You are on page 1of 52

James Lane (Order #10793184)

Jovian Wars - Alpha rules Version 1.0:


Jovian Wars and Jovian Chronicles are trademarks of Dream Pod 9, Inc. All text, artwork and
logos are Copyright 2016 Dream Pod 9 Inc. All Rights Reserved.

Last Updated December 23st, 2016


Author: David McLeod
Writing: David McLeod
Lead Game Design: David McLeod
Editors: Robert Dubois, David McLeod
Playtesters: David McLeod, Alice McLeod, Robert Menzies, Robert Dubois
Readers: Robert Dubois, Martin Takaishi, Louis Testault, Jordan Lewis, Francis Charland, Tony
Baltera, Samuli Aura, Noa Artzy, Austin Wang, Wunji Lau
Model Design: Alain Gadbois, Marcel Bastien, Dimitri Kaliviotis
3D Model Design: Tony Baltera
Probability calculations : Alice McLeod

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).

James Lane (Order #10793184)


Table of contents:

1.0 Dice results


2.0 The game
3.0 Model types
4.0 Movement
5.0 Terrain
6.0 Attacking
7.0 Damage
8.0 Special actions
9.0 Traits
10.0 Force Selection
11.0 Scenarios/Missions/Victory conditions
12.0 Weapons identification
13.0 Model identification
14.0 Forces: CEGA Fleet List, Jovian Fleet List
15.0 Reference Sheets
16.0 Tokens and Terrain template guidelines
17.0 Probabilities
18.0 Paper Ship bases

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.

James Lane (Order #10793184)


1.0 Dice results:
Jovian Wars uses groups of one or more D6 dice to determine the success of attacks and
special actions models make.

1.0a Dice result notation:


The result of a roll is noted in the rules and examples in square brackets: [ ]. When giving
results the notation is [N]: no result, [D]: double, [T]: triple, and [Q+]: quadruple or greater.

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+].

1.1 Dice Tests​:


A ​Dice Test,​ ​Test​, or ​Roll ​requires dice to be rolled to determine a result. Each type of test has
a name. Eg Attack roll, maneuver test. The result of a test is called the T ​ est Result o​ r​ Result​.
Tests may include rolling a single D6 or multiple D6’s, noted as XD6 where X is the number of
dice to roll for the test. For speed of play it is common to roll a test requiring more than a single
D6 at once and sort the dice rolled into the different results.

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.

James Lane (Order #10793184)


Example: Dave attacks with his Storm Rider against a target in base to base contact. The Storm
Rider adds +/-1D6 for the Ace trait and +/-1D6 for the Lance trait to it’s attack of 3D6. Dave rolls
5D6 and gets [6, 5, 4, 4, 4]. Dave must remove two dice and removes the [6] and the [5] leaving
the [4, 4, 4] for a [T] result.

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.

1.4 Cascade rolls:


A ​Cascade roll​ is a series of dice rolls that continue until the end of the cascade is triggered by
a model’s destruction, or an event that ends the cascade.

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).

James Lane (Order #10793184)


1.5 Active and Passive players:
The ​active​ player is the player who is activating their fleet. The p
​ assive p
​ layer is the player who
is not activating their fleet. These terms are used in the rules to specify players in examples and
rules.

2.0 The game:


Jovian Wars is a near future tactical space battle game played on a tabletop with miniatures and
dice. Each player builds a fleet of models and then commands it in a tactical game by
maneuvering around the battlefield, attacking enemy ships, and attempting to defeat their
opponent by completing scenario mission objectives.

2.1 Space Environment 2D vs 3D:


Jovian Wars is played on a 2D surface. The experience of playing in 3D is represented in the
rules in many aspects such as models being able to move and shoot past/through each other.

2.2 Game Components​:


A Fleet consist of a number of ​Models​. A Model may consist of a single Capital Ship figurine on
it’s base or a squadron/unit, of Exo-Armors or Fighter figurines on their base. A Model can also
be a terrain model or template such as an asteroid, comet, Habitat, or station.

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.

2.3 Base sizes:


Exo-Armor and Fighter models are based on 1” Hex bases with a multi-pronged mounting
supporting each model. Capital Ships are mounted on rectangular or square bases which show
their attack arcs.

Table 2.3 Base sizes


Model type Base size (Jovian/CEGA) Base Size (Venusian)

Exo-Armor / Fighter 1” hex/square flying base 1” hex/square flying base

Capital Ship: Escort trait 1” hex/1.5” square flying base 1” hex/1.5” square flying base

Capital Ship: 2-4 Structure 1.5” x 3” 1.5” x 1.5”


points

Capital Ship: 5+ Structure 2.0” x 4” 2” x 2”


points

Q-Ship(1) varies varies


1:A Q-ship will have it’s base size indicated with its trait attributes.

James Lane (Order #10793184)


2.4 Space/ time scale​:
The exact area represented by the battlefield is considered to be appropriate to the
requirements of the game. The time scale of each round is considered to be sufficient for each
model to move and activate once.

2.5 Model scale​:


The Scale of the Exo-Armor and Fighter models are 1/1000. Capital Ship models are
approximately 1/4000 scale. Note that this is an approximation and is not exact.

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.

James Lane (Order #10793184)


2.7 Model Attributes​.
The Model card describes the attributes or numbers that describe each model.

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.

James Lane (Order #10793184)


2.8 Phases:
The following phases are followed in each round of Jovian Wars. When all phases are complete
check the victory conditions and if no player has won continue the game with a new round.

2.8a Initiative phase​:


If playing a scenario the attacker takes the first turn.
Otherwise the player with the largest number of models is the attacker and that player starts.

2.8b Deployment phase​:


All models start the game in Reserve.

First deployment phase:


The defending player deploys one Capital Ship model held in reserve. Deploy this model 12”
from the edge of a table edge. This edge is now that fleet’s deployment zone. Two Exo-Armor or
Fighter models may be deployed within 1” of the Capital Ship.
Then the Attacking player deploys one Capital Ship within 12” of the opposite table edge. Two
Exo-Armor or Fighter models may be deployed within 1” of the Capital Ship.

Second deployment phase:


The active player may roll a Skill roll for each of their Capital Ships to deploy it. Roll XD6 where
X is the Skill rating of the model. A [D+] roll allows the model to be deployed. Two Exo-Armor or
Fighter models may be deployed within 1” of each Capital Ship without rolling skill.

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.

Third deployment phase:


All remaining models in reserve may be deployed in the deployment phase of Round 3. Any
models not deployed go into reserves.

Further Deployment phases:

Models in reserve may be deployed in any following deployment phase.

Example: Dave has three Syreen models in reserve. He may choose to deploy any, all, or none
in each deployment phase.

James Lane (Order #10793184)


2.8c Activation Phase:
In the activation phase the active Player selects a model then activates it.

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..

2.8d End Phase:


This phase is used to complete any game effects that specifically occur in the End Phase.
Victory conditions and scenario turn limits are checked and if there is no winner then a new
round begins.

10

James Lane (Order #10793184)


3.0 Model types​:
There are different model types in a game of Jovian Wars. The type of a model affects the
range it can be detected by sensors and therefore the range it can be attacked from.
Additionally the number of dice each weapons rolls to attack a model is determined by its type.
Some special actions (See 8.0) are restricted to certain model types.

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.

3.3 Capital Ships​:


Capital ships encompasses a whole range of craft from small freighters dozens of meters long
to battleships hundreds of meters long.

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:

3.4 Infantry & Exo-Suits:


Capital ships and installations such as orbitals and stations maintain a defensive crew of
marines in armored space suits and exo-skeletons. These units are not mobile enough to
operate in space away from a craft or dock but they are adept at performing boarding attacks if
they can cross to an enemy craft and successfully board them. Infantry and Exo-Suits are not
represented by models but are the Marine trait that is listed on the models that transport them.

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.

11

James Lane (Order #10793184)


4.0 Movement​:
Movement in the Jovian Wars game on the battlefield takes place in two dimensions though
players should respect that space is a three dimensional space and there is ample room for
models to pass by each other. Collisions in space are almost always to be avoided. Even
though 22nd Century craft are compartmentalized and built to withstand extreme stress and
impact, the velocities that spacecraft can reach mean that an impact can result in the
destruction of both craft. Safety protocols normally prevent ships from impacting with each
other.

4.1 Exo-Armor and Fighter movement​:


Exo-Armor and Fighters may ​Move​ up to their speed when they activate. They may move in any
direction and may pass through other models during this movement as long as their bases do
not ​overlap ​at the end of the movement. Unless they are using a boarding special action all
Exo-Armor and Fighter models should stay separated from Capital ship bases by a minimum of
1”.

4.2 Capital Ship Movement:


Capital Ships ​Move​ by advancing directly forward, and turn by ​Changing Heading​. A capital
ship may change heading at any point during its move by turning up to 45 degrees to the port or
starboard by pivoting on either the front right or front left turning point of their base. This point is
1” back from the front edge and is marked on the base. The Come to New Heading Special
Action can be used to make additional turns.

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).

12

James Lane (Order #10793184)


Turning example diagram 1

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.

4.3a Capital Ship Base overlapping:


If movement would cause two capital ships to overlap their bases place the moving ship so that
it’s base is touching the other ship and end its movement. If a capital ship model begins its
activation touching the base of another capital ship model and cannot move so that it’s base is
not overlapping then place the smaller model on the opposite side of the overlapping model with
the back of its base touching the model.
Example: Diagram required.

4.3b Exo-Armor and Fighter base overlapping:


If an Exo-Armor or Fighter model would be overlapped by a Capital Ship model’s base mark
their position with a counter and then move them out of the way until the Capital Ship’s
movement is complete then their owner places the models as close to the original marked
position as possible..
Exo-Armor and Fighters may not be placed or end a movement within 1” of an enemy
Exo-Armor or Fighter model unless they are initiating a Dogfight action.
Exo-Armor and Fighter Models may move through and past other Exo-Armor and Fighter
models if they have the movement to do so.

13

James Lane (Order #10793184)


4.4 Boost:
A boost is not a special action (See 8.0). It is a choice each model can make before it moves,
attacks or makes any special action(s). If the model chooses to Boost then the model may make
two moves instead of one. The second move is called a ​Boost Move o ​ r ​Boosting​.

A model may not turn when making a boost move and it must move its full speed rating forward.

A model with zero reaction control rating may not boost.

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.

14

James Lane (Order #10793184)


5.0 Terrain Effects​:
Terrain has some tactical effects in Jovian Wars. Terrain cannot destroyed in the time frame of
the game. Some terrain can be overlapped by models and do not follow the standard
overlapping rules.

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.

5.2 Large Asteroid (1-4” diameter):


Large Asteroids can be used for cover. Any model within 3” of a Large Asteroid gains the
Stealth:1 trait or adds +1 to its current Stealth trait. A capital ship model that end its movement
overlapping a Large Asteroid will suffer a 6D6 ACS attack.

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.

5.4 Dust/Ice clouds​:


Dust/Ice Clouds are indicated by an area template. Any model moving though it will suffer an
ACS, AEF of 2D6 regardless of distance moved through. Models within an area of Dust/Ice
Clouds add +1 to their PD rating for attacks targeting them and Beam or Particle attacks that
target a model in a Dust/Ice Cloud, or that pass through a Dust/Ice Cloud, suffer -1D6 to the
attack roll.

5.5 Small Moons​:


Small moons come is various sizes from 4” to 18”. A moon follows the rules for Large Asteroids
except that a moon may be overlapped without causing damage. A model starting a move while
overlapping a moon adds +2” to its speed rating. A defending player may deploy models in
reserve using a moon as a table edge. All combat is considered to be taking place on one side
of a moon.

5.6 Planet/Large Moon​:


A planet or large moon is represented by a table edge. All movement directly towards that table
edge adds +2” to the speed rating of the moving model or -1” speed if the movement is directly
away from the planet. Any movement where a model is moving parallel to the planet table edge
or with its nose more towards the planet table edge than away adds +1” to its speed for that
activation. Non-fighter models may not deploy from a planet table edge.

15

James Lane (Order #10793184)


5.6a Atmosphere​:
Some planets or moons may have an atmosphere. If so roll 1D3 to determine the depth of the
atmosphere. Only weapons with the Bombard trait may attack targets within an atmosphere.

5.7 Military Space Stations​:


A military Space Station, is a model and will have a list of attributes and ratings just like any
other model. Before a game players must roll 2D6 for each station. This is the Structure rating of
the station. The Marines and point defense rating will be half the structure rating. The stations
will have sensors:3, speed 0, and Skill:2. It will have Hangers:1+1D3, and fire control 2. The
station will have 2x Kinetic Cannons: T: ACS:4/AEF:3 or Beam Projector: T: ACS:5, AEF:3.

5.7 Wrecks:
Wrecks are treated as Asteroids, a Large Asteroid, or a comet depending on their size and
composition..

5.8 Unidentified objects (UIOs):


UIOs are of deep curiosity to spacers though most are jokingly creative projects by nomads
hoping to fool earth spacers. Treat UIOs as a model that can be boarded for scenarios that
include them. Roll 1D6 for the Structure rating of the UIO.

16

James Lane (Order #10793184)


6.0 Attacking:
Attacking is the most common way to damage and destroy enemy models. Each weapon listed
on a models datasheet may only attack once each round with the exception of attacks made
during a dogfight (See 8.4). Each attack may target a different model. An attack may occur
before, during, or after a move.

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.

6.1a Fire Control:


A model may attack with a number of weapons each turn equal to its F ​ ire Control​ rating. Each
weapon that fires may target one model that is in range and in the arc of the weapon selected.

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”.

Table 6.1a: Range


Range Target: Capital Ship Type Target: Exo-Armor/Fighter Type

Short 6” 3”

Long 6” + 3” per Sensor rating 3” + 3” per Sensor rating

17

James Lane (Order #10793184)


6.1b Weapon arcs​:
Weapons mounted on Exo-Armor and Fighters can fire in any direction.

Weapons mounted on Capital Ships have restricted weapon arcs.

Weapons with a T arc may fire in any direction​.

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.

Diagram 6.1: Capital Ship Firing Arcs

6.2 Weapon Attack Attributes:


Each Weapon has an Anti-Capital Ship (ACS) and an Anti-Exo Armor/Fighter(AEF) attribute.
These attributes define how many dice are rolled when the weapon attacks a target. Note that a
weapon may only fire once each round unless it is being used in a Dogfight (See 8.X).

Example: A Kinetic Cannon weapon has ACS:3 and AEF:3.

18

James Lane (Order #10793184)


6.2a Weapon Special Rules:
Many weapons have special rules that give them an advantage based on their type.

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.

Missiles: ACS/AEF/Nuke/Swarm (​Missile- Anti Capital Ship/ Anti Exo-Armor or


Fighter/Nuke/Swarm): The attacker chooses which Capital ship system (point defense, sensors,
or reaction control) or system trait takes damage from [D] results that are even numbers; Sets
that are [2]. [4], or [6]. Other results will hit the system indicated as normal.
Example: A target is hit with a missile attack of [D:2]. The attacker chooses the system that is
hit.
Example 2: A target is hit with a missile attack of [D:3]. The attack hits the Sensors.

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].

6.3 Linked Weapons:


A weapon with the linked trait may spend only one rating of FC to attack the same target with
two weapons with the same name with the Link trait. Make a separate attack roll for each attack.
The attacks are simultaneous; Apply damage from all attacks at the same time.
Example: A Ship with “2x Kinetic Cannon (Link)” weapons may spend one Fire Control rating to
fire both Kinetic Cannon at the same target.

6.4 Attack rolls:


Every weapon has two attributes, ACS and AEF, that determine the number of attack dice that it
rolls when it attacks either Capital ships and Terrain, or Exo-Armors and Fighter models.

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.

19

James Lane (Order #10793184)


6.4a Attack rolls of 1D6:
A model that must make an attack roll with 1D6 rolls 2D6 instead and may not add any +/-X dice
or +X dice to the roll.

6.5 Attack Results:


After rolling attack dice determine sets to find results (See 1.0).

6.5a Anti-Capital Ship attacks (ACS) results​:


Check the value of the result to determine what the effect of the attack is.
Result:
[N]: All unique dice results: The Attack has no effect.

[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.

Table 6.5a: ACS Damage Summary


Result 1-2 Set* 3-4 Set* 5-6 Set*

None [N] - - -

Double [D] -1 Point Defense -1 Sensors -1 Reaction Control

Triple [T] Apply Critical Result of Set.

Quad+ [Q+] Apply Critical Result of Set twice.

*​Missiles attack sets of [2], [4], or [6] may select which system or system trait is damaged.

20

James Lane (Order #10793184)


6.5b Anti-Exo/Fighter attacks (AEF)​:
Result
[N]: All unique dice results: The Attack has no effect.

[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..

Table 6.5b: AEF Damage Summary


Result Damage

None [N] -

Double [D] -1 Damage rating

Triple [T] -2 Damage rating

Quad+ [Q+] Destroyed

21

James Lane (Order #10793184)


6.5c Boarding Actions​:
Only Exo-Armors and Capital Ships with a Marines trait rating greater than 1 may perform
boarding action attacks.

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.

Driving off Boarders​:


The ship being boarded may make one attack using their Point Defense rating at each Boarding
model.

Point Defense vs Exo-Armors:


Any [D+] result drives off the attacking model and ends the boarding action. Place the boarding
model in reserves with zero structure rating remaining. Apply damage from the Point Defense
attack as a AEF attack.

Point Defense vs Marines:


A result of [D+] drives off the attack and reduces the rating of the marines by 2. Any Point
Defense attack result of [D] reduces the Marine’s rating by 1. [T] sets reduce the Marine rating
by 2.

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.

Exo-Armor Boarding actions​:


Exo-Armor Models that Successfully board a Capital Ship are placed in base to base contact
with the target Capital Ship. The boarding model may roll to attack the boarded ship with all
non-missile weapons, using up all their Fire Control rating. These attacks count as ACS attacks
but may be made with the weapons ACS or AEF rating.

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.

22

James Lane (Order #10793184)


Each round before activating a model currently boarding must declare if the Exo-Armor model
will continue the boarding action or not. If the model remains it will be attacked by point defense
again and may be driven off and damaged.

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.

Marine Boarding actions​: Cascade attack.


Marines that successfully board a Capital Ship fight for control of the ship. This is a cascade roll.
Continue alternating attacks between the attacker and the defender until the boarding action is
over.

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.

The boarded model rolls to attack first.

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.

23

James Lane (Order #10793184)


*Note that models with Grapplers are only driven off with [T+] results.

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.

24

James Lane (Order #10793184)


7.0 Damage:
All models have a Rating that indicate how much damage they can sustain. Capital Ships and
terrain have a ​Structural​ rating. Exo-Armor and Fighters have a D
​ amage r​ ating.

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.

Capital Ship Damage:


Capital Ships that have their Structural Rating reduced to Zero are in danger of catastrophic
collapse but are not immediately destroyed. These ships roll on the Catastrophic damage table
at the start of each turn until either the game ends or they are destroyed.

Capital Ship Damage effects:


Systems: ​When a system rating is reduced to zero further hits to that system do one damage to
the structure rating of the ship.
● Point Defense:​ Damage to Point Defense reduces it’s effectiveness. Loss of all point
defense has no additional effect other than making the ship vulnerable to boarding
actions and missile attacks.
● Sensors:​ Damage to Sensors reduces the effective range of weapons by 3” per point of
Sensors to a minimum of 6” for ACS and 3” for AEF weapons.
● Reaction Control:​ When the reaction control rating is reduced to 0 the model will have
difficulty turning and will not be able to boost. When a model attempts to Change
Heading it must pass a skill roll with [D+] to successfully turn. If the result is [N] then the
model may not turn this round.

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).

25

James Lane (Order #10793184)


Marines (trait)​: Marines can only be damaged by critical damage effects or attrition from
boarding actions. Lost Marine ratings may not be repaired.

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.

7.1 Critical Damage table​:


When a Capital Ship is damaged by a [T] result refer to the table below to determine the effect
of the attack.

Table 7.1: Critical Damage effects


Result Result name Effect

[1] Power relays hit -1 point defense, -1 sensors, -1 reaction control.

[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].

7.2 Catastrophic Damage table​:


When a Capital ship is reduced to zero Structural Rating it is ​Destroyed​. A destroyed model
may not willingly turn or take special actions. All model attribute ratings remain unless further
modified by additional damage​.

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..

26

James Lane (Order #10793184)


Table 7.2: Catastrophic Damage table
Roll 1D6* Result Effect

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.

27

James Lane (Order #10793184)


8.0 Special Actions​:
A model may make one ​Special Action​ per turn. A special actions may be used any time a
weapon can be fired.

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.

8.1 Vector Attack​ ​(Requires Sensors:1+)​. Roll Skill.


If [N] then One target Exo-Armor or Fighter in Sensor range may immediately move up to 3”
without activating.
If [D] two target Ex-Armor or Fighter models may each move up to 3”.
If [T+] three Exo-Armor or Fighter models may each be moved up to 3”.

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.

8.3 Repair (Capital Ship)​: Roll Skill.


If [N] nothing happens.
If [D] repair one rating of either point defense, sensors, or reaction control.*
If [T] repair two points of either point defense, sensors, reaction control, or one damaged system
trait, or repair one damaged weapon system.*/**
*May not increase to more than starting values.
**Both rating points do not have to be on the same system.

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.

8.3a Repair (Exo-Armor/Fighters): ​ Requires Repair trait. Roll Skill.


If [N] nothing happens.
If [D+] repair one of point point of structure rating.

28

James Lane (Order #10793184)


An Exo-Armor or Fighter model may not have its Damage rating increased to greater than it’s
starting values.

8.4 Dogfight​ ​(Exo-Armor and Fighters only)​:


Instead of making standard attacks the activating model must move to within 1” of a target
Exo-Armor or Fighter model. The models will alternate rolling attacks equal to their FC rating
beginning with the attacking model. Any weapon may be used to attack except for weapons with
the Nuke, Sniper, or Swarm traits. Continue alternating attacking with each model until one
model is either destroyed, or successfully Breaks Off (See 8.5) instead of attacking.
A model that survives a dogfight that does not break off may make one free move of 3”.

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.

8.4a​ ​Breaking off from a Dogfight​: Roll Skill.


Instead of attacking a model may attempt to break off from a dogfight by rolling skill. If the roll
succeeds with [D+] the dogfight ends and the model that is breaking off may immediately make
one move. Models with the Fast trait add +/-1D6 to the roll.

8.5 Withdraw:​ Roll Skill.


If [D+] then the withdraw action is successful. A model taking this action is removed from the
board. Models that Withdraw are worth fewer Victory Points to the opponents.

8.6 Return to base​: Exo-Armor and Fighters only: Roll Skill:


Remove this model from the battle then immediately return it to the battle within 3” of a friendly
model with a functioning Hanger trait. If [D+] then the return to base action is successful without
mishap. If the skill roll was a [N] then the model suffers one damage and remains where it
ended its move.

29

James Lane (Order #10793184)


8.7 Silent Running​: Capital Ship only. Roll Skill.
If [D+] this model gains the Stealth:1 trait or adds +1 to the rating of an existing Stealth trait. If
this model has a rating of zero in PD, SEN, or RCS then it cannot use this special action.

8.8 Boarding party​: Requires Marines:1+.


This model may initiate a boarding action attack against a target Capital Ship or Terrain model
that is within 1” (See 6.5c). A boosting model may not initiate a boarding action.

8.9 Concentrated Fire: ​ Requires Capital ship target. Roll Skill.


If successful with a [D+] then any non-missile attack that results in a [N] may be re-rolled.
The attacking model must attack only one target model this round.

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.

8.10 Minelaying: ​Requires Mine Trait.


This model may lay a minefield as it moves. This special action roll must be passed before
moving. The model may place a mine token touching it’s base when it starts moving and every
2” after that. Mines will attack any enemy capital ship that moves within 3” of the token with a
3D6 ACS attack roll. The ship being attacked may roll point defense to reduce the mine attack
roll. A [D] reduces the attack roll to 2D6. A [T] reduces the attack roll by 1D6. A [Q+] result
reduces the attack to 0D6.
A mine token can be attacked by any weapon with an AEF attack rating of 1+ and is removed
on a [T+] result.

Note that a mine token is not removed by attacking. Only by being attacked.

8.11 Engage Point Defense batteries:​ Capital Ships only.


This model may spent one rating of fire control to attack every Exo-Armor and Fighter model
within short range with an AEF attack roll equal to the point defense rating of the model.

30

James Lane (Order #10793184)


9.0 Traits:
Traits are keywords that are marked on a model’s attribute line that reference a special rule that
apply to that model.

​ ssociated traits​ that only apply to that trait.


Associated traits: Some traits have additional a
These associated traits are listed in brackets directly after the trait they affect. The most
common associated trait is a weapon arc. E ​ xample: 2x Particle Cannon (Link) is two particle
cannon weapons that have the Link trait.

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.

9.1 System traits: ​A trait with the associated trait “(system)” is a S


​ ystem trait​. This trait may be
damaged by a critical damage effect. System traits that are damaged can be repaired with a
successful skill roll of [T+].

9.2 Model Traits:


[Barrier] ​Barrier​ ​Shield: This model can make Point Defense rolls against Mass Driver and
Kinetic Cannon Attacks targeting models within 3”. Reduce the success of the attack by one
level (​Example: [T] becomes [D]) for each [D+] result of the Point Defense roll. Multiple Barrier
traits do not stack.
[Catapult] ​Catapult (System): Models being deployed from reserves using this models hangers
may deploy within 6” of it instead of 3”. Multiple Catapult traits do not stack.
[Cloak] ​Cloak: A model must pass a Skill roll [D+] or it may not target the cloaked model this
round. Make the test before the attack and if the skill roll fails then the FC can be used to target
another model. Multiple Cloak traits do not stack.
[Comms] ​Communications suite (System): Friendly models in this model’s Sensor range count
as being in Sensor range of Enemy models in this model’s Sensor range.
[Counters] ​Counter Measures (System): Any model with counter measures may re-roll point
defense rolls against missiles. Models with a PD rating of zero lose their counter measures trait.
Multiple Comms traits do not stack.
[Dock] ​Capital Ship Dry Dock: When repairing a Capital ship that is within 3” Add +/-2D6 to the
roll. Multiple Dock traits do not stack. Repair results of [T+] may repair one damaged structure
point.
[Drones] ​Drones (System): A model with a drones trait gains a [+/-] when making repair rolls,
attacking with a missile weapon, and defending using Point Defense.
[ECCM] ​Electronic Counter-Counter Measures (System): This model is immune to the effects of
enemy ECM.
[ECM] ​Electronic Counter Measures: Enemy Models in this model’s Sensor range count as
having one less rating of Sensors. Multiple instances of ECM from different sources are
cumulative.

31

James Lane (Order #10793184)


[Exo-Suit] ​Exo-Suit: This model is treated as an Exo-Armor model in all ways except that when
boarding a target model it may choose to board as either an Exo-Armor or as a Marine model
with a Marine rating of 1 for each 2 damage points remaining on the model. Multiple Exo-Suit
traits do not stack.
[Emissions:X]​ Electronic Emissions:X: When targeting this ship add 3” to the Weapon’s range
for each point of Emissions rating.
[Energy Armor] ​Energy Attack Resistance: When attacked with a particle or beam weapon this
model reduces the result of the attack by one level if the result is a [1], [3], or [5] set. Multiple
Energy Armor traits do not stack. ​Example: A [T:3] set is reduced to a [D:3] set by energy armor.
[Escort] ​Escort: Non-missile ACS attacks targeting this model at long range roll a maximum of
4D6.
[Expendable] ​Expendable: When this model attacks it is destroyed at the end of the attack.
[Fast] ​Fast: This model rolls +/-1D6 to break off from a dog fight, or to use the Break Off special
action.
[Fuel Pod] ​Additional Fuel Pod: Expend this upgrade to automatically pass a reserves roll for
one model with the trait (use before rolling) or to add +2” to the speed of this model for one
activation. The effect of multiple Fuel Pod traits do not stack but only one trait is exhausted per
use.
[Hard Points:X] ​Hard Points:X: This model may mount X upgrades. Unless noted otherwise all
Capital Ship models have the Hard Point:X trait where X is equal to half the model’s starting
structure rating, rounded up.
[Hangers:X] ​Hangers:X: (System): This model may be the deployment point for a the number of
Exo-Armor or Fighter models deploying from reserve up to the rating of the trait.
[Grapplers] ​Grappling launchers: Add +1D6 to Skill Rolls when initiating a boarding action:
When this model initiates a Boarding action the attacker is driven off by [T+] results. Attacking
Marines or Exo-Armor can still be damaged by point defense attacks.
[Heavy] ​Heavy: This model only rolls 2D6 to break away from a dogfight.
[Launchers] ​Launchers (System): Models being deployed from reserves using this models
hangers may deploy within 3” of it instead of 1”. Multiple Launchers traits do not stack.
[Marines:X] ​Marines:X: This model has Marines with a rating of X. Note that Marines have
tracking pips but are not a System trait and may not be reduced except through boarding
actions.
[Mines] ​Minelayer (System): This ship may place mine tokens as a special action.
[Nimble]​ Nimble: This ship may make two turns during a move. The model must move 2”
forward between moves. This trait is lost if the Reaction Control rating is reduced to zero.
[Parts] ​ Spare Parts: When repairing Exo-Armor or Fighter models add +/-2D6 to the roll.
Remove this Trait if the result of the repair roll is [N]. The effect of multiple parts traits do not
stack but only one trait is exhausted per [N] result.
[Reactive Armor] ​Projectile Attack Resistance: When attacked with a mass driver, kinetic
cannon, or missile weapon this model reduces the result of the attack by one level if the result is
a [1], [3], or [5] set. Multiple Reactive Armor traits do not stack. E​ xample: A [T:3] set is reduced
to a [D:3] set by energy armor.

32

James Lane (Order #10793184)


[Repair:X] ​Repair:X: This model may roll it’s skill as an action to repair damage (See 8.4) on
other models in addition to itself. This trait may be used up to X times when activating. Each
target model may only be repaired once by each repairing model each turn. Multiple repair
attempts may be made until there is a success.
[Ring] ​Gravity Deck/Habitat Ring/Rotating deck: Add +/-1D6 to the attack roll of defending
Marines when this ship is boarded as long as there remains at least two rating of defending
Marines. A model with 2-4 Structure has 8 Hardpoints per Ring. A model with 5+ structure rating
has 12 hardpoints per ring
[Rugged] ​Rugged: This model does not reduce Fire Control rating when reduced to half
damage or less.
[Sluggish] ​Sluggish: This model makes turns at the end of a move only and only succeeds a
Re-Orient special action if it rolls a [T+] result.
[Snooper] ​Advanced Sensor Suite: This model and other friendly models may ignore the
Stealth trait of one model within Sensor range.
[Shield] ​Shield: [D+] attack roll results of [1] or [2] do one less damage.
[Static] ​Static: This model may not move.
[Stealth:X] ​Stealth:X: Reduce the Sensor rating of any ship targeting this model with an attack
by X.
[Sweeper] ​ Mine Sweeper array: This model adds +2D6 to the attack roll when targeting mine
tokens.
[TD] ​Target Designator:An enemy models targeted by missiles while in this model’s Sensor
range may re-roll their attack roll if the result is [N]. Multiple TD traits do not stack. Note that no
roll can be re-rolled more than once.
[Tender] ​Fleet Resupply Tender: Friendly models making a missile attack or Kinetic Cannon
attack while within 3” of a model with the Tender trait add +/-1D6 to the attack. Multiple Tender
traits do not stack.
[Tug] ​Tug: This model may move a static model - a model with Speed:0” - within 3” as a special
action. A Static model may only be moved a maximum of 2” a round and must be moved
towards the model that is moving it..

9.2 Weapon Arc associated Traits:


[T] ​Turreted weapon: This weapon may attack a target in any arc.
[F] ​Front arc firing weapon: This weapon may attack a target in the front arc.
[P] ​Port arc firing weapon: This weapon may attack in the port side.
[S] ​Starboard arc firing weapon: This weapon may attack targets in the starboard arc.
[R] ​Rear arc firing weapon: This weapon may attack a target in the Rear Arc.

9.3 Weapon/ Weapon Traits


[Ace] ​Ace: A weapon with Ace gains a +/-1D6 for any attack roll it makes.
[Bomb] ​Bombard: This weapon can attack targets on the surface of a planet from high orbit.
[Lance] ​Plasma Lance: A model with Plasma Lance(s) adds +/-1D6 to any AEF or ACS attack
the model makes when it is in base contact with the target model.

33

James Lane (Order #10793184)


[Link] ​Lined Weapons: When a multiple weapon listing has the associated trait Link then all the
weapons listed in that entry only count as one weapon for the purposes of Fire Control.
[Nuke]​ Nuclear Missile: Nuclear Missile attacks that damage to a target counts as one level
higher result than rolled. ​Example: A [D] result becomes a [T] result.
[Sniper]​ Sniper: When this weapon does system damage to a target model it always selects
which system to damage regardless of the set value. Note that Sniper weapons still require
targeting priority to damage system traits.
[Swarm] ​Swarm/Barrage missiles: Swarm/Barrage Missile attacks resolve [T] results as [D]
results and [Q+] results as [D, D] results.

34

James Lane (Order #10793184)


10.0 Force Selection
25%+ must be spent on Capital Ships, 25%+ must be spent on Exo’s and Fighters. A maximum
of 25% of points may be spent on static defenses.

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.

10.1 Upgrading Capital Ships and Exo-Armor/Fighters:


There are two kinds of upgrades that can be purchased for Capital Ships: ​Modules a
​ nd
Upgrades​. Some modules include additional hard points for more upgrades. Exo-Armor and
Fighter models may purchase up to one upgrade from the Exo-Armor/Fighters, or
Exo-Armor/Fighters and Capital Ships upgrade list.

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.

All upgrades require one hard point unless noted otherwise.

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.

35

James Lane (Order #10793184)


Cargo Module​: Gives a Parts trait, and Repair:2, or adds +1 to the rating of an already existing
repair trait. Cost: 2 points.

Docking Ring​: Adds 4 Hard points. May not be used for Weapon upgrades. Cost: 2 points.

10.3 Capital Ship only Upgrades​:


Fuel Pods​: Cost: 1 points. This model gains a Fuel Pod upgrade. This upgrade may be
purchased multiple times.

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.

36

James Lane (Order #10793184)


10.4 Firepower Upgrades:
Firepower upgrades
Weapon(s) have the T arc if mounted on a Ring hard point and the F arc otherwise. A weapon
with a F arc can gain the T arc instead for 1 point. A Weapon’s cost varies by the ACS/AEF
rating of the weapon. Firepower upgrades may be purchased multiple times.
Weapons that share an arc that have the same rating gain the Link trait, this includes weapons
already mounted on a ship.

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.

37

James Lane (Order #10793184)


10. 5 Exo-Armor/Fighter and Capital Ship upgrades​:

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.

Drone Bay​: Cost: 3 points. This model gains a Drones Trait.

ECM pod​: Cost: 2 points. This model gains an ECM trait.

ECCM pod​: Cost: 2 points. This model gains an ECCM trait.

Grapplers​: Cost: 3 points. This model gains the Grapplers trait.

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.

Example: A Missile:AEF weapon with ACS:1/AEF:3 is upgraded to a battery. This Costs 3


points. It is now a Missile:Swarm ACS:1/AEF:5 weapon.

10.5 Exo-Armor/Fighter only upgrades​:

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

Reliable​: Cost: 3 points. This model gains the Rugged trait.

Sharpshooter​: Cost: 3 points. This model may add the Sniper Trait to one Mass Driver weapon.

38

James Lane (Order #10793184)


11.0 Scenarios/Missions
Fight fight fight.

11.1 Game Length:


A game of Jovian Wars will last 8 rounds.

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.

Victory points​: Players gain victory points by:


Destroying enemy Capital ships: Capital Ships are worth Victory points equal to the number of
Structure Rating that has been lost. Withdrawn ships are worth ½ VPs.

Destroying enemy Exo-Armor/Fighters: Exo-Armor and Fighters in reserve or with more


damage than structure are worth one Victory Point. Ace Exo-Armor or Fighters are worth 2
Victory Points.

Objectives: Objectives are worth 1-6 VPs depending on the objective (​ Not included in Alpha).

39

James Lane (Order #10793184)


James Lane (Order #10793184)
14.0 Forces
14.1 CEGA Exo-Armor and Fighters:

*permission granted to print or copy for personal use only.

41

James Lane (Order #10793184)


14.2 CEGA Capital Ships:

*permission granted to print or copy for personal use only.

42

James Lane (Order #10793184)


14.3 Jovian Exo-Armor, Fighters, and damage tracking cards.

*permission granted to print or copy for personal use only.

43

James Lane (Order #10793184)


14.4 Jovian Capital Ships

*permission granted to print or copy for personal use only.

44

James Lane (Order #10793184)


15.0 Reference Sheets:

6.2a Weapon Special Rules:


Many weapons have special rules that give them an advantage based on their type.
Beam Projector: ​+/-1D6 when used to attack a target in a dogfight.
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.
Mass Driver​: Roll +1D6 when attacking a target at short range. This does not apply to dogfight attacks.
Missiles: ACS/A​: The attacker chooses which system (point defense, sensors, or reaction control) or system trait
takes damage from [D] attack results with set values of [2], [4], [6]. (See Missile Attacks: 6.5e).
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.

Table 6.1a: Range


Range Target: Capital Ship Type Target: Exo-Armor/Fighter Type

Short 6” 3”

Long 6” + 3” per Sensor rating 3” + 3” per Sensor rating

Table 6.5a: ACS Damage Summary


Result 1-2 Set* 3-4 Set* 5-6 Set*

None - - -
[N]

Double -1 Point Defense -1 Sensors -1 Reaction


[D] Control

Triple Apply Critical Result of Set.


[T]

Quad+ Apply Critical Result of Set twice.


[Q+]
*​Missiles attack sets of [2], [4], or [6] may select which system or system trait is damaged.

Table 6.5b: AEF Damage Summary


Result Damage

None [N] -

Double [D] -1 Damage rating

Triple [T] -2 Damage rating

Quad+ [Q+] Destroyed (Do not place in reserves)

45

James Lane (Order #10793184)


Table 7.1: Critical Damage effects
Result Result Effect

[1] Cargo hold hit -1 point defense, -1 sensors, -1 reaction control.

[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].

Table 7.2: Catastrophic Damage


Roll 1D6* Result Effect

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.

9.3 Weapon/ Weapon Traits


[Ace] ​Ace: A weapon with Ace gains a +/-1D6 for any attack roll it makes.
[Bomb] ​Bombard: This weapon can attack targets on the surface of a planet from high orbit.
[Lance] ​Plasma Lance: A model with Plasma Lance(s) adds +/-1D6 to any AEF or ACS attack the model makes
when it is in base contact with the target model.
[Link] ​Lined Weapons: When a multiple weapon listing has the associated trait Link then all the weapons listed in
that entry only count as one weapon for the purposes of Fire Control.
[Nuke]​ Nuclear Missile: Nuclear Missile attacks that damage to a target counts as one level higher result than rolled.
Example: A [D] result becomes a [T] result.
[Sniper]​ Sniper: When this weapon does system damage to a target model it always selects which system to
damage regardless of the set value. Note that Sniper weapons still require targeting priority to damage system traits.
[Swarm] ​Swarm/Barrage missiles: Swarm/Barrage Missile attacks resolve [T] results as [D] results and [Q+] results
as [D, D] results.
8.0 Special Actions​:
46

James Lane (Order #10793184)


8.1 Vector Attack​ ​(Requires Sensors:1+)​. Roll Skill.
If [N] then One target Exo-Armor or Fighter in Sensor range may immediately move up to 3” without activating.
If [D] two target Ex-Armor or Fighter models may each move up to 3”.
If [T+] three Exo-Armor or Fighter models may each be moved up to 3”.

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.

8.3 Repair (Capital Ship)​: Roll Skill.


If [N] nothing happens.
If [D] repair one rating of either point defense, sensors, or reaction control.*
If [T] repair two points of either point defense, sensors, reaction control, or one damaged system trait, or repair one
damaged weapon system.*/**
*May not increase to more than starting values.
**Both rating points do not have to be on the same system.

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.

8.3a Repair (Exo-Armor/Fighters): ​ Requires Repair trait. Roll Skill.


If [N] nothing happens.
If [D+] repair one of point point of structure rating.
An Exo-Armor or Fighter model may not have its Damage rating increased to greater than it’s starting values.

8.4 Dogfight​ ​(Exo-Armor and Fighters only)​:


Instead of making standard attacks the activating model must move to within 1” of a target Exo-Armor or Fighter
model. The models will alternate rolling attacks equal to their FC rating beginning with the attacking model. Any
weapon may be used to attack except for weapons with the Nuke, Sniper, or Swarm traits. Continue alternating
attacking with each model until one model is either destroyed, or successfully Breaks Off (See 8.5) instead of
attacking. A model that survives a dogfight may make one free move of 3”.

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..

8.4a​ ​Breaking off from a Dogfight​: Roll Skill.


Instead of attacking a model may attempt to break off from a dogfight by rolling skill. If the roll succeeds with [D+] the
dogfight ends and the model that is breaking off may immediately make one move. Models with the Fast trait add
+/-1D6 to the roll.

8.5 Withdraw:​ Roll Skill.

47

James Lane (Order #10793184)


If [D+] then the withdraw action is successful. A model taking this action is removed from the board. Models that
Withdraw are worth fewer Victory Points.

8.6 Return to base​: Exo-Armor and Fighters only: Roll Skill:


Remove this model from the battle then immediately return it to the battle within 3” of a friendly model with a
functioning Hanger trait. If [D+] then the return to base action is successful without mishap. If the skill roll was a [N]
then the model suffers one damage and remains where it ended its move.

8.7 Silent Running​: Capital Ship only. Roll Skill.


If [D+] this model gains the Stealth:1 trait or adds +1 to the rating of an existing Stealth trait. If this model has a rating
of zero in PD, SEN, or RCS then it cannot use this special action.

8.8 Boarding party​: Requires Marines:1+.


This model may initiate a boarding action attack against a target Capital Ship or Terrain model that is within 1” (See
6.5c). A boosting model may not initiate a boarding action.

8.9 Concentrated Fire: ​ Requires Capital ship target. Roll Skill.


If successful with a [D+] then any non-missile attack that results in a [N] may be re-rolled.
The attacking model must attack only one target model this round.

8.10 Minelaying: ​Requires Mine Trait.


This model may lay a minefield as it moves. This special action roll must be passed before moving. The model may
place a mine token touching it’s base when it starts moving and every 2” after that. Mines will attack any enemy
capital ship that moves within 3” of the token with a 3D6 ACS attack roll. The ship being attacked may roll point
defense to reduce the mine attack roll. A [D] reduces the attack roll to 2D6. A [T] reduces the attack roll by 1D6. A
[Q+] result reduces the attack to 0D6. A mine token can be attacked by any AEF attack and is removed on a [T] or
[Q+] result.

8.11 Engage Point Defense batteries:​ Capital Ships only.


This model may spent one rating of fire control to attack every Exo-Armor and Fighter model within short range with
an AEF attack roll equal to the point defense rating of the model.

48

James Lane (Order #10793184)


16.0 Tokens:

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.

0-3 Terrain Templates: Guidelines:


Asteroid template: 3” diameter, irregular
Large asteroid: 1x 4” Diameter, 1x 3” Diameter, 1x 2” diameter.
Comet: 1x 4”x6” teardrop, 1x 3”x5” teardrop, 1x 2”x4” teardrop.
Dust/Ice clouds: 6” diameter, irregular
Moon: 6” diameter, 10” diameter
Military Space Station: 3” diameter, irregular.
Wreck: 4” diameter, 3” diameter irregular.
Unidentified Orbiting Objects (UOO): 2” diameter irregular. (monolith, pentalith, etc)

49

James Lane (Order #10793184)


17.0 Probabilities:
This is provided to allow players to understand the probabilities involved.

Dice: 2D6 3D6 4D6 5D6 6D6 7D6

No matches 83.3% 55.5% 27.%7 9.2% 1.5%

One double, NOM 16.6% 41.6% 55.%5 46.2% 23.1% 5.4%

One triple, NOM 2.7% 9.2% 15.4% 15.4% 9.0%

Two distinct doubles,


NOM 6.9% 23.1% 34.7% 27.0%

One quad, NOM 0.4% 1.9% 3.8% 4.5%

One double and one


triple, NOM 3.8% 15.4% 27.0%

One 5-of-a-kind,
NOM 0.1% 0.3% 0.9%

Three distinct
doubles, NOM 3.8% 13.5%

Two distinct triples,


NOM 0.6% 3.0%

One double and one


quad, NOM 0.9% 4.5%

One 6-of-a-kind,
NOM 0.01% 0.1%

Two doubles, one


triple, NOM 4.5%

One triple, one quad,


NOM 0.3%

One 5-of-a-kind, one


double, NOM 0.2%

One 7-of-a-kind,
NOM 0.002%
(Note: "NOM" abbreviates "no other matches")

*Permission granted to print or photocopy for personal use only.

50

James Lane (Order #10793184)


James Lane (Order #10793184)
James Lane (Order #10793184)

You might also like