Professional Documents
Culture Documents
Outline: This rules set is to allow players to play a fast game simulating a space combat game in
a future Earth solar system wide conflict. This game includes large capital ships and small
space fighters including Exo-Armors (Space Mecha). The game simulates 3D combat on the 2D
surface of a table.
Jovian Wars should be played on a table space 36” x 36”; the table should be no smaller than
24”x24” and no larger than 48” by 72”. A modest game should require no more than one hour to
play including force selection, deployment, resolution and clean up. Jovian Wars will begin with
Two major factions; Earth/Moon (CEGA), and Jovians. Jovian Wars will add the Venusian
faction and allied factions (Mercury, Mars Democratic, Mars Free Republic, Asteroid Belt
miners/ Pirates/Nomads, Saturnians, Kuiper Belters) at a later date.
A feature of the Jovian Wars game is the ability to customize capital ships, exo-armor, and
fighter squadrons.. Adding upgrades to a ship allows for different tactical possibilities and
customization.
Rules outline: Models move and shoot weapons and can choose from a list special actions.
Players alternate activating their fleets one model at a time.
● To activate a fleet a player selects one Capital Ship, Exo-Armor, or Fighter model then
activates it - moving,attacking, and executing a special action.
● The active player then selects and activates another squadron.
● The active player continues activating models until all friendly models have activated
once.
● play then passes to the other player, they activate their fleet one model at a time.
● The game continues until one side has won due to victory conditions (All Capital Ships
destroyed or Scenario victory conditions achieved).
Feedback:
Please e-mail feedback to dave.mcleod@dp9.com. Please include as much information as you
can about any rules issues that you have during your games, and any observations that you
make that would help players simplify their game play. We are particularly interested in players
observations about model point values for balance (too high/too low/just right). Including
pictures of your game and fleet lists is appreciated but not required. Constructive, critical, and
objective feedback is most welcome.
Support:
The Jovian Wars game Alpha play test will be supported on the Dream Pod 9 forum in the
Jovian Chronicles section.
Skype support is available with 2 days warning. Send a message to Dave on the forums to
make arrangements. Skype and online support will not be available until January 5th.
Players can also chat informally on the Joshua Station, a Facebook group that supports the
background of Jovian Chronicles for the role playing game.
Example: A 3D6 roll showed results of [1, 4, 5]. The three dice rolled showed a 1, a 4, and a 5.
The result is [N], no sets/successes.
A notation with a + symbol means that that result or any better result with also qualify as a
success. A roll that requires a [D+] will also succeed on a [T] or [Q+].
Jovian Wars uses a system of results based on dice sets. A dice set is any multiple of a value
shown on the D6. For this reason it is important that if players are not using standard D6 dice
with pips or numbers on them that all the dice be identical to allow results to be recognized
quickly. A dice set can be a double [D], triple [T], or quadruple and greater result [Q+], or a
combination of sets. A single roll of the dice can result in multiple sets. Each set is a r esult. A
roll of the dice with no sets has No Result [N].
Example: Dave rolls an attack with 5D6. He rolls [1,1, 3, 3, 3]. This results in two sets, a double
[D] and a triple [T]. Dave applies both damage set results to the target model.
Single D6 rolls:
If a roll allows only a 1D6 then roll 2D6 instead. 1D6 rolls never benefit from other dice bonuses
such as adding or adding then removing dice.
Example: Rob attacks with a 1D6 attack. He rolls 2D6 and gets a [5, 5]. That roll is a success
and counts as a result of [D].
Add/remove (+/-):
Some special rules have the notation +/- which allow an additional dice to be added to the roll.
After the roll the player making the roll must then remove dice from the result equal to the
amount that were added.
Add (+):
Some rules have a +XD6 notation. Apply these bonus dice as normal to the roll.
Example: A Cerebus Exo-Armor has a target Capital Ship in short range. It benefits from the
+1D6 for the mass driver weapon at short range rolling 4D6 instead of 3D6.
1.2 Re-rolls:
Some special effects will allow a test to be Re-Rolled. A test may only ever be re-rolled once
and the re-rolled result stands even if it was worse than the first.
1.3 Measuring:
When making measurements in Jovian Wars follow these guidelines; For ranged attacks the
attack is in range if a measurement from one edge of a model’s base would contact the target
model’s base.
When moving or selecting a special action a model may pre-measure up to 3” + 3” per rating of
Sensors. When targeting an Exo-Armor or Fighter model with the attack the pre-measure range
is 3” +3” per rating of Sensors.
When targeting a Capital Ship with an attack the range is 6” +3” per rating of Sensors (See
7.X).
Example: A Wyvern model with Sensors:1 can pre-measure 3” +3” before moving or selecting
an Exo-Armor or Fighter target. If targeting a Capital ship the Wyvern can pre-measure 6” +3”. If
targeting an Exo-Armor or Fighter model the Wyvern can pre-measure 3” +3”.
Only the active player may make measurements but the passive player may request a
measurement be verified. When moving a model it is important to mark the original location in
case the model needs to be returned to that point. As a rule once a model has been picked up
and set down at a new position it’s move may not be rewound unless special circumstances
happen. Measure first, then move.
To resolve a cascade roll simply continue rolling attacks alternating between players. The most
common cascade attacks are Dogfighting (See 8.4) and Boarding (See 8.8 and 6.5c).
In addition to models players will require some six sided dice, at least four. A pencil, paper, ruler
or measuring tape, and markers or tokens available at the end of these rules.
Capital Ship: Escort trait 1” hex/1.5” square flying base 1” hex/1.5” square flying base
2.6 Rounding:
All fractions will be rounded up to the nearest whole number.
Example: A ship boosts and must halve its Fire Control rating of 3. It divides the rating to 1.5
then rounds up to 2.
1. The Ship’s name is decided by the player. It has no effect on the game.
2. The Class of ship or unit defines the basic ratings and traits and weapons of the model. The Type
defines how weapons attack the model and which Special Actions it can use.
3. Speed is how far a ship or unit can move each round. Models can increase their speed by boosting
(See 4.4)
4. Skill rating is used to determine the success of special actions and deployment.
5. The Structure rating is the number of hits that a ship or unit can suffer before being destroyed.
Capital Ships reduced to zero structure roll on the catastrophic damage table. Exo-Armor or Fighter
models Units use damage instead of structure.
6. Fire Control is the number of weapons a model can fire with each time it activates.
7. Threat Value: The number of points this model costs to add it to your fleet.
8. Traits are special rules that give advantages or disadvantages.
9. The name of the type of weapon defines any special rules that apply when it is used to attack.
10. Capital Ships have limited weapon arcs. Weapons can only target models in an arc indicated..
11. How many dice are rolled when attacking Capital Ship models.
12. How many dice are rolled when attacking Exo-Armor or Fighter models.
13. The Point Defense system is used to reduce the success of enemy missile attacks. Models with
point defense can also assist nearby friendly models against missile attacks. Point Defense is used
to repel boarding Marines and Exo-Armor.
14. The Sensor system increase the range of weapons. Short range for targeting Capital Ships is 6”.
Short range for targeting Exo-Armor or Fighters is 3”. Each point of Sensors adds 3” of long range to
weapon range.
15. The Reaction Control system helps ships to turn. When the Reaction Control rating is reduced to
zero the ship will have to roll skill to make turns.
In the Second turn the player may also roll skill to deploy Exo-Armor or fighter models. This
requires a [D+]. These may use the Hangers of deployed ships as noted by the Hanger Trait.
Deployed models may be deployed anywhere within 6” of the edge of a friendly deployment
zone, but not within 12” of any enemy model. Exo-Armor and Fighters may deploy within 1” of a
friendly capital ship up to the Hanger ratings. If the launching ship has the Launcher or Catapult
trait then they may be deployed 3” or 6” respectively from the ship in any direction.
Any models that fail their skill roll [N] remain in reserve.
Example: Dave has three Syreen models in reserve. He may choose to deploy any, all, or none
in each deployment phase.
An Activating model may move, spend Fire Control rating to attack, and take a Special Action.
Attacks and Special Actions may be taken before, after, or while interrupting a move. A player
using their Fire Control to make an attack action may spend their Fire Control all at once or at
different points of their movement for each point of Fire Control. Attacks made with each Fire
Control rating are distinct attacks and are resolved before completing further attacks.
Example: A Vindicator attacks an enemy capital ship. It attacks with its mass driver first
damaging the target’s point defense. Then the Vindicator uses it’s second rating of fire control to
attack with anti-capital ship missiles. The damage done to the point defense reduces the
number of dice the defender can use to defend against the missiles. The vindicator can then
move and make a special action.
Example 2: A ship has a linked weapon that allows two weapons to fire using one Fire Control.
These attacks are considered to be simultaneous..
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3.1 Exo-Armor:
Exo-Armors are 15-30 foot tall exoskeletons with manipulators, thrusters, and articulated
frames. This flexibility gives them their chief advantages of maneuverability, a variety of
weapons, and their ability to land on and attack capital ships at point blank range. Exo-Armor
models are based three figures on a single 1” hex base.
3.2 Fighters:
Fighters are small craft built around extremely powerful engines that can carry large quantities
of ordnance and travel extremely fast. Fighter models are based three figures on a single 1” hex
base.
Capital Ships have restricted firing arcs marked on their bases. Each weapon system is listed
with a weapon arc or arcs that describe the area that the model may fire into with those
weapons These Arcs are shown in the diagram below in Section 6.0:
3.5 Terrain:
The Jovian Wars game scenarios may include specific terrain models such as comets,
asteroids, orbitals, and space stations. The model’s attributes should be determined before the
game starts.
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A capital ship must move at least half its speed rating each time it moves.
If a Capital Ship can move past another model, friendly or enemy, so that it’s base completely
passes the other ship’s then it is moved to the new location. If not then the bases are
overlapping.
A Capital Ship with the Nimble trait can make two turns during its move. The turns must be
separated by 2” of movement (See 9.2).
A Capital Ship with the Sluggish t rait may only make a turn at the end of its move (See 9.2).
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4.3 Overlapping:
Overlapping happens when a model moves and ends up in a position where it’s base occupies
the same table space as another model. The results of overlapping depend on the type of
models involved.
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A model may not turn when making a boost move and it must move its full speed rating forward.
A model that Boosts may not use a Concentrated Fire special action this round (See 8.11) and
reduces its Fire Control rating by half, rounding up.
Example: A Javelin with FC:3 boosts when it moves. The Javelin moves twice and can attack
with FC:2.
4.5 Ramming:
Ramming is a suicidal act of desperation in Jovian Wars. To ram or be rammed is almost always
am requires the
lethal to both the ships involved in addition to being difficult to pull off. To R
moving model to have only one Structure Rating remaining and to pass a skill roll with a [D+].
The ramming model must be able to move so that the front arc of its base overlaps with the
target models base.
Only Capital Ships may Ram. A Ramming ship must do so when it moves and may not make
any special actions or fire any weapons when it rams.
If the test is successful then the active model rams the target model. Each model will roll an
Anti-Capital Ship attack roll with dice equal to its starting structure rating counting the result as
one step worse than rolled. If the part of a model that impacts the other ship is the front arc then
add +2D6 to the attack roll. Apply damage as normal from the results of the attack.
Example: A Valiant with only 1 structure rating remaining decides to ram a Tengu in the side.
The Skill roll is successful. The Valiant rolls 7D6 to attack the Tengu. The Tengu Rolls 3D6 to
attack the Valiant. The Valiant rolls [D, D] which counts as [T, T]. The Tengu rolls [D] which
counts as a [T] result and destroys the Valiant.
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5.1 Asteroids
Asteroids are indicated by an area template. Any model moving though it will suffer an ACS or
AEF attack of XD6 where X is the number of inches moved through the template. Models within
an area of Asteroids add +1 to their PD rating for attacks targeting them.
5.3 Comets:
A Comet is treated as a Large Asteroid. Comets have a tail which is treated as an area of
Asteroids. In the first round after deployment roll 1D6 for the speed of the comet and randomize
a direction and mark it on the comet. Each deployment phase the comet will move the rolled
distance in inches in the direction indicated. Models that the comet overlaps with while moving
will be affected as if they had overlapped a Large Asteroid and/or Asteroids.
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5.7 Wrecks:
Wrecks are treated as Asteroids, a Large Asteroid, or a comet depending on their size and
composition..
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6.1 Requirements:
Attacking requires that the attacking model has a Fire control rating greater than 1 and has a
target in both range and arc of a weapon.
A model that has a Fire control rating of zero must use a repair special action to repair its fire
control before it can attack.
A model that boosts will half it’s Fire Control rating for that activation.
Example: A model with Fire Control:2 may attack with two weapons. It may only select weapons
that have a target in arc and range.
6.1a Range:
Anti-capital Ship (ACS) attacks have a default range of 6”. Anti-Exo-Armor/Fighter (AEF)
hort Range.
attacks have a default range of 3”. These default ranges are called S
Any distance beyond short range is called L ong Range. Models with Sensor attributes of 1 or
more add 3” to their long range for each point of sensor rating.
Example: A Briciu has Sensors:1. It has a maximum ACS range of 9” and a AEF range of 6”.
Short 6” 3”
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A weapon with an arc of Front (F) may fire at a target either on or between the arc lines defined
by the front of its base. This is normally a 90 degree arc.
A weapon with an arc of Rear (R) may fire at a target either on or between the arc lines defined
by the back of its base. This is normally a 90 degree arc.
Port (P) or Starboard (S) weapons may fire only either to port (left) or starboard (right) at a
target either on or defined by the arc markings on the side of its base.
A weapon can have multiple arcs. If it does it may only select a target in one of those arcs.
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Beam Projector: Beam Projector weapons rolls +/-1D6 when used to attack a target in a
dogfight.
Kinetic Cannon: Kinetic Cannon. When attacking a target model with a Kinetic Cannon draw a
line between the firing model and the target model that is 1” wide. Roll to attack all models
whose base is touched by that line at -1D6. Example: A Javelin has Kinetic Cannon: ACS:3,
AEF:3. It attacks a target Uller capital ship with a 3D6 attack. One Syreen models base is
touched by the line of attack and is attacked with a 2D6 attack.
Mass Driver: A Mass Driver rolls +1D6 when it attacks a target at short range. This does not
apply to dogfight attacks.
Particle Cannon: Capital Ship Models hit by a particle cannon with a [T+] result also suffer one
additional damage to a System determined by the attack roll. Exo-Armor or Fighter models in a
dogfight that are hit by a Particle Cannon suffer -1 Fire Control for their next turn in attacking.
Example: A ship is hit with a [T:3] result. The Ship takes damage as a [T:3] and [D:3].
To make an attack roll the number of D6 dice equal to the attack rating of the attribute then refer
to the type of attack to determine the results of any sets rolled.
Example: A Syreen has an AEF rating of 3 when attacking Exo-Armors or Fighters. If it makes
an attack targeting a Pathfinder Ex-Armor unit it rolls 3D6 to attack using its beam projector.
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[D]: Each [D] set reduces a system by 1 rating. A system is either Point Defense, Sensors, or
Reaction Control. Which system is damaged is determined by the dice value of the set (See
table 6.5a). If a system is reduced to zero then the damage is applied to another random
system. The first time each system rating is reduced to zero the structure rating of the ship is
reduced by 1.
[T]: Note the value of the number of the set and consult the critical damage table for effects.
(See 7.1).
[Q+]: Apply damage as per two [T] hits, suffer double the effect on the critical table.
Example: A CEGA Wyvern unit has a Sensors rating of 2. It targets a capital ship. The Wyvern
has a range of 6” + 3”x2 = 12” range. The Wyvern’s Mass Driver has a ACS rating of 3 so the
CEGA player rolls 3D6 for the attack rolling [2, 2, 4]. The [D] result of 1 means the defending
player reduces the point defense system rating by 1, then the Wyvern may continue to attack
with its ACS missiles.
None [N] - - -
*Missiles attack sets of [2], [4], or [6] may select which system or system trait is damaged.
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[D]: Each [D] set allows the attacker to reduce the damage rating of the target by 1.
[T]: Each [T] set allows the attacker to reduce the damage rating of the target by 2.
[Q+]: A [Q+] set immediately destroys the target model regardless of remaining Damage. It is
removed from the battlefield.
If a model is reduced to 0 Damage rating or less by a [D] or [T] result then it is removed from the
battlefield as a casualty..
None [N] -
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Exo-Armor models that perform a boarding action may not boost. An Exo-Armor may board any
Capital Ship model that it can move into base to base contact with.
Capital Ships may perform a boarding action as a special action with a range of 1” that cannot
be increased by Sensors. The marines use short range shuttles or flight packs to transport
themselves to the target ship.
Capital Ships that are Boarding another Capital Ship must declare how much of their Marines
rating will be committed to the boarding action when the action is declared. Boarding Marines
count as one model regardless of the amount of Marine rating committed to the attack.
A [Q+] results in the destruction of all the boarding Marines, or the Boarding Exo-Armor.
Example: A boarding party of Marines is driven off by a Point Defense roll with a [T] result.
Reduce the rating of the Marines by 2 when they are returned to the attacking ship.
When a Capital Ship with base to base enemy Exo-Armor models is moved the owner of the
Exo-Armor model may choose to place it in base contact with the ship at the end of the
movement or remain where it was as a free action.
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If not driven off the Boarding Exo-Armor will choose which system or system trait are damaged
by any [D] results in the second and subsequent rounds of boarding a ship.
An Exo-Armor that is engaged in a dogfight by an enemy model automatically ends its boarding
action and should be moved 1” away from the Capital Ship it boarded.
Both the boarding marines and any marines that are on the boarded ship roll attacks using their
marine rating for the number of dice. [D] results reduce the opposing Marines rating by 1, [T]
results reduce the opposing Marines rating by 2. [Q+] results wipe out the opposing Marines.
Continue alternating attacking until one side or the other is reduced to zero marines rating.
If the attacker is eliminated first then the boarding attack has failed.
If the defending marines are eliminated then the ship is captured and is now controlled by the
player who attacked it. All remaining points of Marines remain on the captured ship.
A captured model must move but may not take any actions other than a Break Off action (see
8.6) until it leaves the battlefield. This ship may be boarded but otherwise may not be attacked.
Boarding Procedure:
1. Acting player declares Boarding action with model and quantity of Marines that will
board.
2. Defending player rolls point defense.
a. [D+] drives off the attacker*. Exo-Armor to reserves, Marines back to ship.
b. [D] or [T] does damage (1 and 2 respectively).
c. [Q+] destroys all marine rating or Exo-Armor.
3. Boarding Exo-Armor may roll to attack with AEF or ACS. Damage resolved as ACS
damage..
4. Marines boarding roll against enemy marines using their rating as number of attack dice.
[D] = -1 rating, [T] = -2 rating. Defender attacks first. Cascade rolls.
5. If defending Marines are eliminated then the ship is captured as a prize.
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Example: A Boarding party of Marines with a rating of 4 attacks a capital ship with a marine
rating of 2. The defending marines roll 2D6 to attack and does 1 damage with a [D] result. The
remaining 3 boarding marines rolls and reduced the defenders rating by 2 with a [T] result. The
ship is captured and is a Prize with a Marines:3 trait.
6.5d Missile Attack: Only Models with a missile weapon may use this attack option.
Missile attacks resolve the effects of firing single or multiple guided missiles.
Draw a line between the attacking model and the target. Non-target models within 3” of the line
may add +1 to the point defense rating of the defending model. The defending model rolls a
Point Defense roll of XD6 where X is equal to the ship’s point defense rating plus any bonus
from supporting models. Each [D] result reduces the success of the missile attack by one level.
Each [T] result reduces one attack by two levels. A point defense roll of [Q+] completely defeats
the attack, no damage is done regardless of the success of the attack.
If a Missiles attack hits with a [D] result of a [2], [4], or [6] then the attacker will choose which
system, or system trait, will receive the damage. Otherwise apply the damage as rolled.
Example 1: A capital ship is attacked by a missile attack with ACS:5 which rolls a [T, D] result.
The target ship has a point defense rating of 4. It rolls Point Defense and gets [D] which can
reduce the missile attack from a [T, D] result to either a [D, D] result or a [T] result. If the [D]
attack result was a set of [2], [4], or [6] then the attacker may chooses where the damage is
applied.
Example 2: A missile attack roll has a result of [D]. The defender rolls point defense and gets a
[T] result. The attack does no damage.
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Exo-Armor/Fighter Damage:
Exo-Armor and Fighter models whose Damage rating is reduced to zero are removed from the
table as casualties. Exo-Armor and Fighter models that suffer a [Q+] result are destroyed
regardless of damage rating remaining. .
Exo-Armor and Fighter models that are reduced to less than half their damage rating are
reduced to Fire Control:1, may not boost, and may only move normally, attack, and may only
make Repair or Break Off special actions.
Structure Rating: A model that is reduced to 0 Structure rating is may be destroyed. Roll on the
Catastrophic damage table.
Hangers (System trait): Damage to a Hangar trait reduces the number of Ex-Armor and
Fighter models that can deploy near to the model with the Hangers or use it as a target model
for the Return to Base special action (See 8.6). Damaged hanger traits can be recovered with a
successful Repair action of [T+] (See 8.3). Ships with a Hanger rating of zero cannot repair
Exo-Armor/Fighter models.
Weapons: Weapons may only be damaged by critical damage effects. The damaged weapon is
determined randomly. A Damaged weapon may not be used to attack. A damaged weapon can
be Repaired by a roll of a [T+] (See 8.3).
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Engines: Engines may only be damaged by critical effects. Engine damage may be repaired
with 1” of speed rating returned for each successful [D] repair roll and 2” of speed rating
returned for each [T+] result.
[2] Hull breach -1 structure rating. -1 Marine rating. Damage one system trait.*
[3] Engines hit -1 structure rating, Damage one system trait*, ½ speed until repaired.
[4]-[5] Weapon hit -1 structure rating. Damage one system trait*. One random weapon is
damaged and must be repaired before it may be used to attack again.
[6] Severe Systems -1 structure rating. -1 Marines, Damage one system trait.*
damage
*Attacker may select which system trait is damaged. Damaged system traits may not be used
until repaired with a [T].
A destroyed ship may explode catastrophically, or become a drifting wreck. Roll 1D6 on the
table below. For each system rating that has been reduced to zero by damage add +1 to the
roll. Each time a model is hit by an attack that causes damage to Structure rating when it has
been reduced to zero roll once on the catastrophic damage table. The attacker rolls the effect of
the catastrophic damage.
Drifting: A destroyed model moves forward 2” at the start of each movement phase and may not
turn..
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1-5 Slewing Wreck Roll once on the Critical Damage Table. Roll 1D6 to
randomize a Left [1-3], or Right [4-6] turn. Turn the ship
in the appropriate direction.. The model has FC:1 in the
next turn and may only select Withdraw as a special
action.
6-8 Systems Collapse This model is destroyed. Remove it from the table
9+ Ship Explodes All models within 3” of the ship suffer a ACS/AEF attack
with dice equal to the starting structure rating of the ship
+1. Any models between 3” and 3”+1D6” suffers an
attack with dice equal to half the ships starting structural
rating. Remove the model from play. It is utterly
destroyed and lost with all hands.
*Add +1 for each System that has been reduced to 0.
Example: An Uller Capital ship is reduced to 0 Structure rating. It has zero point defence and
reaction control. The attacker rolls 1D6 and gets a [5]. Adding 2 for the system ratings at zero
gives a result of 7 and a result of Systems Collapse. The Ullers owner removes it from the table.
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Skill Test:
Certain Special Actions require a skill test. The acting model must roll dice equal to their Skill
(SKL) rating and then consult the action for the result.
8.2 Re-Orient: Capital ship only: Requires Reaction Control:1+. Roll Skill.
A model that chooses to Re-Orient and succeeds the skill roll with [D+] may makes a radical
change of orientation. A model that re-orients may only move half its speed and may not boost
this activation. The model may be turned to face any direction and halves its fire control rating
rounding up.
If this model has a Hanger rating of 1+ it may instead choose to repair one Exo-Armor or Fighter
model within 3” (See 8.3a).
A model with the Repair:X trait may use this special action up to X times per round counting as
only one special action. A model may only be targeted with a successful repair action once per
round. Damage gained from a system being reduced to zero (PD, SE, RCS, or HA) is not
regained if the damage is repaired and that damage is not taken again if the rating is reduced to
zero again by another attack.
A model with one or more Parts trait may expend X traits to roll +XD6 for one repair roll.
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A model that uses a Boost before using a dogfight special action has Fire Control:1 in the first
round.
An Exo-Armor or Fighter model that is reduced to half damage has Fire Control 1 unless it has
the Rugged trait.
Example: A Wyvern chooses to initiate a Dogfight with a Pathfinder. It has a Mass Driver
(AEF:2) and a Beam Projector (AEF:2)*. It rolls to attack and get a [D] doing one damage. The
Pathfinder has a Beam Projector with AEF:3, attacks, and gets a [D] doing one damage. The
Wyvern attacks again getting [D, D] doing two damage sending the Pathfinder to the reserves
with zero damage remaining. The dogfight ends and the Wyvern may move up to 3”.
*Note: Roll each attack with different colored dice for fast dice rolling and results.
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Example: A Ypres Class battleship has a Shan-Yu Battlecruiser in its front arc. It rolls [D] with
skill and can concentrate fire on the Shan-Yu. The attack Rolls result are [T], [D], [D], [N], [N].
The Ypres may re-roll the [N], [N] attack rolls.
Note that a mine token is not removed by attacking. Only by being attacked.
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Multiple instances of a trait are cumulative, or stack, their effect(s) unless noted otherwise.
Example: A model has 2x Lance. Apply this trait twice to the first attack this model makes in a
dogfight.
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Jovian Wars is designed to be played at three levels: 200 points per fleet for a Skirmish, 300
points per fleet for an Engagement, and 400 points per fleet for a B
attle. Select the size of
game that you wish to play before you choose your fleets.
Note: Static Defenses are not available for the Alpha rules.
Up to half of the available hard points, rounding up, may be equipped with weapon upgrades.
Any number of hardpoints may have non-weapon upgrades. Hard points may be left unused at
no cost.
Unless noted otherwise all models have the hardpoints:X trait where X is the structure rating of
the model.
All modules and upgrades mounted on hard points count as System traits for targeting priority.
Modules cannot be damaged by targeting priority.
10.2 Modules:
Divide the structure rating of a model by 2 and round up. This is the number of modules that a
model may have.
Small Grav Deck/Habitat Rings: Structure rating 2-4 model only. This model gains one Ring
trait, +1 to the rating of it’s Marines trait rating, and gives the model twelve Hard Points. Cost:1
point per structure rating.
Large Grav Deck/Habitat Ring: Structure rating 5+ models only. This model gains one Ring
trait, +2 to the rating of it’s Marines trait rating, and gives the model sixteen Hardpoints. Cost:1
point per structure rating. The Marine rating may be reduced to +1 to add +4 hardpoints at no
additional cost.
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Docking Ring: Adds 4 Hard points. May not be used for Weapon upgrades. Cost: 2 points.
Parts: Cost: 1 point. This model gains a Parts trait. This upgrade may be purchased multiple
times.
Exo-Armor/Fighter Hangar: Cost: 2 points. This model gains the Hangers:1 trait or adds +1 to
it’s current hangers rating. A hanger rating may not be upgraded more than twice.
Mines: Cost: 5 points. This model may use the Minelaying special action (See 8.10)
Barrier: Cost: 5 points. Requires Drones trait or 1+ Kinetic Cannon weapon. This model gains
the Barrier trait. Each Drone trait upgrade and Kinetic Cannon weapon requires one additional
hard point reserved for surplus ammunition feed containers. E xample: A ship with the Barrier
upgrade has two Kinetic Cannons (one standard, one an upgrade. Two additional hard points
must be reserved for the Barrier upgrade.
Point Defense array: Cost: 2 points. This model gains +1 to its point defense system rating. A
point defense rating may not be upgraded more than twice.
Sensor Pod: Cost 4 points. This model gains +1 to its sensors system rating. A Sensor rating
may not be upgraded more than twice.
Thruster Pod: Cost: 3 points. This model gains +1 to its reaction control system rating. A
reaction control rating may not be upgraded more than twice.
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An Exo-Armor or Fighter model may only purchase a maximum of one Firepower upgrade up up
to 3 points.
A Capital Ship may purchase any number of Firepower upgrades up to the number of
hardpoints available. Each firepower upgrade requires one hard point. A Ship may only
purchase upgrades that cost equal or less than the Capital Ships Structure rating.
Example: A Thunderbolt Cruiser has Structure: 3 and three hard points. It may purchase up to
three firepower upgrades to fill those hard points, no upgrade may cost more than 3 points.
Kinetic Cannon: Cost: variable. This model gains a Kinetic Cannon weapon: 1 point for a
ACS:2/AEF:2, 3 points for a ACS:3/AEF:3, 5 points for a ACS:4/AEF:4 Cannon.
Missiles:ACS: Cost: variable. This model gains a Missiles:ACS weapon: 1 point for
ACS:2/AEF:0, 3 points for ACS:3/AEF:1, and 6 points for ACS:4/AEF:2.
Missiles:AEF: Cost: variable. This model gains a Missiles:AEF weapon: 1 points for
ACS:0/AEF:2, 3 points for ACS:1/AEF:3, and 5 points for ACS:2/AEF:4.
Mass Driver: Cost: variable. This model gains a Mass Driver weapon: 2 points for
ACS:2/AEF:2, 4 points for ACS:3/AEF:3, and 6 points for ACS:4/AEF:4.
Beam Projector: Cost: variable. This model gains a Beam Projector weapon: 1 points for a
ACS:1/AEF:2, 3 points for ACS:2/AEF:3, and 6 points for ACS:3/AEF:4 Projector.
Particle Cannon: Cost: variable. This model gains a Particle Cannon weapon: 1 point for
ACS:2/AEF:2, 4 points for ACS:3/AEF:3, and 6 points for ACS:4/AEF:3.
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Armor Upgrades: Cost: Variable. This model gains one of the following special armor types:
Energy armor: 1 point per Structure rating, or 3 points for an Exo-Armor/Fighter model. Reactive
armor: 2 points per structure rating, or 3 points for an Exo-Armor/Fighter model.
Note: A model may only have one type of Armor upgrade.
Nukes: Cost: 2 points per ACS rating. This model may change one missiles:ACS weapon to a
Missiles:Nuke weapon. The missile weapon is now an ACS:X/AEF:X weapon where X is the
current weapon’s ACS rating. This upgrade may only be chosen once per model. This upgrade
may not be combined with the Battery upgrade. A Missiles:Nuke weapon may not be linked with
other weapons.
Battery: Cost: 1 point per original AEF rating. This model may change one missile weapon from
ACS or AEF to Swarm missiles. The missile weapon is now an ACS:1/AEF:X+2 weapon where
X is the current weapon’s AEF rating. This upgrade may not be combined with the Nukes
upgrade.
Ace Pilots: Cost: 4 points. This model gains the Ace trait to two of its non-missile weapons.
Only one model of each Class may purchase the Ace trait as an upgrade. E xample: Dave has
three Pathfinder class exo-armor models. Only one Pathfinder model may be upgraded as an
Ace
Sharpshooter: Cost: 3 points. This model may add the Sniper Trait to one Mass Driver weapon.
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Alternate: A Game of Jovian Wars will last 7-9 rounds. On round 8 and 9 roll 1D6 in the first
player deployment phase. On a 4+ the game ends after each player has completed one turn.
Victory Conditions:
Standard Scenario: In a standard scenario the game immediately ends when one fleet has all its
remaining capital ships destroyed or withdrawn.
Special Scenario: In a special scenario the game ends the when one player achieves their
primary objective.
Objectives: Objectives are worth 1-6 VPs depending on the objective ( Not included in Alpha).
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Short 6” 3”
None - - -
[N]
None [N] -
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[2] Hull breach -1 structure rating. -1 Marine rating. Damage one random system trait.*
[3] Engines hit -1 structure rating, Damage one system trait*, ½ speed until repaired.
[4]-[5] Weapon hit -1 structure rating. Damage one random system trait. One random
weapon is damaged and must be repaired before it may be used to
attack again.
[6] Severe Systems -2 structure rating. -1 Marines, Damage one random system trait.*
damage
*Attacker may select which system trait is damaged. Damaged system traits may not be used until repaired with a [T].
1-5 Slewing Wreck Roll once on the Critical Damage Table. Roll 1D6 to randomize a
Left [1-3], or Right [4-6] turn. Turn the ship in the appropriate
direction. The model suffers a hit to the engines (½ speed), and one
random weapon is destroyed. The model has FC:1 in the next turn
and may only select Break Off as a special action.
6-8 Systems Collapse This model is destroyed. Remove it from the table
9+ Ship Explodes All models within 3” of the ship suffer a ACS/AEF attack with dice
equal to the starting structure rating of the ship +1. Any models
between 3” and 3”+1D6” suffers an attack with dice equal to half the
ships starting structural rating. Remove the model from play. It is
utterly destroyed and lost with all hands.
*Add +1 for each System that has been reduced to 0.
8.2 Re-Orient: Capital ship only: Requires Reaction Control:1+. Roll Skill.
A model that chooses to Re-Orient and succeeds the skill roll with [D+] may makes a radical change of orientation. A
model that re-orients may only move half its speed and may not boost this activation. The model may be turned to
face any direction and halves its fire control rating rounding up.
If this model has a Hanger rating of 1+ it may instead choose to repair one Exo-Armor or Fighter model within 3” (See
8.3a).
A model with the Repair:X trait may use this special action up to X times per round counting as only one special
action. A model may only be targeted with a successful repair action once per round. Damage gained from a system
being reduced to zero (PD, SE, RCS, or HA) is not regained if the damage is repaired and that damage is not taken
again if the rating is reduced to zero again by another attack.
A model with one or more Parts trait may expend X traits to roll +XD6 for one repair roll.
A model that uses a Boost before using a dogfight special action has Fire Control:1 in the first round.
An Exo-Armor or Fighter model that is reduced to half damage has Fire Control 1 unless it has the Rugged trait..
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Note that small six sided dice are excellent for marking damage on Exo-Armor and Fighter models.
*permission granted to print or photocopy for personal use.
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One 5-of-a-kind,
NOM 0.1% 0.3% 0.9%
Three distinct
doubles, NOM 3.8% 13.5%
One 6-of-a-kind,
NOM 0.01% 0.1%
One 7-of-a-kind,
NOM 0.002%
(Note: "NOM" abbreviates "no other matches")
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