Desktop Dropfleet Rulebook 1.5
Desktop Dropfleet Rulebook 1.5
Desktop Dropfleet Rulebook 1.5
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Contents
THE BASICS
Ship Characteristics
The strengths and weakness of different ships and weapon systems in the game are shown
through their characteristics. These show how fast they are, how much damage they can
take and so on. You can see an example of a ship’s stat sheet below.
UCM Lysander
Stealth Lighter 27 pts D
C Dropships 1 -
Stealth Observation: This ship can Survey a Cluster regardless of its Battlegroup Tonnage value. E
A Stats Bar - This shows all the key characteristics of a ship. From how fast it moves,
to how survivable it is, its tonnage, and much more. We’ll be going into detail on
the stats bar over the next few pages.
B Weapon Systems - This shows what weapons the ship is armed with. Accuracy,
damage potential, arc of fire and more are shown here.
C Launch Capacity - Some ships are able to launch Dropships, Bulk Landers and
more. If the ship has a launch capacity, it is shown here. Ships without any do not
have this bar on their stat sheet.
D Points Cost (Pts) - All ships in the game cost points to field in your fleet. Ships with
a higher points cost will generally be more potent, but you will not be able to
field as many. This number is for a single ship within that group.
E Special Rules - Some ships have unique special rules that are detailed here.
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from the same weapon system. Each Special
attack dice has to score equal or higher
than the weapon’s Lock value to score a A number of weapon systems have special
hit. rules to reflect their effects. See Special
Weapons Rules for more information.
Damage
Some weapon systems hit harder than Game
others and will do a corresponding components
amount of damage to an enemy hull.
Damage indicates the number of Hull Dice
points inflicted by each Attack dice from
Dropfleet uses six-sided dice throughout
the weapon system which successfully
the game both for its ease of availability and
hits and damages a ship.
robust handling characteristics. Most of
Arc the dice rolls players need to make require
Each weapon system has a designated fire equalling or bettering a target number based
arc it can make attacks into. There are 4 arcs: on a particular ship characteristic, i.e. a ship
F – Front, F (N) – Front Narrow, R – with a weapon with a Lock characteristic of
Rear, S – Side. Side facing weapons may 4+ would need a 4 or more to succeed and hit
also have an addition notation, i.e. Right its target.
or Left. If the weapon has no extra note When referencing dice rolls the rules will
and only says S it may fire to either side refer to six-sided dice as a D6. Rolling
– left or right. If it has the (Right) or (Left) more dice is indicated with a number
notation it may only fire on that side (in before i.e. if instructed to ‘roll 3D6’, players
addition to any other arcs shown). would roll 3 dice, ‘4D6’ would be 4 dice etc.
Weapon arcs are normally 90 degrees but If you are asked to roll a D3, simply roll a
some weapons systems are restricted to D6 and a result of a 1 or a 2 would equal a
a 22 degree narrow (N) arc instead. Ship 1, a result of 3 or 4 would equal a 2 and a
bases include these arcs for ease of use – result of 5 or 6 would equal a 3.
thin ridges delineate front, side and rear
arcs, and the raised area at the front the Dice roll modifiers
base shows the front narrow arc. Certain special circumstances can mean
that modifiers apply to dice rolls. These
e.g. a ship has three weapons profiles. One
modifiers can be negative (e.g. -1 to the
has arc: F/S/R, the second has arc: S/R, and
target number) or positive (e.g. +1 to the
the last has arc: F/S (Right).
target number). Modifiers are always
In this case the first weapon would be able applied to the target number and they
to fire from its Front arc, either Side arc or its don’t change the number you roll on the
Rear arc. dice.
The second weapon could fire from either one Modifiers can never make results
of its Side arcs or its Rear arc. impossible or a foregone conclusion. If
a modifier would make a target number
The last weapon may only fire from the Front
of 7+ or 1+ (i.e. impossible to achieve or
arc or the arc on its Right side, as it has the S
impossible to fail), this is reduced to a 6+
(Right) notation.
and 2+ respectively.
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For example, if you normally needed to roll Playing Space
a 4+ and had a +1 modifier to the target
number you would only succeed on a roll of Dropfleet Commander is usually played
5 or 6. Likewise if you needed a 5+ and had over a 4ft x 4ft gaming area, and scenarios
a -2 modifier, you would need a 3 or more to in this book are based on this as the
succeed (5+, with the minus 2 modifier = 3+ combat area. Players may find it easier to
to succeed). play on slightly wider tables to have space
for reserves, destroyed ship miniatures,
Rerolls spare dice, and other game components.
Sometimes players will have the ability
to ‘reroll’ certain dice. This lets the Measuring
player pick up dice that have produced distances
an unsatisfactory result and roll them
Dropfleet Commander uses inches for its
again. The result of the reroll always
unit of measurement. Players will need a
stands even if it is worse than the original.
tape measure or ruler marked in inches to
Rerolled dice may never be rerolled in any
measure distances. Throughout this book
circumstances.
shorthand for measurements is used;
Tokens quotation marks after a number indicate
the inch distance, e.g. 12” would be 12
Dropfleet Commander uses tokens and inches, 30” would 30 inches etc.
markers to track certain actions or events
during a game. Many of these are designed Pre-measuring
to give both players a visual reminder of In Dropfleet Commander it is perfectly
continuing effects and unit placement, fine to pre-measure distances before
but some are for convenience as it is often moving or shooting, or at any time in
easier to use a dice or token next to a between. Any ‘fog of war’ is taken into
miniature than it is to have to keep notes. account in the game rules already and
your captains (or equivalents) have the
Tokens are available for free download in
very best detection and calculation
the Resources section of the webstore:
equipment of a future universe on hand.
www.ttcombat.com This means that players may measure any
distances at any time.
Necessary on the tabletop (i.e. both
players need to be aware):
• ‘Spike’ status markers (can be found on
the base provided)
• Silent running markers (can be found
on the base provided)
• Orbit level markers (can be found on the
base provided)
• Clusters, Sectors and Launch Assets
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Note that while pre-measuring means that Traffic James and Ship
any player may measure any distance at any Placement
time, sportsmanship should be considered An unfortunate reality of moving
and players are encouraged to take each miniatures around on the tabletop
other’s word on measurements. Measuring is that occasionally you’ll end with a
every distance straight after your opponent ‘traffic jam’ where several miniatures
has done just that leads to a very negative need to be in the same place (or close to
gaming experience all round. it) at the same time. This is especially
true of larger ships which can overhang
Miniatures their bases by a considerable distance,
Miniatures are the models you use for but it can happen with the smallest of
playing the game. In Dropfleet miniatures vessels as well. Movement in Dropfleet
means one thing - ships; big ships, little is generally flexible enough that a ship
ships, swarming fighters, kill-hungry almost never has to move to an exact
bombers, torpedoes, drones, space spot so the problems usually arise from
stations, satellites and more. trying to squeeze the last possible inch of
For the purposes of clarity and ease of use, movement or keep a weapon system in arc
all distances in the game are measured to fire.
from the flight stem of each ship or asset The solution is to use a marker to show
unless otherwise stated in specific rules. the exact position of the intersecting ships
until they move far enough apart to place
Friendly and Enemy models in their correct positions again, in
Ships
the meantime they are simply placed as
All ships in your Fleet, as well as those
close as possible. These markers should
belonging to any team mates are friendly
show ship facing, and players should be as
ships, while those belonging to your
precise as possible in their placement to
opponent or opponents are enemy ships.
avoid arguments.
Certain effects and rules will specify either
friendly or enemy ships, though some Note that while not the best way of playing
rules may not specify either, in which in tournaments or competitive play, some
case both friendly and enemy ships can be Players may decide on a different house rule
affected. for this situation. Simply rule that ships
may not move to any position where they
Base Contact cannot be physically placed. This speeds
Occasionally the rules will reference game up the game and reduces the use of tokens.
objects being ‘in contact’ or tell players However, it is not a fool proof option – in
to place tokens or other game elements certain situations this can cause problems
in ‘base contact’ with a miniature’s base due to relative miniature size and placement
as a way of showing that a ship is in close when interacting with order. If it causes
proximity to something. In the case of problems (even in friendly games), revert to
ships with very large or irregular shaped using markers as above.
bases this may not be possible – in such
cases, place the token, ship etc. as close as Groups &
possible to the base, or use a ‘Traffic Jam’
Battlegroups
token as detailed below. Individual ships in Dropfleet Commander
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always belong to a Group. Multiple Groups When a group activates the first ship in it
belong to a Battlegroup. It’s worth noting can be moved freely (subject to the normal
the distinct difference between Groups rules for movement). Each subsequent
and Battlegroups, as it comes up a lot! ship in the group must end its movement
within coherency range of at least one
Battlegroups are assembled together to
other ship in the group.
form your fleet, see Building Your Fleet for
more details. In the event that a ship finds itself outside
coherency range (usually due to the
All ships of the same class in a
group suffering casualties) it must move
Battlegroup automatically form a
to be within coherency range of another
group together.
ship from the group as soon as it has an
For example a UCM Battlegroup could be opportunity to do so.
comprised of six Toulon Class frigates, two
Some Groups have a special open
Berlin Class cruisers and a Madrid Class
coherency (most notably strike carriers
cruiser. It would therefore contain three
and other troop deploying ships). These
groups; one comprising the six Toulons, one
Ships do not have to maintain coherency
comprising two Berlins and one comprising
and are not subject to either Battlegroup
the Madrid.
or Group coherency rules – they are
Ships in groups have to stay fairly close effectively autonomous, though must still
together so they can rapidly share combat obey the rules for orders/special orders as
information over secure links to instantly their battlegroup.
coordinate their actions and hinder
enemy intelligence-gathering. Smaller Battlegroup
ships with more limited communications cohesion
gear and lower signature have to stay The individual groups that make up a
closer together to retain cohesion as a battlegroup are free to split up as much
fighting unit and get the same benefits. as they wish, but they avoid penalties to
What that all means is that ships in the the battlegroup’s overall effectiveness by
same group have to stay close to each staying closer together. When it comes to
other on the tabletop. comparing Strategy Ratings (see Strategy
Ratings for more details), a battlegroup
Ships with a Hull characteristic of 6
temporarily increases its Strategy
or less have a group coherency of 3”.
Rating by +1 for each of its groups
Ships with a Hull characteristic of 7 that is more than 12” away from any
or more have a group coherency of 6”. other group in the same battlegroup.
As with most of the distances in Dropfleet
Commander, coherency is measured from
the centre of one model to the centre of
another, with the centre being the stem of
the flight stand.
Special rules can increase or decrease the
standard coherency distances for groups.
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Special rules can increase or decrease in their fleet.
the standard 12” coherency distance for
Your Admiral may be placed in any ship
battlegroups.
in your fleet with a Tonnage value of M, H
Disagreements or S. If placed in a ship of Tonnage H you
may upgrade your Admiral 1 level for free.
The rules are written to cover as many If placed in a ship of Tonnage S you may
conceivable eventualities as possible, upgrade your Admiral 2 levels for free.
but there will always be occasions where These free upgrades do not allow you to
obscure situations are not addressed. If exceed the maximum level allowed by
the game size (see Building Your Fleet for
Admiral AV Allowed Pts
details).
UCMF Vice 4 C/B 80
Admiral
Famous Admirals
re-reading the relevant rules section does Some Admirals have risen to legendary
not provide an answer to a problem, and status, becoming household names, and
the players cannot agree on how to proceed, are often held in fear, awe or infamy. These
simply have one player roll a dice. On a 1-3 mighty individuals may occasionally be
one interpretation is correct, on a 4-6 it is featured in battles. Famous Admirals
the other. This makes for a fair and impartial may have several special abilities, and
ruling when players can’t agree, and stops may even change the Fleet Roster to suit
further arguments. the unique fighting style for which they
are famous. Before a battle, all players
Admirals must agree to the use of Famous Admirals
before they can be chosen. Rules for
Fleets seldom succeed in battle without a good
these will be available as special online
Admiral. In fluid situations, the actions and
downloads and in future books.
decisions of frontline leaders often separates
victory from defeat. Command Cards
Admirals cost points just like ships, but they Command Cards represent the specific
do not have a Core Stat Sheet. Instead, they actions and decisions made by the
have an Admiral Stat sheet, such as below: Admiral. Each card will state when it
can be played and what its effects are.
CORE RULES
Atmosphere activation phase) may be repeated, or have
steps to follow within them.
Few ships are Atmosphere-capable, and
even Strike Craft or munitions have to Every ship in a player’s fleet is fielded as
be specially configured to operate in part of a Group, which is a part of a larger
Atmosphere without burning up on entry. formation called a Battlegroup. During
However, to conquer a planet the invading the turn, Battlegroups on the tabletop
force must enter Atmosphere in order to activate one after another and the sub
make a landing. group of ships in them take their actions
individually in an order of the controlling
Limitations in player’s choosing. Once all Battlegroups
Atmosphere have been activated play moves to the
Atmosphere may only be entered by
Roundup Phase.
ships with the Atmospheric special
rule. Any other ships are destroyed on Planning phase
entry. Ships in Atmosphere have their 1. Pick Battlegroup Cards: Each player
available Thrust reduced to 2”. Ships picks up their Battlegroup cards and
moving into Atmosphere therefore lose stack them into strategy decks. When
any remaining movement apart from this all players are ready the activation
2”. phase begins. Battlegroups that are
Ships moving out of Atmosphere into unavailable to activate (usually for
Low Orbit must do so at the start of scenario reasons) may not be included
their movement, and follow the rules in the strategy deck this turn
for moving up an Orbital Layer and do not 2. Discard Cards: Each player may now
suffer this penalty. (see Moving between discard any unwanted Command Cards.
Orbital Layers). 3. Draw Cards: Each player may now
draw cards up to the Admiral Value
Game Turn (AV) of their most senior friendly
Sequence Admiral on the table.
A game of Dropfleet Commander is played 4. Cleanup: Any affects that result from
out in a series of turns. The number of special rules or Command Cards are
turns played will vary depending on the addressed now.
scenario being played but four to six turns
for a game is typical. In each turn all of the
ships on the tabletop will get a chance to
move and shoot, known as Activating. The
order that ships activate in is determined
by their Strategy Rating.
A turn is divided up into 3 phases, with
each phase being split up into segments.
Some segments (like those in the
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• A Minor energy spike increases the Attack dice from a single weapon system
ship’s Signature characteristic by may not be split over multiple ships. You
6”. may repeat this for all weapon systems the
• A Major energy spike increases the ship(s) are allowed to fire.
ship’s Signature characteristic by When rolling for several weapon systems
12”. with different characteristics at once it
A ship can only be affected by one Spike at can be helpful to use different coloured
a time. If a ship already has a Minor Spike dice to represent the different weapon
and it gets a second one, it turns it into a systems instead of rolling each one
Major Spike. If a ship already has a Major separately.
Spike token it is lit up like a proverbial
Some weapon systems roll a random
Christmas tree and doesn’t receive any
number of Attack Dice (i.e. D6 or D3) that
further spikes until the Major Spike has
is determined each time they shoot. Roll
been removed or reduced to a Minor
to see how many Attack Dice the weapon
Spike.
system generates before allocating them
Signature increases gained through to available targets.
Spikes only last as long as the Spike is
An active Group will usually contain
present on the ship.
multiple ships with weapon systems to
For example; A ship with a Signature of 6” fire. All of a Group’s Attack Dice must
gains a Minor Spike. Its Signature will count be allocated between the available
as 12” until the Spike is removed. If the ship targets before any rolls to hit are
gains another Minor Spike it becomes a Major made. This helps to speed up game
Spike and the ship counts as Signature 18” play and prevents the firing player from
until the Spike is removed. When the Spike excessively optimising their shooting in
is removed, the ship returns to having a an unrealistic fashion.
Signature of 6”.
Close Action weapons
Use the status wheel on a ship’s base to Close Action weapon systems have a short
track its energy spikes, turning the wheel effective range but they are fast firing and
as appropriate when spikes are gained require small amounts of energy to use.
or lost. Players may use a marker to
represent these if they wish. Close Action weapon systems can always
be fired in addition to any other weapon
2. Allocate attack systems permitted by a ship’s orders. If a
dice ship may not fire weapon systems it may
not fire its close action weapon systems
The Attack number on a weapon profile is
either.
the number of Attack Dice that are rolled
when that weapon is used. 3. Roll to hit
Each firing ship selects a weapon system Roll allocated Attack Dice and compare
and a target in both weapon range and the results to the weapon’s Lock
weapon arc. The target is then allocated characteristic (after applying any
all of that weapon systems Attack Dice. modifiers). Any dice that have rolled at
least that number have scored a hit. Any
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dice that have rolled under that number etc. Targeting and effectively damaging
have failed to hit. ships or cities in Atmosphere is roughly
analogous to hitting an object at the
Remember, rolls of a 1 after modifiers
bottom of a slime filled pond.
always miss and rolls of 6 after modifiers
always hit. Unless a weapon system is
specifically designed to attack
You can group identical weapons firing at
such enemies, any weapon system
the same target and roll them together ro
firing from Atmosphere or at a ship
help speed up game play.
in Atmosphere has its lock value
Critical Hits changed to 6+ regardless of any
Any Attack Dice which scores two other modifiers. In addition to this,
or more higher than the weapon detection range is limited to the
system’s Lock number is considered firer’s Scan value. Signature and energy
to have scored a ‘critical hit’. The Hull spikes are ignored.
damage caused by that Attack Dice Close Action weapons may not fire
ignores the target’s Armour saving into Atmosphere.
throw altogether.
Close Action weapons may not be fired
Passive Countermeasures can still attempt while in Atmosphere unless otherwise
to save against critical hits using their stated by a ship or weapon special rule.
additional Armour value (see below for
more details). Certain rules such as Bombardment and Air-
to-Air override the penalties for shooting
For example, if a weapon system has a Lock through orbital layers; these are covered in
roll of 4+ any Attack Dice that roll 6 will the special rules section or in individual ship
ignore the target’s Armour saving throw and entries.
be applied directly to the target’s Hull. A
weapon system with a Lock roll of 3+ would Bombardment
ignore Armour saves on rolls of 5 or 6 and so Sometimes a ship’s best course of action
on. is to destroy the very planet it is fighting
over. Ships may target Sectors just like any
Shooting between other target, but the following rules apply.
Orbital Layers
See the Ground Combat section for more
A ship firing from one Orbital Layer to details on Sectors and Clusters.
another suffers a +1 penalty to its weapon’s
Lock value (i.e. 4+ Lock becomes 5+). Sectors can only be targeted by ships
in Low Orbit and follow the normal rules
Shooting into & for being in Atmosphere.
out of Atmosphere
The difficulty of shooting between Orbital If a Sector receives any damage it takes
Layers is compounded when shooting saving throws against it just like a ship.
through Atmosphere, where firing Critical hits ignore the saving throw as
anything from a laser to a mass driver usual, however as most weapons will have
becomes highly inaccurate as energy a Lock value of 6+ for targeting something
bleeds off and is lost, plasma disperses
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Countermeasure save of 4+). Passive the player to choice to deploy them or not
countermeasures are highly effective (as they will often have negative tactics
because they give a ship protection against effects as well).
critical hits which would otherwise punch
Players must choose to raise shields at
through armour completely.
the same time that special orders are
The downside to passive countermeasures chosen for a Battlegroup. Each ship can
is that they often increase a ship’s opt to use Passive Countermeasures or
Signature and may prevent it using its not, and if used they will remain operative
Point Defence while they’re operational until the ship’s next activation in the
– any negatives are covered in the ship’s following turn. Mark ships using Passive
specific information, or in faction specific Countermeasures with tokens. Keep in
rules (e.g. for the Shaltari) mind that raising shields will often have
negative tactical effects as well as the
When a ship has more than one
positives of Passive Countermeasures.
saving throw, players choose the best
applicable save and compare their roll Point Defence (PD)
to this. Ships usually have their Point Defence
e.g. A ship has a 3+/4+ save. It receives as another line of defence to specifically
five hits – three are normal hits, and the protect them against damage inflicted
remaining two are critical hits. The ship’s by Launch Assets and Close Action
owner rolls three dice needing 3+ for the weapon systems.
normal hits, as this is their best save. They When a ship is inflicted damage by one
cannot take normal saves against the critical of the above sources, roll a number of
hits, but may take Passive Countermeasure D6 equal to the ship’s PD characteristic
saves, so they roll the remaining two save (after any modifiers). Any dice that rolls
needing 4+, as this is the best save they can at least a 5 is a success. Each success
take against these hits. reduces the amount of Hull damage the
Shields up! ship is inflicted with by 1. Armour saves
may then be taken against the remaining
Passive Countermeasures work in a variety
Hull damage.
of different ways for different races. Some are
all encompassing energy bubbles that offer Critical hits can be stopped by Point
staunch defence against all attacks, while Defence but each point of critical hit
others are only in use to protect certain key damage blocked takes two Point Defence
areas of a ship, making them less effective successes instead of one.
overall.
For example; A cruiser with a PD
Some (usually the less powerful) Passive characteristic of 6 is attacked and suffers
Countermeasures may be constantly in four normal points of Hull damage and two
use, whereas very strong versions require points of critical Hull damage from Close
Action weapon systems. Rolling six dice
for Point Defence it gets 1, 2, 3, 4, 5, 6. – two
successes. The ship’s Point Defence can stop
two points of ordinary Hull damage or one of
the points of critical Hull damage.
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Orbital Decay
Several Crippling Damage results may
also affect a ship with an Orbital Decay
Crippling Damage effect.
Orbital Decay may be repaired even if the
Crippling Damage effect that inflicted it
cannot.
A ship affected with Orbital Decay moves
down one Orbital Layer in the Orbital
Decay step of the Roundup Phase.
Any ship that does not have the
Atmospheric Rule that moves into
atmosphere because of Orbital Decay
is Destroyed – remove it from play
without rolling on the Catastrophic
damage table.
Catastrophic Damage Table
D6 Result to all ships in explosion range
roll
1-2 Burn Up: No additional effect.
3 Blazing Wreck: Gain a Minor Spike. If using Silent Running special orders, Signature is
returned to normal instead.
4 Shredded: Suffer 1 point of Hull damage. Armour and Passive Countermeasures may be
used as normal.
5 Explosion: Suffer 2 points of Hull damage. Armour and Passive Countermeasures may be
used as normal.
6 Radiation Burst: Suffer 2 points of Hull damage. Armour and Passive Countermeasures
may not be used.
7+ Distortion Bubble: Suffer D6 points of Hull damage (roll for each ship individually).
Armour and Passive Countermeasures may not be used.
D6 Dreadnought Catastrophic Damage Table
roll
2 Fiery Descent: Any sector within 8” of the ship suffers D6 Hull Points of damage. Tokens
in these Sectors are destroyed on a roll of 2+ (roll separately for each).
3 Immolation: All ships within 8” gain a Major Spike and D3 Fires (see Crippling Damage).
4 Superstructure Failure: All ships within 12” take 2D6 damage on a roll of 5+ (roll
separately for each). Armour and Passive saves may be made as normal.
5 Magazine Detonation: All ships within 12” take 2 damage. Armour and Passive saves
may be made as normal.
Space-Time Rent: All ships with 6 or more starting Hull within 8” take 3+D3 damage.
7+ Armour and Passive saves may be made as normal. All ships with 5 or less starting Hull within 8”
are removed from play with no Catastrophic Damage rolls.
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launch ability.
Launch Assets • Launch: How many tokens the carrier can
Ships may carry smaller subordinate launch in one turn.
craft on board in the form of strike craft • Special: Any special rules the Launch Asset
like Dropships, Fighters and Bombers or has.
munitions – ship-killing Torpedoes and
similar systems. Collectively these are Launch Asset
called Launch Assets in Dropfleet and Characteristics
they all operate using the same game Launch Assets often work similarly to a
rules. Launch Assets are represented weapon profile, although some have their
by tokens on the tabletop – either flat own unique rules. Some examples are
counters or bases with teeny tiny models shown below.
on them.
• Thrust: The maximum distance it can
An individual Launch Asset token
represents a flight of Fighters/Bombers or Type Thrust Lock Attack Damage
that Dropships and Bulk Landers do not Type Thrust Point Defence Bonus
have tokens as they resolve instantly and UCM
20” +3
do not spend any time on the table. Fighter
UCM
In the rules that follow all models that Dropship
3” -
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Once the Fighter marker has taken effect it but in this case they make a coordinated
returns to its carrier and is removed from attack and roll all 12 attacks at once. The
play. Any Fighters which have not taken enemy ship’s Point Defence will only roll
effect by the following Roundup Phase are once against the massed attack instead of
removed as they are forced to fly back and separately against each Bomber.
refuel.
Fire Ships
For example: 4 UCM Fighters are launched Fire Ships are a unique type of bomber.
to protect a friendly target. The target gains They follow all the same rules, but are
+12 PD and the Fighters stay with it until the resolved separately. They also coordinate
owning player chooses to use the Fighters their attack.
to supplement its Point Defence against an
attack from Launch Assets or Close Action Dropships
weapons. The owning player can choose Dropships are transporters used for rapidly
to add some, all or none of the escorting deploying armoured forces down to a planet’s
Fighter markers to its defence when attacked, surface. They are agile, well armoured and
gaining +3PD for each. armed for their size to weather the storm of
Enemy Ships: Remove one enemy Fighter defensive fire they invariably attract.
token from this ship (they keep each other Carriers assigning Dropships
occupied in dogfighting!) This may only be to Sectors may only do so from
done when resolving launch asset effects Atmosphere.
(during the roundup phase) just before
Carriers assigning Dropships to Space
Bombers take effect.
Stations may only do so from Low
Bombers Orbit.
Bombers are Strike Craft that carry serious Dropships may be assigned to target
ship-killing weaponry, typically deploying a Sectors or Space Stations within their
mixture of stand-off missiles and one-shot, Thrust.
high-intensity energy weapons.
When they do, they deliver one Armour
Bombers make an attack with their or Infantry token to the Sector or Space
profile when arriving at an enemy Station.
ship.
Bulk lander
When Bombers from multiple sources
Bulk landers are large, lightly armoured
attack the same target they coordinate
landing craft used by troopships to deploy
their run to overwhelm its Point Defence.
large numbers of ground troops or anti-ship
Roll all of the Bomber’s attacks together
weapon emplacements. Bulk Landers are
when they take effect and treat it as a
considerably slower and more vulnerable
single attack versus the target’s Point
than Dropships, as they are not designed for
Defence so the defender only rolls for
1st wave assaults on entrenched positions,
PD once for the ship instead of against
but rather as occupying or reinforcing troops
each token’s attack separately.
once a beachhead is secured.
For example: 6 Bomber tokens launched from
2 carriers attack an enemy ship together.
Each Bomber makes 2 attacks normally,
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Manoeuvre
A ship which activates when it has
enemy Launch Assets assigned to it can
use hard manoeuvring to try and ‘shake
off’ the enemy Launch Assets and spoil
their attack run. If the ship uses Course
Change or Max Thrust special orders
roll a D6 for each enemy Launch Asset
targeting the ship. On a roll of 5 or more,
the Launch Asset is shaken off and
removed. On a roll of 4 or less, the Launch
Asset doggedly pursues and takes effect
at the end of the target’s activation as
normal.
Outmanoeuvring
Torpedoes
Torpedoes are relentless in their pursuit
of a target and not so easy to shake off.
Only remove a Torpedo marker if a 6 is
rolled, on a 5 the Torpedo does not attack
this turn but instead remains assigned to
that ship, ready to attack again after the
target’s next activation. On a roll of 4 or
less, the Torpedo attacks at the end of the
activation as normal.
Bombers Fighters
Type Thrust Lock Attack Damage Special Type Thrust PD Bonus
UCM 12” 3+ 2 1 - UCM 20” +3
Scourge 15” 3+ 2 1 Scald Scourge 24” +3
PHR 12” 2+ 2 1 - PHR 20” +4
Shaltari 15” 3+ 2 1 - Shaltari 24” +4
Resistance 12” 4+ 3 1 - Resistance 20” +5
Resistance May not Dropships/Bulk Landers
6” 2+ 1 3 Double
Fire Ship Thrust
Type Thrust
Torpedoes
UCM 3”/6”
Type Thrust Lock Attack Damage Special
Scourge 3”/6”
UCM Light 14” 2+ 4 1 -
PHR 3”/6”
UCM 9” 2+ 4 2 -
Shaltari 3”/6”
UCM Heavy 9” 2+ 4 4 -
Resistance 3”/6”
Scourge 9” 3+ 3 2 Corruptor
PHR 9” 2+ 4 2 -
Shaltari 12 3+ 3 2 Flash
Resistance 12” 2+ 6 1 -
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Max 3 Max 3
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cost for Clashes and Battles, and 50% for Strategy Rating
skirmishes. This does not include the
points cost of your Admiral. Once you have built your fleet, you will
need to determine your Strategy Rating
Launch Capacity for each Battlegroup in your fleet. To
Fighters, Bombers and Torpedoes are determine the Strategy Rating of each
expensive resources and as such fleets Battlegroup simply total up the Tonnage
only have a limited supply of them. This is Value of each ship in the Battlegroup
represented in game by a Launch Capacity using the table below.
Cap and you may not have more total
Launch Capacity for Fighters, Bombers Tonnage Tonnage Value
and Torpedoes in your fleet than shown in Light 1
the Fleet Roster above. Light 2 (L2) 2
Medium 5
Heavy 10
Super Heavy 15
Super Heavy 2 (S2) 30
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Scenarios
• Approach Type: Each scenario will
Preparing For define where and how each fleet may
Battle deploy on the battlefield.
After choosing a game size and preparing • Number of Turns: Games are played
your fleet, you must choose a scenario. In out as a number of turns. Each scenario
war, the simple destruction of the enemy will state how many of these there will
is often not the main goal of a particular be before the game ends.
tactical operation. Perhaps critical • Victory Conditions: Each Scenario
geosynchronous orbits must be captured will state what each player must
to support ground invasions, enemy held do to secure victory. This will vary
cities might need to be razed from orbit enormously between scenarios and
etc. In futuristic warfare, many of these will strongly dictate how the battle is
objectives are time critical, necessitating played.
rapid deployment, insertion and support Approach Type
for your ground forces. A selection of
scenarios are provided in this book, and At the beginning of an engagement fleets
many more will appear in the future. approach the Battlefield in different ways.
Every Scenario will outline the following Which of these will be used will depend
to define the rules of the game: on the scenario.
• Battlefield Layout: An outline of the • Directly Deployed: Directly Deployed
scenery and battlefield required. This will Battlegroups begin the game on the
usually be quite loose, allowing you to table and within 6” of a friendly board
play the same scenario in wildly different edge. Some special Scenarios may
conditions. However, some will require define an additional Deployment Zone
specific features such as space stations. where ships may be placed.
• Number of players: Some scenarios • Battleline: All Battlegroups begin the
will only work with two sides and will game off the table but can be activated
require an even number of players in the same way as a Battlegroup
(when there is a clear attacking side and already on the table.
defending side for example). Others • Column: The fleet is approaching the
will allow any number of players, battlefield in a drawn out formation and
sometimes all vying against each other. will not all arrive at once. All Battlegroups
• Fleet Roster: In most scenarios, begin the game off the table. On turn 1,
this section will simply state that the two Battlegroups of your choice must be
Standard Fleet Roster should be used. activated and move on. On turn 2, two
However, certain special scenarios will more Battlegroups must be activated
dictate more unconventional fleets, and move on. On turn 3, all remaining
and will be accompanied by a special Battlegroups must be activated and move
Fleet Roster chart which may replace on.
the standard one or be permitted as an
alternative.
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Military 4 3+ 1 Defence
Weapons
range with the following profile. Range is
Orbital Orbital
Defence 6 3+ 1 Gun measured from the centre of the Cluster
Power Plant 6 4+ 4 Volatile and all Clusters count as having a Scan of 6”.
Comms
Station 4 5+ 1 Scanner
Uplink
Volatile
Cluster (of Destruction of this power plant will result
Moon (LSO)
Sectors)
in a catastrophic meltdown! If this Sector
Clusters for Clash
and Battle sized is destroyed, all other Sectors in the Cluster
games
take 4 damage (saves may be taken against
Space Station this damage as normal).
Space Station for
Clash and Battle
sizes games
Scanner Uplink
This is the nexus for a network of orbiting
controls that Cluster. and ground based scanners. All ships
and other assets controlled by the holder
Sector Special gain +3” to their Scan Value. This effect is
Rules cumulative if you control multiple Sectors
Some Sectors have special rules which with this rule.
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Name Scan Sig Thrust Hull A PD G T Special
Small Space 6” 4” 0” 8 3+ 5 - - -
Station
Medium Space 6” 6” 0” 12 3+ 8 - - -
Station
Large Space 6” 8” 0” 16 3+ 12 - - -
Station
Placing Scenery
Each Scenario will define exactly where
scoring scenery should be placed. In
addition, most Scenarios will define a
rough amount of additional scenery
(Debris Fields, Planetary Rings etc) that
you should use.
Sometimes, the placement of these will
be defined precisely. At other times, the
Scenario will require Debris Fields to be
‘evenly spaced’. When the Scenario asks
for this, you should stick to the following
guidelines:
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Special Rules
Ship Special Rules Beast
Some technologies integrate their crews so
Ablative Armour closely with their ship control systems that the
Early human-built ships used large blocks and vessels behave more like living creatures than
plates cast out of ceramic composites. These machines.
had excellent defensive qualities but were found
to degrade rapidly in effectivess during heavy When this ship suffers a Crippling Damage
combat. result, it gains a -1 bonus to its weapon
systems’ Lock characteristics.
A ship with Ablative Armour increases its
Armour by 2 points (e.g. 5+ Armour becomes Detector
3+ Armour) until it is Crippled. At that point
Detector ships may always use Active Scan
this bonus is lost for the rest of the game.
special orders even if their battlegroup has
Aegis (X) chosen a different special order for
Aegis ships are typically equipped with the turn. Every Detector ship in a Group
sensors and weaponry that permit a blindingly may Active Scan, not just one - choose all
fast response time against Strike Craft and Detector ships you wish to Active Scan
munitions. They are normally deployed as scouts simultaneously.
or to help protect other ships in battle. Dreadnought
Ships with the Aegis special rule add a bonus A Battlegroup containing a Dreadnought
to the Point Defence value of any friendly may not contain any other ships. A
ships within 4” of them equal to the number Dreadnought has a tonnage of 30 (hench the
shown in brackets. In order to be affected, S2 in the profile). A Battlegroup containing
ships must be on the same Orbital Layer as a Dreadnought may exceed the normally
the Aegis ship, additionally the bonus also allowed 33% of your fleet’s points cost.
applies to the Aegis ship itself. If taken, your Admiral must be mounted in
For example: A ship with the Aegis (5) special a Dreadnought.
rule is within 4” of a friendly ship with a PD Standard Orders and Special Orders that
characteristic of 4. As long as they remain within allow a Dreadnought to fire one weapon
4” the friendly ship counts as having a PD of 9. system allow it to fire up to two weapon
Atmospheric systems instead.
Only ships with the Atmospheric special Dreadnoughts use special Crippling Damage
rule are capable of entering the Atmospheric and Catastrophic Damage tables, shown in
layers during Orbital Combat. the damage section. In addition, roll on the
Crippling Damage table when the ship is
reduced to 18 Hull or less and 10 Hull or less
instead of the usual 50% of original hull.
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Full-Cloak Outlier
A ship with the Full Cloak special rule Ships with this rule may ignore
can never receive an energy spike for any Battlegroup (but not Group) coherency
reason, until it is Crippled. rules, and the Battlegroup will suffer
no negative modifiers to their Strategy
Launch Rating while ships with this rule are out of
Ships with the Launch special rule are Battlegroup coherency.
capable of carrying and using Launch
Assets. Launch capable ships will have Partial Cloak
their launch capacity noted in their A ship with the Partial Cloak special rule
descriptions along with the standard type can only ever receive a Minor Spike, it may
load carried (i.e. Fighters, Bombers or never be increased to a Major Spike. If a
Torpedoes as appropriate). rule or weapon would cause this ship to
gain Major Spike, it instead gains a Minor
Monitor Spike (or nothing at all if it already has
These ships feature undersized and a Minor Spike). This rule ceases to work
underpowered drives, but are configured when the ship is Crippled.
specifically for the orbital defence role.
Rare
Monitors may not usre Course Change or Rare ships are simply not available in large
Max Thrust special orders. Weapons fired numbers due to their specialised nature or
by Monitords suffer no Lock penalty for high demand.
firing between Low and High Orbit.
You may only take a maximum of one of
Open each Rare Group in a Skirmish sized game,
Some ships are designed to operate alone two in a Clash and three in a Battle.
and away from other members of their
Battlegroup. Reinforced Armour
Some ships have unbelievably dense armour
Ships with the Open rule do not need to
sometimes mated with hull shapes perfectly
maintain coherency with other members
designed to deflect attacks.
of their Group or Battlegroup and the
Battlegroup will suffer no negative A ship with Reinforced-Armour only
modifiers to their strategy rating while suffers Critical Hits from attack dice that
ships with this rule are out of coherency. score three more above their Lock number
instead of two.
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The damage value of a Distortion weapon When a ship uses the Weapons Free order,
system is equal to the number of hits the Fusillade weapon systems add the X value
weapon system inflicts during the attack to their Attack value to determine the
(before rolling any saving throws are number of shots the weapon system can
rolled). make this turn.
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Particle Scald
Particle weapon systems are so devastating Scald weapon systems are ones that can
at the point of impact that physical armour pummel their targets whether with rapid
and energy shields offer no defence against fire bolts of superheated plasma or payloads
them. of highly corrosive acid. They can literally
melt their way through armour and internal
Weapon systems with this rule always
components when fired at close range.
inflict Critical Hits if the Lock value of
their attack is met and passive saves may Armour against Hull damage from scald
not be taken against them. weapons suffers a +1 penalty when the
firing ship is within Scan range of the
Re-Entry target.
Re-Entry weapons are capable of firing
For example: A ship armed with Scald
from Low Orbit into Atmosphere without
weapons hits a target that is within Scan
any penalties to Lock for Atmosphere or
range. The target’s Armour is usually 3+ so
crossing Orbital Layers.
against this attack it becomes 4+ instead.
Unless otherwise stated, Re-Entry
weapons use Scan + Signature for their
Squadron-X
range. If a Group has assigned X or more
weapons with Squadron to the same
Re-Entry weapons may not target Clusters target, add a further D6 shots to the attack
or Sectors, although may shoot other dice pool of those weapons. These shots
targets outside of Atmosphere, following are added to the attacks of one of the ships
all the normal rules. when rolling to hit (attacker’s choice),
resolved with the same modifiers as that
ship’s.
Subsystem Network
Whenever a ship with this rule fires a
weapon, it may also fire an additional
weapon of the same type if it has one.
That weapon still cannot fire twice during
one turn (for example if it has the Linked
special rule).
Weapons with Low Power and Subsystem
Network may still use this rule even if
firing on Low Power. Weapons that have
been Overcharged cannot use Subsytem
Network.
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Voidgates can also be used to relocate Any number of Ground Asset tokens may
Ground Assets once deployed. During be picked up by a single Voidgate, but only
the Ground Combat step of the Roundup one may be dropped per Voidgate per turn
Phase you may use nearby Voidgates to using this rule. Tokens picked up but not
enhance the movement abilities of you dropped in this manner are automatically
existing ground forces. destroyed.
Ground Asset tokens in Sectors within Tokens moved in this manner count as
3” of a Voidgate in Atmosphere or Space not being present in their new Sector for
Stations in Low Orbit may be moved the remainder of the turn (and therefore
to another Sector within 3” of another may not contribute to scoring that turn).
Voidgate in Atmosphere or another Space
Station within 3” of another Voidgate in Resistance Special
Low Orbit anywhere else on the table. Rules
If the token is being moved to a Sector Elite Bridge Crew
within a Cluster containing an enemy A Resistance Fleet ship may remove a
Defence Battery, that token is destroyed on Major Spike when on Standard Orders.
a roll of 6+.
In addition, when drawing Command
Ground Assets may not be deployed Cards, Resistance players always draw 1
through any Voidgate which has used additional card, and then discard 1 card of
the Max Thrust Special Order that turn their choice from their hand.
although that Voidgate may still be part of
a chain.
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