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DEVICES TOKENS & SYMBOLS INDIVIDUAL DEVICES

Critical damage: Faceup damage card


- Detonate: Bombs detonate at the end of the - Bomblet generator: Ships at range 0-1 roll 2
activation phase, Mines detonate when Disarm: No attacks, discard in end phase
attack dice, suffer 1 for each or die
moving through or overlapping them Force charge: Changes 1 , to or - Conner nets: Ship suffers 1 and 3 ion
- Dropping/launching: Drop devices from the Fuse: Remove 1 fuse instead of detonate tokens
back of the ship, launch in the front - Electro-proton bomb: Ships at range 0-2 roll
- Remotes: Can be attacked, cannot peform Ion: If 1 ion token (2 for medium ships, 3 4 attack dice: blank (lose 1 shield), or
actions, cannot receive tokens, if “relocated” large), then it must execute a Blue 1 , only (gain 1 ion token), (gain 1 disarm token)
it doesn’t move through objects, if destroyed take actions, then lose all ion tokens - Loose cargo: See debris cloud obstacle
it is removed after all ships of same initiative Range bonus not applied (attack & def) - Proton bombs: Ships at range 0-1 suffer 1
as the destroyed remote engage, Recurring charge: Recover 1 in end phase critical hit damage
“overlapping” rules on remote cards only - Proximity mines: Ship rolls 2 attack dice,
apply if the enemy ship moves and then Standard charge: Spend when instructed suffers or as per the dice roll, plus 1
overlaps the remote, “enemy ship” effects on Strain: 1 less defense dice, can’t be - Seismic charges: Choose 1 obstacle at
non-remote cards apply to remotes only if the “strained” twice, lose 1 after defending or range 0-1, ships at range 0-1 of the obstacle
attacker is the source of the effect executing a blue maneuver. suffer 1 , then remove that obstacle
Stress: No actions or red maneuvers (get 1 - Spare parts: See debris cloud obstacle
during red maneuvers/actions, lose 1 when
executing a blue maneuver)
Tractor: If 1 tractor token (2 for medium
ships, 3 large), player who caused tractor
token chooses: barrel roll (and its direction)
or 1 boost, and 1 less defense die, lose
all tractor tokens in end phase

FAQ FAQ OBSTACLES


- Actions: No max number of actions, but each - Phases: Planning, system, activation (move,
ship can’t take the same action more than then action), engagement, end (remove - Suffer if ship moves through or overlaps
once per round (being told to “gain a token”, green/orange/circular tokens, recurring - Obstructed: If range measures through 1 or
“boost”, or “acquire a lock”, for example, charges recover) more obstacles (not ships), defender 1 extra
doesn’t count as “taking an action”) - Premeasuring: Never until told to. Must die (if gas cloud, also change 1 blank to )
- Attack steps: Declare target (measure range, announce/declare an action before measuring.
choose primary OR special weapon, declare - Purple action: Must spend 1 Obstacles:
defender, pay costs), attack dice (defender - Range: Measure from closest point of - Asteroid: Roll 1 attack die, suffer or per
may modify, then attacker), defense dice attacker to closest point of defender (that is in the dice roll, then skip action (also skip attack
(attacker may modify, then defender), the attack arc) if overlapping asteroid)
neutralize results, deal damage, aftermath - Range bonus: Range 1: attacker 1 extra die, - Debris cloud: Ship gains 1 stress token &
- Docking/deploying: Docked ships are placed range 3: defender 1 extra die rolls 1 attack die, if the ship suffers 1
in reserve, can start the game docked or not, - Range vs. attack range: “Attack range” must (otherwise no damage)
can dock with carrier ship at range 0 during be within attack arc, “range” doesn’t have to - Gas cloud: Ship skips action step
system phase, can deploy during system - Reserve: Ship stays on the ship card, has no
phase from front or rear guides of carrier ship abilities, and placed in play area when told to
(choose a non-stationary, non-reverse - Ship destroyed: Removed after all ships of
maneuver, cannot deploy if ship would same initiative as the destroyed ship engage
overlap), can take 1 action after deploying, - Special/upgrade weapons: If it says
deployed ships have their own initiative, can “Attack:”, it takes the place of the 1 normal
emergency deploy if carrier ship is destroyed attack allowed. If there is a symbol in the
(take 1 crit damage and no action). bolded header (such as after “Attack:”), the
- First player token: Never switches ship must have that token, but does not
- Overlapping ships: Ship skips its perform spend it (a lock symbol means ship must
action step, and cannot attack ship it overlaps also have a lock on the defending ship).
ACTIONS ACTIONS
Barrel roll: Declare left or right side, use Jam: Declare action, choose any enemy
1 and put it on that side, move ship to ship at range 1, jammer chooses: lose 1
top, middle, or bottom of other side (fails if green token or 1 lock (jam token if can’t)
ship moves through or overlaps an object) Reinforce: Fore/aft token (don’t spend), if
Boost: Declare 1 or 1 or 1 , then attacker fully in that arc, 1 less dmg (min 1)
move ship (fails if ship moves through or Reload: Gain disarm token, or or
overlaps an object) gains 1 (only if that card has already
Calculate: Token changes 1 , to or spent at least 1 )
Cloak: Agility +2 & is disarmed, in system Rotate: Rotate turret arc to any other arc
phase can decloak: barrel roll or boost 2 SLAM: Gain disarm token, then execute
(medium or large ships 1 ) any same speed maneuver on ship’s dial
Coordinate: Declare action, any friendly
ship at range 1-2 performs 1 action ADVANCED MANEUVERS
Evade: Token changes 1 blank or , to Koiogran Turn: 180° turn
Focus: Token changes all , to or Reverse: Backwards or or
Linked action: May do a second action Segnor’s loop: Use or , then 180° turn
after first action is taken
Stationary: Counts as a maneuver
Lock: Declare action, choose any object
Tallon roll: Use or , then 90° turn in
range 0-3. Token rerolls some or all attack
the same direction
dice. Max 1 maintained lock.

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