should consider: take as many pieces of terrain as you need to fully cover at least
25% of the table, and then spread them out.
• Size of your terrain
• Rules for each terrain It’s also good to keep a balance of different terrain types, so that
• Number of pieces units with different weapons and special rules can use them
effectively in various situations.
• How to place it
Here are some basic terrain type recommendations:
Terrain Overview
• At least 50% should block line of sight
Whilst there is no limit to the size of terrain that you can use for
• At least 33% should provide cover
your games, we have a few recommendations for you:
• At least 33% should be difficult terrain
• Small pieces of scatter terrain, like small asteroids, • Each player should pick 1 piece to be dangerous
moons, satellites, etc. should be somewhere between
1”x1” and 3”x3” in size. Example: If you’re playing with 12 pieces of terrain, at least 6
should block line of sight, 4 should provide cover, 4 should be
• Large terrain features, like space stations, planets,
difficult terrain, and 2 should be dangerous terrain.
asteroids, etc. should be somewhere between 4”x4”
and 8”x8” in size, but can be as large as 12”x12”. Once you have chosen which terrain pieces you are going to
use, you can either have one player set up all of the terrain, or
For each terrain feature you’ll also have to define some basic
have both players set up terrain together.
rules for how it works in the game. Most terrain features will
probably have a single type, but you can combine multiple types To make sure neither player has an advantage, you can roll-off,
together, and even add extra conditions to them. and then then alternate in placing one terrain piece each, starting
with the player that won.
Here are some guidelines for common terrain types:
There are no specific rules on how you should place terrain, so
• Asteroid Fields - Difficult + Cover + Models can see we recommend trying to set up the table in such a way that it
into and out of asteroid fields, but not through them will provide a balanced playing field for everyone involved.
• Heavy Debris - Difficult + Cover + Dangerous when
using cruise/ram Ideally you want to place enough blocking terrain that you can’t
• Light Debris - Difficult draw clear line of sight from edge to edge across the table, as
well as make sure that there are no gaps bigger than 12” between
• Mine Fields - Dangerous
different terrain pieces. If you are playing with lots of ships, we
• Nebulas - Cover also recommend making sure that there are gaps of at least 6”
• Particle Nebulas - Difficult + Cover between terrain pieces, so they can fit through.
• Planets - Impassable + Blocking
• Space Stations - Impassable
• Stars - Impassable + Blocking + Dangerous when
within 6” of a star
Note that whilst all of the terrain we mentioned so far is what
you’ll need for gameplay purposes, it’s also always good to have
elements of decorative terrain that have no effect on the game,
but that help make your table look better.
These could be elements such as patches of auroras, distant
planets and stars, scattered debris, civilian ship columns, and
other things that make sense for your table.

Jean-Michel Sauriol-Remy (Order #42642079)


Rules Priority & Stacking Effects Fleet Creation
Some models have one or more special rules that affect the way All of the models, heroes, titles, upgrades and weapons in this
they behave, and that sometimes go against the standard rules. rulebook are common across all fleets.
Whenever you come across one of these situations, the special When putting together your fleet, you may select any upgrades
rules always take precedence over the standard rules. from this rulebook, as well as choose a faction from which to
take faction-specific upgrades, in any combination.
Unless specified otherwise, multiple instances of the same
special rule are not cumulative, however different special rules Heroes & Titles
that have the same effect are cumulative.
When creating your fleet, you may upgrade ships with heroes
Anti-Ship and titles by adding their cost to the ship’s total cost. Each ship
may only have one hero and one title.
Weapons with this special rule get +1 to hit rolls against ships,
but only hit squadrons on rolls of 6+. Ship Upgrades
Anti-Squadron Systems and Weapons count as upgrades, and unlike heroes and
titles, all of them are always free.
Weapons with this special rule get +1 to hit rolls against
squadrons, but only hit ships on rolls of 6+. All ships that are added to your fleet must be given as many
upgrades as the max. number of upgrades they can take, and
Blast each upgrade may only be taken once per ship.
When firing a weapon with this special rule, if the target is hit, Ships may also additionally be assigned new weapons as
then all models within 4” of it are also hit (friendly or enemy). upgrades, which must be mounted on a specific facing.
Boarding Pod Each facing may only have one weapon mounted, and ships
have a front, sides (counts for both sides), and rear facing.
Weapons with this special rule may only target ships, targets take
1 boarding marker per hit instead of damage (don’t roll to block). Turrets
When a ship with boarding markers is activated, roll one die for All models come with a turret that may be fired in all directions,
each marker. On a 4+ the marker is removed, else the target and which doesn’t count as aweapon or upgrade.
takes 1 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.

Jean-Michel Sauriol-Remy (Order #42642079)


Common Ships & Squadrons Common Upgrades
Cruiser Ship (Heavy 4) - 80pts Ablative Armor: Enemy ships ramming this ship take +1 damage,
and this ship never takes damage from overlapping enemy ships.
• Speed: Move 4“ / Cruise 6“
• Turret: Ran 24“ / Att 2 / Str 2 Armored Plating: This upgrade takes 4 damage to be disabled.
• Defense: Eva 2+ / Tou 2+ Gravity Bumper: Enemy ships are pushed by +D6“ when
rammed by this ship.
Destroyer Ship (Medium 3) - 60pts
Nuclear Ammo: Turret gets +1 strength.
• Speed: Move 6“ / Cruise 9“
• Turret: Ran 18“ / Att 2 / Str 1 Pulse Engine: Gets +2“ on move and +3“ on cruise/ram actions.
• Defense: Eva 3+ / Tou 3+ Reinforced Ram: Deals +1 damage when ramming enemy ships.
Corvetter Ship (Light 2) - 40pts Repair Bay: When activated may remove 1 damage from another
• Speed: Move 8“ / Cruise 12“ ship within 4“.
• Turret: Ran 12“ / Att 2 / Str 0 Shield Booster: When taking a point of damage roll one die, on a
• Defense: Eva 4+ / Tou 4+ 5+ it is ignored.

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 10“ / Cruise 15“ Common Weapons


• Turret: Ran 2“ / Att 3 / Str 0 Energy Cannon: Ran 12“ / Att 3 / Str 1
• Defense: Eva 5+ / Tou 6+ Special: Anti-Ship
• Special: Anti-Squadron
Giga Cannon: Ran 6“ / Att 1 / Str 4
Bomber Squadron - 10pts Special: Deadly.

• 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.

Common Heroes Plasma Cannon: Ran 18“ / Att 2 / Str 3


Special: Overheating.
Tactical Master (15pts): May choose not to be deployed at the
start of the game, but instead may be deployed anywhere over 9“ Pod Launcher: Ran 6“ / Att 2 / Str 0
away from enemies at the start of any round after the first. Special: Boarding Pod

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.

Jean-Michel Sauriol-Remy (Order #42642079)


Terrain Placement Styles 3. Alternating (Restricted)
When preparing the game, you can either pick one of the Roll one die to select a random restriction, and then follow the
placement styles below, or select it randomly. same rules as the “Alternating (Free)” placement style:
To select a random placement style, roll one die: 1. No pieces of terrain may be placed within 12” of the
center of the table.
1. Random
2. No pieces of terrain may be placed within 12” of the
2. Alternating (Free)
edge of the table.
3. Alternating (Restricted)
3. Place the first piece of terrain at the center of the table.
4. Full Table
The rest must be placed more than 12” away from that
5. Two Halves
piece of terrain.
6. Six Squares
4. Place the first piece at the center of the table, and the
Terrain Selection rest must be placed within 9” of another piece of terrain
that was already placed.
Once you have decided what placement style to use, you may 5. Place the first 4 pieces each within 12” of a different
either pick 5-10 pieces of terrain that you want to play with, or table corner. The rest can be placed anywhere.
else use the method below to generate terrain. 6. Place the first 4 pieces each in a different table quarter.
To generate balanced terrain follow these steps: The rest can be placed anywhere.

• Take 6 pieces of terrain: 4. Full Table


o 2 impassable Players roll-off, and the winner places all pieces of terrain on the
o 2 asteroid fields table, at least 6” away from each other and the table edge.
o 2 space debris
• Take 2D3 more pieces of terrain, determining their type Then the player that lost the roll-off gets to pick which side they
by rolling 2D6 for each: want to deploy on.
o 2-3 = mine field
5. Two Halves
o 4-6 = asteroid field
o 7 = nebula Players roll-off, and the winner may draw a straight line from one
o 8-10 = space debris corner of the battlefield to the opposite, and pick which table
o 11-12 = impassable half they places terrain on.

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.

Jean-Michel Sauriol-Remy (Order #42642079)


Random Deployment Style 4. Ambush
Whilst you can simply pick one deployment style of your choice,
it can be interesting to have it be randomly selected before the
game begins, to keep things fresh.
To select a random deployment style, simply roll one die:
1. Frontline
2. Long Haul
3. Side Battle
4. Ambush
5. Spearhead
6. Flank Assault

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

2. Long Haul
6. Flank Assault

3. Side Battle

Jean-Michel Sauriol-Remy (Order #42642079)


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

• Placing Objectives: The 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.

6. King of the Hill


After the table has been prepared, the players must set up only
1 objective marker on the battlefield.
The objective marker must be placed over 9” away from the
deployment zones and the table edges.
After 4 rounds have been played the game ends, and the player
that is holding the marker wins.

Jean-Michel Sauriol-Remy (Order #42642079)


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

• The ship that has the lower number gets 4 assault


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

Assault Boarding Parties


Whenever a ship with assault tokens is activated, roll as many
dice as tokens on it. For each result of 5+ one token is removed,
but for each result of 1-4 the ship takes 1 damage instead.

Ship Capturing
Optionally you may play with ship capturing rules.
If a ship would be destroyed by damage from the total damage
caused by 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.

Jean-Michel Sauriol-Remy (Order #42642079)


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

35. Drifting Expert


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

36. Righteous Fury


Select one random squadron, which gets +1 to hit and
+1 strength until the end of the round.

Jean-Michel Sauriol-Remy (Order #42642079)


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

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

Then roll a D6 and check which battlefield phenomena you get, 2. Heroic Inspiration
based on the type that was selected. All heroes get +1 strength and hit rolls with their turrets.
Celestial Phenomena On 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

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


immediately takes D3 damage.
The entire table is Cover Terrain.
5. Living Metalloids
Any piece of terrain that already counted as Cover Terrain
becomes more protective and models get -2 to hit rolls. Whenever a model takes any damage, roll one die for each point
of damage, on a 5+ it may be ignored.
3. Stellar Ice
6. Demoralizing Void
The entire table is Difficult Terrain.
Whenever a ship fails a morale test, all friendly ships within 6”
Any piece of terrain that already counted as Difficult Terrain
automatically surrender.
becomes harder to move through, and models may only move at
a third of their speed.
4. Spacecraft Graveyard
Whenever a ship needs to take a morale test, it gets -1 to its
morale test roll.
5. Drift Currents
Whenever a ship uses a move action it must move +D3”, and
when it uses a cruise action it must move +D6”.
6. Dark Star
Roll D6 once before the game to check how visibility is.
For the rest of the game, all models get -D6” range when firing
their ranged weapons (to a minimum of 3”).

Jean-Michel Sauriol-Remy (Order #42642079)


Using Terrain & Objective Effects Objective Effects
Players can choose to add extra rules to their terrain features and 1 & 2. Regular Objective
objective makers by picking any of the ones they like, or by
No special objective effects are applied to this objective.
generating them randomly.
3. Booby Trapped
Whenever a model enters a piece of terrain for the first time, roll
one die, and the effect lasts the whole game: The first time a ship seizes this objective it takes 1 damage.
1. Regular Terrain 4. Heavy Materials
2. Regular Terrain
3. Alien Infestation Ships carrying this objective halve their movement.
4. Electrical Currents 5. Protective Dome
5. Targeting Relay
6. Defensive Mines Ships carrying this objective get +1 evasion.

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

Terrain Effects
1 & 2. Regular Terrain
No special terrain effects are applied to this piece of terrain.
3. Alien Infestation
Models moving through this terrain take 1 damage.
4. Electrical Currents
Models that activate in or move through this terrain immediately
take 1 hit with strength D3.
5. Targeting Relay
Models inside of this terrain get +1 to hit rolls.
6. Defensive Mines
Ships ramming into or through this terrain count as having 1 less
max. upgrade for the purposes of ramming.

Jean-Michel Sauriol-Remy (Order #42642079)


Playing with Fog of War Shifting Focus
Fog of War rules are optional rules that add an element of Before the game begins, the table must be divided into 3 equal
uncertainty to your games, by affecting how models are sections along the long table edges, and each section must be
deployed and how game rounds are played. given a number from 1 to 3.
Pick any of the following: Whenever a player needs to choose which model to activate,
first they must roll a D3, and then they may only activate one of
• Surprise Engagement their models that is within that table section.
• Ebb and Flow
• Shifting Focus If there are no eligible models in that table section, then they
must move on to the next section going from left to right.
• Combat Fatigue
• Prolonged Battle Combat Fatigue
Surprise Engagement Starting from the second round on, whenever a player that has
already activated at least half of their models for that phase
When deploying fleets, the players roll-off to see who goes first, finishes an activation, then they must roll 2D6.
and alternate in placing models as usual, however where they
place them is randomized. If the result is a 2 or a 12, then they may not activate any more
models this phase, and as soon as their opponent has finished
First, each player divides their deployment zone into 3 equal activating at least half of their models, then the phase ends.
sections, and gives each section a number from 1 to 3.
Then, when it’s a player’s turn to deploy a model, roll a D3 and
Prolonged Battle
place the model fully within the resulting section. Starting from the end of the 4th round, players must roll a die at
Models that are deployed differently due to special rules (such as the end of each round to see if the game continues.
Tactical Master) have to follow the same rules, however the Roll one die, and if the roll is successful, then the game
entire battlefield is divided into 3 equal sections along the long continues into the next round:
table edge, instead of only the deployment zones.
• 4th Round: 4+ to continue
Ebb and Flow • 5th Round: 5+ to continue
Before the game begins, each player needs to take as many • 6th Round & Over: 6+ to continue
tokens as models in their army, and each player’s tokens must be Note that mission objectives are checked at the end of the final
of a different color. round, and not at the end of the 4th round as usual.
At the beginning of each round, the players must put as many
tokens as models they have left on the battlefield in a bag.
Each phase, the players draw a random token from the bag, and
the player whose color was drawn may activate one model.
Once the player is done, another token is drawn to see who
activates next. If a player runs out of models to activate during a
phase, then they may simply move on to the next phase.
This continues until all tokens have been drawn from the bag, at
which point the round ends, and a new one begins by putting
tokens in the bag.
Note that if a model is destroyed before it was activated, then
you must remove a token of that player’s color from the bag.

Jean-Michel Sauriol-Remy (Order #42642079)


Using Catastrophic Damage Blast Markers
Catastrophic Damage rules are optional rules that make the game To represent debris and smoke that is released when ships take
deadlier by modifying how models are damaged during combat. damage, we use blast markers. To use these rules you will need
10-15 blast marker tokens, which are roughly 1”x1” in size.
Pick any of the following:
Blast markers count as cover terrain and difficult terrain.
• Random Damage
• Friendly Fire Place blast markers in any of these cases:
• Horrible Mishaps • Whenever a ship rolls an unmodified 6 to hit when
• Critical Hits shooting at an enemy ship, place 1 blast marker.
• Blast Markers • Whenever a ship takes damage which disables one of
its upgrades, place 1 blast marker.
Random Damage
• Whenever a ship is destroyed, place X blast markers,
Whenever a ship takes damage, the defender doesn’t get to pick where X is the ship’s max. number of upgrades.
which upgrade takes that damage, but must determine which • Whenever a squadron is destroyed (not only damaged),
non-disabled upgrade takes damage randomly. place 1 blast marker.
Note that special rules which allow players to pick exactly which Blast markers are placed touching the target’s base, facing the
upgrades are damaged may ignore this rule. direction where the shooting came from. If blast markers are
being placed due to a model’s destruction, then try to place them
Friendly Fire as close to the center of the model’s place instead.
Whenever a ship shoots at an enemy ship that is within 3” of Note that blast markers can’t be stacked, and must be placed one
another friendly ship, then for every hit landed roll one die. next to the other. If for any reason it’s impossible to place a blast
On a 1-3 the hit lands on the friendly ship, on a 4-6 the hit lands marker, then you may ignore it instead.
on the targeted enemy ship. At the end of each round both players roll one die, and then
Note that if there are multiple friendly ships within 3”, then you alternate in removing as many blast markers as the result, except
must randomly determine which one is hit. for markers that are in base contact with ships.

Horrible Mishaps
Whenever a model rolls 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.

Jean-Michel Sauriol-Remy (Order #42642079)


Playing with Order Dice 1. Full Speed Ahead
Order Dice are an optional resource that can be added to the Ships with the Full Speed Ahead order may only use cruise or
game, giving players access to special orders that boost the ram actions, and they double their move speed value instead of
performance of their ships in battle. using their cruise value when moving.
When playing with these rules, each player will need as many 2. Drift Maneuver
order dice as ships in their fleet. Order dice are regular six-sided
dice, with different effects for each number. Ships with the Drift Maneuver order may pivot a second time at
the end of their full move.
Here are the effects for each number:
3. Hold Position
• 1 = Full Speed Ahead
• 2 = Drift Maneuver Ships with the Hold Position order may use hold actions without
• 3 = Hold Position enemies hitting them on 2+, and if they don’t pivot they may
move backwards by up to half their move speed.
• 4 = Target Lock On
• 5 = Rapid Reload 4. Target Lock On
• 6 = Brace For Impact
Ships with the Target Lock On order get +1 to hit rolls and +6”
The Orders Phase range when firing their turret.

At the beginning of each round, starting with the initiative player, 5. Rapid Reload
each player must roll their order dice and assign them.
Ships with the Rapid Reload order may fire their turret twice,
The player must roll as many order dice as friendly ships in play, even at different targets.
and may then assign one order die to each ship, except for dice
with the Brace For Impact effect, which must be kept aside. 6. Brace For Impact
Before assigning order dice, the player may discard one order die Whenever an enemy ship shoots or rams a friendly ship, you
to re-roll as many other dice as they want, and they may may discard a Brace For Impact die in order to get a defensive
continue doing so until they are left with only one die, which bonus against that attack.
they must keep.
If targeted by shooting, then the friendly ship gets +1 toughness.
Once the initiative player is done assigning order dice, then their
If targeted by ramming, then the friendly ship counts as having
opponent follows the same procedure, after which the round is
+1 max. upgrades when comparing.
played using the regular rules.
This effect can’t be used on friendly ships that already used an
Whenever a ship with an order die assigned to it is activated, the
order die this round, and if the friendly ship has an order die
player may discard that die in order to resolve its effect, but this
assigned to it, then it must be discarded.
is not mandatory.
At the end of the round all unused order dice are then discarded,
and the process starts again with the initiative player rolling.

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Playing with Ordnance Tokens Ordnance Heroes
Ordnance Tokens are optional assets that can be added to the Great Neutralizer (15pts): When this ship is activated, you may
game, giving players new ship upgrades that open up additional immediately destroy all ordnance within 6“.
avenues for combat.
Elite Hacker (10pts): When this ship is activated, you may pick
When using ordnance tokens, the game is played normally, one enemy ordnance within 6“, which comes under your control
however players may also upgrade their ships with the extra and may immediately pivot by up to 90°.
heroes, titles, and upgrades listed on this page. Ships may only
have one ordnance weapon each, but otherwise there are no Ordnance Titles
other restrictions to fleet creation.
Striker (10pts): Ordnance fired by this ship immediately moves
Each player is going to need as many ordnance tokens as ships forward by 4“ after it has been placed (may move normally
with an ordnance weapon, with each token being roughly 1”x1” during ordnance phase).
in size, and having a clearly marked front facing.
Guardian (5pts): Gets +1 to hit rolls when targeting ordnance
Ordnance tokens are used to represent torpedoes, attack craft, with its turret weapon.
living bio-munitions and the like, so we recommend using tokens
that can make them easily identifiable. Ordnance Weapons
Piercing Ordnance: This ordnance moves 8“, has evasion 4+,
Firing Ordnance
and deals hits with strength 3.
Ordnance isn’t fired like regular weapons, but instead it is placed
Explosive Ordnance: This ordnance moves 6“, has evasion 3+,
as tokens on the battlefield, which act during their own phase.
and deals hits with strength 1 that have the Blast rule.
When an ordnance weapon is fired, place an ordnance token in
Smart Ordnance: This ordnance moves 8“, may pivot by 45°,
base contact with the firing ship, anywhere on the facing from
has evasion 4+, and deals hits with strength 0.
which it is being fired. The token may be placed to point in any
direction away from the firing ship, and doesn’t need to be
pointing toward a specific target.
Each player may only have as many ordnance tokens on the
table as the number of ships with ordnance weapons in play, and
they may not shoot ordnance again until an existing token has
been removed from the table.
Ordnance tokens may be targeted by enemy shooting, and they
are immediately destroyed if they take any hits, without needing
to roll for damage. If a ship overlaps any ordnance tokens at the
end of its move, then each token deals 1 automatic hit and is
removed from play.

The Ordnance Phase


After the heavy ships phase, but before the round ends, players
must first complete the ordnance phase, during which ordnance
tokens are moved and cause damage.
Starting with the initiative player, each ordnance token must be
moved forward in a straight line by its full speed, and may only
pivot before moving if specified by its rules.
Ordnance that moves into contact with blocking, difficult or
deadly terrain is immediately removed from play.
Ordnance that moves into contact with any ship (friend or foe),
deals 1 automatic hit and is then removed from play.
If ordnance moves into contact with other ordnance, then both
tokens are immediately removed from play.
Note that ordnance moves through squadrons as if they were not
there, and if its move would make it overlap a squadron, then the
token must stop in base contact with the squadron instead.

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Playing with Command Dials Advanced Navigation
Command Dials are an optional aspect that can be added to the Ships with the Advanced Navigation command may either add
game, giving players access to special commands that boost the +2” or subtract -2” to their move, or they may pivot a second
performance of their ships in battle. time at the end of their move.
When playing with these rules, each player will need as many Order Squadron
command dials as ships in their fleet, or double as many if using
the Planning Ahead rules below. Ships with the Order Squadron command may activate one
friendly squadron within 6” at the end of their activation.
Command dials are made of plastic, with four different command
symbols on them, and allow players to select one of them by Repair Hull
turning the dial. If you don’t have command dials, then you can
Ships with the Repair Hull command may remove 1 damage
use any tokens or markers to represent the command symbols
from a non-disabled upgrade.
instead, making sure to have enough for all your ships.
Here are the different command symbols: Concentrate Fire
• Advanced Navigation Ships with the Concentrate Fire command may fire their turret
twice, even at different targets.
• Order Squadron
• Repair Hull
• Concentrate Fire

The Command Phase


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

Planning Ahead
When playing with these rules, players will need to assign two
command symbols to each ship, and place them face-down next
to it one on top of the other.
Then, when a ship is activated, the player must reveal only the
command symbol at the top, and resolve its effect
Each round the players must assign one new command symbol
per ship, and place it at the bottom of the command symbol that
is already next to it.

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Playing with Shields & Defense Tokens Defense Tokens
Shields & Defense Tokens are an optional layer that can be Whenever an enemy ship shoots, after rolls to block have been
added to the game, giving ships more durability and players made, but before damage is assigned, the defender may use one
more choice when defending from attacks. or more of their defense tokens in order to try and mitigate it.
When playing with these rules, each player will need as many Each defense symbol has a different effect:
defense tokens as total number of ship upgrades in their fleet.
• Redirect: The defender may choose another facing
Defense tokens are double-sided, with a ready and exhausted adjacent to the targeted facing, and it may suffer any
side, and come with different defense symbols. If you don’t have amount of damage on the chosen facing’s remaining
defense tokens, then you can use any tokens or markers to shields, before it must suffer any remaining damage on
represent them, making sure to have enough for all your ships. the targeted facing.
Here are the different defense symbols: • Evade: If the attacker is over 12” away, then the target
may ignore 1 damage, and if the attacker is within 12”,
• Redirect then the defender may re-roll one failed block instead.
• Evade • Brace: The defender may re-roll one failed block.
• Brace • Scatter: The defender may re-roll all failed blocks.
• Scatter • Contain: If the attacker landed any penetrating hits,
• Contain they count as a normal hits instead.
Additionally players will also need a way to record shield Defense tokens are placed on their ready side at the beginning of
damage for each of their ships separately. To record each ship’s the game, and when they are used the player must flip it over to
shield damage you can simply use a piece of paper, custom its exhausted side. If a token that was already exhausted is used
markers, or shield dials on the ship’s base. again, then it is removed from the game entirely.
When playing with these rules, we recommend extending the The defender can’t use the same token twice during the same
game length by 2 rounds, with objectives being checked only attack, and can’t spend more than one token of each defense
after the 6th round has been played. symbol per attack. Ships that used hold actions can’t use any
defense tokens until they move again.
Preparing Shields & Defense Tokens
At the start of each round, all exhausted defense tokens are then
Before the game begins, players must assign shields and defense flipped back to their ready side.
tokens to each of their ships.
Shield Damage
Different shield values are assigned to each of a ship’s facings,
which are based off the ship’s type: Whenever a ship takes damage, it first suffers damage to its
shields, before suffering damage to its hull.
• Heavy Ships: 3 front, 2 sides (both), 1 rear
• Medium Ships: 2 front, 1 sides (both), 0 rear Simply reduce the shield value of the facing in which the ship
was attacked by 1 for each point of damage, and if the ship has a
• Light Ships: 1 front, 0 sides (both), 0 rear
shield value of 0 for that facing, then any remaining damage is
Defense tokens are also based off the ship’s type, with each ship assigned to upgrades as usual.
having as many defense tokens as its max. number of upgrades.
Penetrating Hits
Players may choose which defense symbols to assign to each of
their tokens, which is also based off their ship type: Whenever a ship rolls an unmodified 6 to hit when shooting,
then it has caused a penetrating hit.
• Heavy Ships: Brace, Redirect, Contain
Penetrating hits ignore the effects of all defense symbols (except
• Medium Ships: Redirect, Evade, Contain
for the Contain symbol), and they also ignore shields, dealing
• Light Ships: Evade, Scatter, Contain
damage directly to upgrades as usual.
Note that only up to 2 copies of Brace, Redirect, and Contain
may be assigned to each ship, and only up to 1 copy or Scatter.

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Using Scanner Ranges Scanner Ranges Heroes
Scanner Ranges are optional rules that can be added to the Stealth Expert (15pts): This ship and all friendly ships within 6“
game, giving players new ways to approach ranged combat. count as having -3“ signature.
These rules represent the ability for ships to accurately predict Signature Commander (10pts): When this ship is activated you
enemy movement and adjust shot trajectories, and how different may remove 1 spike from another friendly ship within 6“.
ship sizes and actions will make them easier to detect.
Scanner Ranges Titles
When using scanner ranges, players may upgrade their ships
with the extra heroes, titles and upgrades listed on this page. Dominator (10pts): When calculating attack range this ship
doesn’t halve its weapon ranges.
Weapon Scan & Ship Signature
Prosecutor (5pts): When calculating attack ranges enemy ships
When using scanner ranges, the range of a ship’s attacks is not count as having double their base signature (before spikes).
only determined by the weapon that is being fired, but also by
the signature of the target ship. Scanner Ranges Upgrades
To get a ship’s attack range with a specific weapon, you must Active Scanner: When this ship is activated you may add 1 spike
add half weapon’s range to the target’s signature: to any enemy ship in line of sight, then add 2 spikes to this ship.

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

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

• Light Ships = 3” Scanner Ranges Weapons


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

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

• Hold actions = add 1 spike


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

Removing Spikes
Ships can disperse energy by drifting through space whilst
limiting their shooting, which lowers their signature.
Whenever a ship uses a move action and doesn’t fire more than
1 weapon during its activation, remove 1 spike token.
Alternatively, if a ship uses a move action and doesn’t pivot or
fire any weapons, then it may remove 2 spike tokens.

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

Orbital Bombardment
Medium Ships in low orbit may fire their turrets at cluster sectors
within 6” that have any enemy infantry or tank tokens in them.
To attack an enemy sector, roll 3 dice trying to score 3+, with
each success counting as a hit. Then if there are any tanks in the
sector, roll one die for each hit separately, and on a 5+ the hit is
ignored. For each unblocked hit, put a wound marker on a tank
token, which is removed once it has taken 3 wounds. If there are
only infantry left in the sector, then roll one die per remaining
hit, and on a 3+ the hit is ignored. For each unblocked hit,
remove 1 infantry token.

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Free-for-All
The simplest way to play games with 3-4 players is to have a
free-for-all, where all players can attack each other, and they are
all competing for the same objectives.
When playing the game, follow all of the regular rules, with just
a couple of exceptions as described below.
Deployment: All players roll-off to determine the order in which
they will deploy. Then the players alternate in picking a table
corner and deploying one model each within a 2’x1’ area,
starting with the player that got the highest score, and then
alternating in descending order. As usual, squadrons are
deployed after all ships have been deployed.
Turn Order: At the beginning of each round, including the first,
players roll-off the order to determine the order in which they
activate their models. The player with the highest score goes first,
and then the players alternate in descending order. This order
remains the same for all phases of the round.
Team Games
If you want to play games with 3+ players, then team games are
the best way to go, as there is no limit to the amount of players
that can participate.
When playing the game, follow all of the regular rules, with just
a couple of exceptions as described below.
Forming Teams: Before the game begins, divide the players into
two teams by simply picking who belongs to which team, doing
a draft, rolling for teams randomly, or however else you would
like to pick teams. Note that teams don’t need to have equal
amounts of players, so you can play 2v1, 3v1, etc.
The Fleets: When preparing fleets, you must split the amount of
points that each team is allowed to take between its players.
Note that the amount of points that each player is allowed to
take within a team doesn’t have to be equal, and players may
King of the Hill choose to split their points unequally.
Deployment: When deploying models, players from the same
An alternative version of playing with 3-4 players is to play king
team must deploy their models in the same deployment zone,
of the hill, which works just like a free-for-all, but players get a
placing a single model when it’s their team’s turn to deploy.
bonus for attacking the most powerful opponent, as they all
compete for the same objectives. The Mission: When setting up the mission and when checking
When playing the game, follow the free-for-all rules, plus the who won, all objective markers and deployment zones are
additional rules described below. shared between players of the same team.

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.

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Playing Kitchen Table Games Mission Selection
The game can also be played on smaller surfaces, that are as To select a random mission, simply roll one D3:
small as 2’x3’ in size by adjusting the rules.
• 1-2: Duel
When setting up the game, use the deployment styles and • 3-4: Seize Ground
mission selection from these rules instead of the regular ones. • 5-6: Relic Hunt
Deployment Styles Note that when placing objective markers, you follow all the
regular rules, but ignore restrictions on placing markers inside
To select a random deployment style, simply roll one D3:
deployment zones.
• 1-2: Frontline
• 3-4: Long Haul
1. Duel
• 5-6: Side Battle After the table has been prepared, the players must set up a total
of D3 objective markers on the battlefield.
Note that your table may be a square instead of a rectangle.
After 4 rounds have been played the game ends, and the player
1. Frontline that is holding most markers wins.

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

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

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

Playing the Game


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

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General Principles 3. Are there any enemies in the way?

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?

Preparation • Yes - Cruise toward the objective


• No - Go to step 5
The Fleets: To ensure that playing against the AI is fair, we
recommend creating a set of 3-6 balanced fleets lists, and then 5. If you Move will any enemies be in shooting range?
randomly determining which will be used by the AI and which
• Yes - Move toward the objective and shoot if possible
by the players.
• No - Cruise toward the objective
Objectives Set Up: When setting up objectives first divide the
area of the table where you may place objectives into 6 equal 6. Are any enemies in ramming range?
squares. When it’s the AI’s turn to place an objective first roll for • Yes - Ram enemy
a random square, and then place the objective in the center of
• No - Go to step 7
the square. If that’s not possible roll for another random square
and move the objective toward it just enough to be in a valid 7. If you Move will any enemies be in shooting range?
position, whilst following the objective set up rules.
• Yes - Move toward enemy and shoot if possible
AI Deployment: When deploying fleets, the players must deploy • No - Cruise toward enemy
their entire fleets in a random deployment zone first. Then AI
models are randomly divided into 3 groups of equal size (as far Decision Tree - Shooting
as possible). To deploy, divide the table into 3 sections along the
1. Is the AI model carrying an objective?
AI’s deployment zone table edge, and number them 1, 2 and 3.
For each group roll a D3 to determine which section its models • Yes - Go to step 4
deploy in, re-rolling if all groups would deploy in the same • No - Go to step 2
section. Then deploy one random model at a time in its section,
as close as possible to the nearest objective, and outside of 2. Are there any objectives not under the AI’s control?
difficult and dangerous terrain.
• Yes - Go to step 3
Challenge Bonus: Optionally players may give the AI a bonus as • No - Go to step 4
a challenge. If at the beginning of a round the AI is holding as
many objectives as the players, then all its models get +1 to hit 3. If you Move will any enemies be in shooting range?
rolls until the end of the round, and if it’s holding less objectives, • Yes - Move toward the objective and shoot if possible
then its models get +1 to toughness rolls on top of that.
• No - Cruise toward the objective
AI Decision Trees 4. If you Move will any enemies be in shooting range?
Model Types: Before the game begins you need to classify each • Yes - Move toward enemy and shoot if possible
model into one of 3 model types so that things flow smoothly
• No - Cruise toward enemy
once you actually start playing. Note that squadrons follow the
same decision trees as ships, but always start at step 2. Decision Tree - Ramming
Hybrid Models: Models with upgrades which are geared both for 1. Is the AI model carrying an objective?
ranged attacks and ramming count as hybrid models.
• Yes - Go to step 4
Shooting Models: Models with upgrades which are geared more
• No - Go to step 2
toward ranged attacks count as shooting models.
2. Are there any objectives not under the AI’s control?
Ramming Models: Models with upgrades which are geared more
toward ramming count as ramming models. • Yes - Go to step 3
• No - Go to step 4
Decision Tree - Hybrid
3. Are there any enemies in the way?
1. Is the AI model carrying an objective?
• Yes - Ram enemy if possible, else Cruise toward the
• Yes - Go to step 6
objective
• No - Go to step 2
• No - Cruise toward the objective
2. Are there any objectives not under the AI’s control?
4. Are any enemies in ramming range?
• Yes - Go to step 3
• Yes - Ram enemy
• No - Go to step 6
• No - Cruise toward enemy

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Basic Concepts Special Rules
Activation Order: Before starting, divide the table into 3 different Using Special Rules: AI models must always use any special rules
sections along the AI’s deployment zone edge, and number them as soon as they are activated, targeting the nearest valid model
1, 2 and 3. When it’s the AI’s turn to activate a model, first roll a that makes sense. Note that this includes special rules from
D3 to see which section it will activate a model in. If there are heroes, titles, and upgrades.
no eligible models in that section, move onto the next section
Tactical Master: AI ships with Tactical Master are always kept in
with an eligible model, going clockwise. Then roll a die to
reserve, and must deploy following the AI deployment rules at
randomly determine which model from that section is activated.
the start of the second round.
Enemies in the way: When the AI models activate, draw a path
Ace Carrier: AI ships with Ace Carrier will always keep as many
between them and their objective. Enemy models within 6” of
random squadrons as upgrades in reserve, and must deploy all
the path count as being in the way (only if they are in the same
squadrons as close as possible to the nearest objective at the start
direction as the objective).
of the second round.
Controlling Objectives: When making AI decisions, objectives
Expert Sapper: AI ships with Expert Sapper must always place a
count as under the AI’s control if the AI already seized them, or if
they’re objectives that the model is not within 6” of and that mine marker as close as possible to the nearest enemy model
another friendly ship is within 6” of already. When AI models when activated.
move to seize objectives, they must be placed so that they are Rogue: AI squadrons with Rogue always skip activating during
then headed as close as possible to their next objective or target. the squadrons phase, and activate in a random phase.
Overlapping: AI models must always try to turn in such a way Weapons
that they don’t end their movement overlapping other ships,
unless their upgrades that are geared toward overlapping ships. High Attack Weapons: AI models with weapons that have 3 or
more attacks always target valid enemies with the highest
Shooting: AI models must always shoot at the nearest valid target
evasion value first.
of same type, prioritizing targets that haven’t activated yet. If no
target of the same type is available, then they must shoot at the High Strength Weapons: AI models with weapons that have
next smallest target, or cycle back up to the biggest if no strength 2 or more always target valid enemies with the highest
squadrons are available. If the nearest valid target is in cover but toughness value first.
there is another one in the open, the AI must prioritize shooting
at the target that is in the open. Anti-Ship: AI models with anti-ship weapons always move so
that they can target enemy ships.
Ramming: AI models must always charge the nearest enemy
model of a smaller type, prioritizing targets that haven’t activated Anti-Squadron: AI models with anti-ship weapons always move
yet. If no target of a smaller type is available, then they must ram so that they can target enemy squadrons.
a target of same type, or else the next biggest target available. Blast: AI models with blast weapons always target models that
will cause most enemy models within 4” to be hit first.
Terrain
Broadside: AI models with broadside weapons always move so
Cover Terrain: AI models always move into or behind cover
that they can target enemy models in both side facings.
terrain, unless it is also difficult terrain, and they are moving to
an objective. Shooting and Hybrid AI models that are not moving Deadly: AI models with deadly weapons always target the enemy
to an objective must always stay in cover and hold position to model with the largest type first.
shoot.
Sniper: AI models with Sniper assign damage to one random
Difficult Terrain: AI models only ever move into difficult terrain upgrade, unless there is already a damaged upgrade.
if an objective is inside of it, if they are in charge range of a
model inside of it, or if they have a special rule that ignores its Twin-Fire: AI models with twin-fire weapons always move so
effects. Else they must always move around it. that they can target multiple enemy models.

Dangerous Terrain: AI models only ever move into dangerous


terrain if an objective is inside of it, or if they have a special rule
that ignores its effects. Else they must always move around it.

Jean-Michel Sauriol-Remy (Order #42642079)


Campaign Types 1 . Mission Setup
Campaign Length: Campaigns are played with two or more The Fleets: There are no point limits for fleets in campaign
players, and you must pick one of these campaign types: games, however no fleet may bring over 75pts worth of models
more than the fleet with the lowest point value.
• Game-Limited: Play D6+4 missions, and after the last
match the player with most VP is the winner. Underdog Bonus: Any fleet that has a point value lower than at
• Point-Limited: The campaign ends when one player has least one other gets an underdog bonus. For every 15pts
earned D6+4 VP after a match, who is the winner. difference between your fleet and the one with the highest point
• Time-Limited: The campaign ends after D6+4 weeks, value, you get 1 underdog point. Each point can be spent to
and the player with most VP at the end is the winner. modify a friendly or enemy roll by +1 or -1, however only one
point can be spent per roll.
• Endless: The campaign never ends, but instead players
keep track of how many VPs they earned on a Special Objectives: In addition to the mission objectives players
leaderboard. may earn a bonus of 15pts by completing special objectives. Roll
one die each to see which objective must be completed:
Parallel Play: Usually all fleets should participate in every match,
but if you want you can allow fleets to play matches in parallel. Result Objective
If you do, then each fleet‘s VP must be divided by the amount of 1 Mastery - One friendly ship in each table quarter at
matches they play, which gives you their final VP score. the end.
2 Honor - No enemy ships in own deployment zone
Late Joiners: If you want you can allow players to join the at the end.
campaign whilst it’s already ongoing. If you do, then they start 3 Flanking - First player to shoot an enemy ship in its
with a regular 300pts fleet, and you must count VP as in parallel rear.
play. 4 Boarding - First player to ram an enemy ship.
5 Rage - First player to destroy an enemy ship.
Preparation 6 Destruction - Most expensive enemy ship destroyed.

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.

Jean-Michel Sauriol-Remy (Order #42642079)


3. Check for Casualties 4. Earn Experience
Casualties: At the end of the game, all ships that were destroyed Earning XP: Ships earn XP in battle for each of the following
count as casualties. Note that squadrons and fleeing ships never things:
count as casualties.
• +1 XP: Not a casualty
Regular Ships: For every ship that is a casualty roll one die and
check what happens to it here:
• +1 XP: Destroying a ship
• +2 XP: Destroying a hero ship
Result Casualty
1 Destroyed - Remove the ship from your fleet Mark earned XP on the fleet sheet in order to see when ships
sheet. level up.
2-5 Recovered - Ship recovers and may be used
without penalties. Regular Ships: When a ship earns 5 XP it becomes 10pts more
6 Natural Talent - Ship recovers and earns +1 XP. expensive and you roll one die to see what trait it gets:
Result Trait
Hero Ships: Follow the same rules as above, however on a 1 it
becomes 10pts cheaper and gets a Damage trait, and on a 6 it 1 Agile - Moves +1” on move and +1.5” on cruise
and ram.
becomes 10pts more expensive and gains a Talent trait. Each trait 2 Headstrong - Gets +1 to rolls when taking morale
can only be gained once, so if you roll the same result simply re- tests.
roll. 3 Assault Specialist - Always deals +1 damage when
ramming.
Result Damage Trait 4 Ranged Specialist - Gets +1 to hit rolls with its
1 Destroyed - Remove the hero ship from your fleet turret.
sheet. 5 Resilient - Gets +1 to rolls when blocking hits.
2 Structural Damage - Gets -1 to rolls when 6 Elite - May re-roll one roll of any kind once per
blocking hits. game.
3 Broken Sensors - Gets -1 to rolls when shooting its
turret. Each trait can only be gained once, so if you roll the same result
4 Weak Bow - Deals -1 damage when ramming. simply re-roll. Ships can’t earn more than 30xp, so they can level
5 Jittery Crew - Gets -1 to rolls when taking morale
up max. 6 times.
tests.
6 Leaking Thrusters - Moves -1” on move and -1.5” Hero Ships: Follow the same rules as above, and the first time a
on cruise and ram actions. hero levels up roll one die and pick one skill set:
Result Talent Trait Result Skill Set
1 Natural Talent - The hero ship recovers and gets 1-2 Captain or Support
+1 XP. 3-4 Boarder or Shooter
2 Respected - Always passes the first morale test of 5-6 Navigator or Repairman
the match.
3 Determined - Deals +1 damage when ramming. Every time the hero levels up, including the first time, roll one
4 Squadron Hunter - Always hits enemy squadrons die to see what skill trait it gets, and it becomes 10pts more
on 2+. expensive. Each trait can only be gained once, so if you roll the
5 Rough Navigator - Enemy units that overlap or are same result simply re-roll. If a hero already has all 3 traits of its
overlapped by the hero take +1 damage.
6 skill set, then it may roll on the table again to get a new second
Expert Crew - Ignores 1 damage the first time it
takes damage during the match. skill set.

No Permadeath: Optionally you can play without ships being


removed from the fleet when they’re destryoed, but instead they
lose all XP earned during the match and must sit out the next D3
matches.

Jean-Michel Sauriol-Remy (Order #42642079)


Captain: The hero shines as a leader and its crewmen follow him Repairman: The hero repairs and protects allies from terrible
with pride. damage with ease.
Result Skill Trait Result Skill Trait
1-2 Leader - Friendly ships that activate within 6” get 1-2 Physicist - Friendly ships within 6” aren’t pushed
+1 to morale tests. when rammed.
3-4 Instigator - Friendly ships that activate within 6” 3-4 Chemist - Friendly ships within 6” may ignore
deal +1 damage if rammed. damage taken on a roll of 6+.
5-6 Tactician - Friendly ships that activate within 6” 5-6 Warden - When the hero is activated roll one die,
get +1 to hit when shooting. on a 5+ all friendly ships within 6” may pivot by
up to 90°.
Support: The hero user powerful tools to buff allies and debuff
enemies. 5. Upgrade Fleets
Result Skill Trait Weapons & Upgrades: Players may freely swap up to one system
1-2 Vanguard - Friendly ships that activate within 6” or one weapon per ship after each mission.
get +3” range when ramming.
3-4 Scavenger - Friendly ships that activate within 6” Buying Titles: Players may buy titles for their ships as detailed in
get +6” range when firing their turrets. their fleet page by spending any points they have.
5-6 Mastermind - Enemy ships within 6” get -1 to
defense. Selling Titles: Players may sell any of their titles at half of their
price (rounding down to the nearest multiple of 5). If a title is
Boarder: The hero has perfected boarding techniques beyond only worth 5pts roll one die, on a 1-3 the title can‘t be sold, on a
compare. 4+ it can be sold for 5pts (you can only try to sell a 5pts title
once after each mission).
Result Skill Trait
1-2 Duellist - Enemy ships always deal -1 damage 6. Recruit Ships
when ramming the hero’s ship.
3-4 Fanatic - The hero always deals +1 damage when Squadrons: Players may freely recruit or disband squadrons from
ramming enemy ships. their fleet without any restrictions.
5-6 Berserker - The hero always pushes enemies by
+D6” when ramming them. Recruiting Hero Ships: Players may recruit up to one new hero
after each mission, and may only have up to three heroes in their
Shooter: The hero expertly handles all sorts of weapons and fleet at once.
equipment.
Recruiting Regular Ships: Players may recruit as many regular
Result Skill Trait ships as they want after each mission. One of the newly recruited
1-2 Hunter - The hero may shoot its turret even after ships may also start with 5 XP if the player pays +20pts for it.
cruise actions.
3-4 Destroyer - The hero’s turret gets +1 strength. Disbanding Ships: Any ship may be freely disbanded, losing all
5-6 Suppressor - Enemies shot at by the hero get -1 to of its XP and titles. Players may also choose to disband their full
hit when shooting their turrets until the end of the fleet, losing all models, VP, points, etc. and start a completely
round. new fleet.
Navigator: The hero is a true master at navigating and collecting
intel.
Result Skill Trait
1-2 Runner - The hero always moves +1.5” (even in
terrain).
3-4 Prowler - Enemy ships further than 12” get -1 to
shooting rolls against the hero.
5-6 Daredevil - The hero ignores dangerous terrain
effects.

Jean-Michel Sauriol-Remy (Order #42642079)


Rolling for Random Events 21 - Hazardous Materials
When rolling for random events roll two separate dice one at a The elements found in this system emit high doses of dangerous
time, where the first one represents the first number and the radioactivity.
second represents the second number.
Until the end of the game, whenever a model enters terrain roll
Example: A player rolls two dice, with the first result being a 2 one die, on a 1 it takes D3 damage.
and the second result being a 1. This would mean that event 21
(hazardous materials) is chosen. 22 - Warp Anomaly

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.

Jean-Michel Sauriol-Remy (Order #42642079)


31 - Black Hole 41 - Mutiny
Black holes can be extremely dangerous, sucking in Afraid for their lives, the crew of one ship rebels to take over and
unsuspecting nearby ships. flee the battle.
Place a black hole marker in the center of one random table Select one random ship, which must take a morale test, and if
quarter. All models that move within 3“ of it take D3 damage. failed it surrenders.

32 - Ravenous Aliens 42 - Catastrophic Malfunction


The battlefield is covered in corpses ready to rise again from the A malfunction in the weapon causes a massive explosion inside
grave. the ship.
Place D3+1 alien squadrons (Speed 8“, Eva 5+, Tou 5+) in the The first time during this round when a ships rolls a 1 to hit, it
center of one random table quarter. At the end of each round the takes D3 damage.
aliens must ram or cruise toward the nearest ship.
43 - Heavy Ram
33 - Derelict Freighter
One of the ships hit a weak spot when ramming, almost fully
An abandoned freighter is drifting through space, bumping into tearing through it.
any ships in the way.
The first time during this round when a ramming ship rolls a 6
Place a derelict freighter in the center of a random table quarter, when pushing, the target takes D3 damage.
facing a random table qaurter. At the end of each round it moves
8“ in a straigth line, and any ships that it moves through or that it 44 - No Escape
overlaps take D3 damage. A well placed shot in a ship’s thrusters usually means the end for
34 - Ace Support its crew.
The first time during this round when a ship destroys an enemy
A group of ace squadrons has spotted the battle and decided to
ship by attacking it in its rear facing it receives +1 XP.
join in on the fun.
Place D3 gunship suadrons within 3“ of a random ship, and that 45 - Weak Hull
ship’s player may control them until the end of the game. Even a reinforced hull can only take so many hits before it fully
35 - Valuable Cargo breaks down.
The first time during this round when a ship rolls a 1 to block hits
One of the ships managed to scoop up some valuable cargo to
it immediately takes D3 damage.
be escorted.
Select one random ship. If it manages to exit the table through an 46 - Finish Them!
opponent‘s deployment zone it gets D3 * 10pts. Strong fleets have been destroyed in no time through quick and
36 - Enemy Intel decisive action.
If a fleet manages to win the game by the end of the round it gets
A data core filled with enemy intel has been found, which could
a bonus of 5 XP, which must be split as evenly as possible
change the tide of this conflict forever.
amongst its ships.
Place an intel marker at the center of a random table quarter.
Ships can pick it up by moving into contact with it, and they
drop it if they are destroyed. If a ship with it manages to exit the
table through an opponent‘s table edge its fleet gets 1 VP.

Jean-Michel Sauriol-Remy (Order #42642079)


51 - Repair Barge 61 - Mysterious Artifact
A local repair barge for hire is standing by to help fix all sorts of One of the crews has found a mysterious artifact, imbuing it with
damage. strange power.
Select one random fleet which may pay 15pts to re-roll results of Select one random ship, which immediately gets D3 * 1 XP.
1 once per ship when checking for casualties.
62 - Lost Colony
52 - Drifting Expert
A distress signal from a lost colony has reached one of the fleets,
Countless hours in flight sims have finally paid off, leading to who must send scouts to retrieve the survivors.
incredible drifting.
Select one random fleet, which may immediately remove one of
Select one random ship, which may add or subtract D3“ to all of it ships from play and get D3 * 15pts.
its movement until the end of the game.
63 - Prized Weapon
53 - Brace!
One of the ships has been gifted a powerful weapon by the
Comms are sent out to the fleet, warning to prepare for incoming locals which are friendly to their cause.
boarding actions.
Select one random ship, which may upgrade its turret to get +D3
Select one random fleet. All ships from that fleet take -1 damage accuracy and +D3 strength forever.
when rammed until the end of the round.
64 - Supply Drop
54 - Double Salvo
Command has sent out a resupply to one of the fleets so it can
The crew is so in the zone that it starts firing at a much higher get patched up.
rate than usual.
Select one random fleet, which immediately gets D3 * 10pts.
Select one random ship, which may fire one of its weapons twice
this round. 65 - Critical Transmission

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.

Jean-Michel Sauriol-Remy (Order #42642079)


FLEET NAME: VP:

Ship Name: Ship Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Ship Name: Ship Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Ship Name: Ship Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Ship Name: Ship Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Ship Name: Ship Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Jean-Michel Sauriol-Remy (Order #42642079)

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