This
Campaign follows the actions of your own space squadron over a series of games,
in between which different Craft may be designed in order to defeat the enemy
strategies. Players are limited to a maximum of 16 Craft, 100 M€ (cost),
with a 3 Design Limit.
IMPORTANT: No die roll may be improved
to better than a five out of six (i.e. 2+ maximum).
CAMPAIGN SEQUENCE |
|
At campaign start only |
Design
up to 3 Craft using Modules list. |
Each game |
Each
side randomly selects one Technology Card. |
|
Choose
numbers of Vessels up to 100 M€ from your Designs. If a crew have Medals
you must keep track of which Craft they are on. |
|
Deploy
units as hidden markers on tabletop. |
|
Play
game until one player wiped out or gives up. |
After
each game |
Award
Medals. |
|
Option
to create a new design but if so must scrap an old one. |
Craft are of two types:
·
Fighters - Small Craft carried into action by larger vessels. If
using Fighters remember you must have at least one Vessel with a Shuttle Bay to
carry them.
·
Vessels - Larger Craft.
You
may never have more than 3 Designs. Between games you may scrap one Design and
replace it with a new one!
Deployment.
Each side starts with their Craft as markers that are only revealed when the enemy moves to within scouting distance of them.
See Scenarios.
DESIGNING
CRAFT
Craft are made up from the following modules:
MODULES |
Craft |
Notes |
Armour |
(Both) |
Redundant
systems and modern alloys can reduce effects of Hits. |
Electronics |
(Both) |
Enemy
Missile batteries throw to hit one worse on dice. |
Engine |
(Both) |
More
engines equal more speed. Craft must have at least one engine. |
Lasers |
(Both) |
Long
range weapons. Limited arc of fire. |
Missiles |
(Both) |
Close
in systems. May fire in any direction. |
Nuclear
Warhead |
(Both) |
Can
be exploded. |
Expendable
munitions |
(Fighter only) |
One
volley of six shots against a single Craft then mark as “Expended”. May not
shoot again until returning to a Shuttle Bay. Limited arc of fire. |
Self-Repair
|
(Vessel only) |
May
repair a Damaged section of own Vessel. |
Shuttle
Bay |
(Vessel only) |
May
repair damage on Fighters and reload their Expendable Munitions |
Thrusters |
(Vessel only) |
Makes
Vessels more manoeuvrable. |
Tractor |
(Vessel only) |
Captures
Fighters. |
Cost goes up dramatically depending on the size of the Craft. A normal game allows for 100 M€ per player. Large Fighters are cost prohibitive.
COST
(M€) |
|
Vessel |
Fighter |
|
#Modules |
Value M€ |
Value M€ |
oo |
2 |
4 |
8 |
ooo |
3 |
9 |
27 |
oooo |
4 |
16 |
64 |
ooooo |
5 |
25 |
125 |
ooo ooo |
6 |
36 |
216 |
oooo ooo |
7 |
49 |
343 |
oooo oooo |
8 |
64 |
512 |
ooooo oooo |
9 |
81 |
729 |
ooooo ooooo |
10 |
100 |
1,000 |
Turn
Sequence.
Each
side follows the following sequence until one side gives up or all their
vessels are destroyed.
Sequence |
|
|
S1 |
Make
Armour saves |
Convert
hits to Damage. |
S2 |
Results
of Damage |
Throw
to see results of Damage. |
S3 |
Opt
to give up. |
You
are not allowed to “give up” unless you have lost at least 5 Vessels. |
S4 |
Launch
/ retrieve Fighters |
Friendly
Fighters adjacent to Vessel may be returned to Shuttle bay or launched from
it. |
S5 |
Tractor
Beam |
Adjacent
Enemy Fighter trapped next to Vessel may be pulled inside its Shuttle Bay and
Captured! |
S6 |
Explode
Nuclear devices |
Boom!
Carrying Craft is Destroyed. A craft in contact takes 2d6 Hits. All other
craft within 3” take d6 Hits. |
S7 |
Move
Vessels |
Move
Craft. |
S8 |
Ramming |
Attempt
to crash into an enemy Craft (option to explode nukes allowed here). |
S9 |
Shoot |
Put
Hits on enemy Craft. |
S10 |
Repairs |
Fix
your own vessels and Fighters. |
S11 |
Re-arm
Expendables |
Fighters
in Shuttle Bays may reload Expendable munitions modules. |
S12 |
Scouting |
Reveal
enemy counters as ships. |
S1
- Make Armour saves.
Effects of Hits are calculated at the start of the players turn. The target Crafts Armour must be beaten in order for the Hit to Damage a Module:
Protection |
|
Amount of Armour |
To
damage one Module |
None |
Automatic |
1 |
2+ |
2 |
3+ |
3 |
4+ |
4 |
5+ |
5+ |
6+ |
S2
- Results of Damage:
Damage
is randomly allocated against surviving Modules. Damaged Modules become useless
unless repaired. Modules with
expended munitions, empty shuttle bays, etc., are still Modules for this.
Exception: see S9- rear shots.
Destroyed: A Craft with all its
Modules Damaged is considered Destroyed and is removed from play. Any Medals
held by that Craft are lost.
S3
- Opt to give up.
Giving up may allow you to deprive the enemy of a
total victory or save experienced crews (i.e. those with Medals or expecting to
get them!)
You are not allowed to “give up” unless you have lost at
least 5 Vessels or have only one Vessel left. If you only started with one
Craft you may not give up.
Friendly Fighters adjacent to Vessel may be returned to Shuttle bay or launched from it.
Shuttle
Bay:
Fighters in a Bay may not attack or be attacked. If all of a Vessels Shuttle
Bays are Damaged all carried Fighters are Destroyed immediately. Any number of
Fighters can be safely aboard as long as at least one Shuttle Bay remains
undamaged.
Note: See S5 – Tractor Beams and capture.
Note: See S10 – Fighter Repairs.
Tractor Beams work against a Fighter within 3”. Each Tractor module may try to capture a Fighter on a 5,6. A captured Fighter can do nothing at all until the enemy Tractor beam is operating on it and counts as un-powered for targeting purposes.
In the next S4 Launch / Retrieve Fighters phase, an enemy Fighter may be pulled aboard the Vessels Shuttle Bay (if there is one!) and made Prisoner. If you have no Shuttle Bay then you must use the tractor on it again successfully or the Fighter returns to normal.
You
may use Tractors to recover your own damaged fighters!
Prisoner:
After
the game a captured Fighter may be used above the normal 3 Design limit but
only that particular unique Craft. Keep track of it separately. If destroyed
then cannot use again.
S6 - Explode Nuclear device (Nuke)
The
Craft carrying the Nuke is Destroyed completely. Any Craft in contact takes 2d6
Hits. All other craft within a 3” radius take d6 Hits.
S7 - Movement
|
|
Turns |
Vessel |
Engines (E) |
Enables turns before movement Movement is 6” for one Engine. Movement is 12” for two Engines. Movement is 18” for three or more Engines. |
Vessel |
Thrusters (T) |
Enables turns after movement. |
Fighter |
Engines (E) |
Enables turns before and after movement. Movement is 9” for one Engine. Movement is 18” for two or more Engines. |
This
is where one Craft moves into contact with another craft. No Vessel may contact
a Powered enemy Craft.
Both
involved Craft takes one Hit for each Module in size of the rammer’s original
number of Modules.
Instead
of the above, a rammer may instead opt to explode a Nuclear device carried on
board upon contact with the enemy Craft. This in effect uses the Craft as a
missile! Remember you cannot contact a
Powered enemy Craft you cannot explode a Nuke in contact but only adjacent to
it. See S6.
S9
- Shoot.
A shot requires a score as below to become a hit:
SHOTS |
|
|
|
Range |
Un-powered
|
Vessel |
Fighter |
|
|
Powered
|
|
Vessel |
Fighter |
|
Expendables
(x6) |
5,6 |
6 |
6 |
6” |
Lasers |
4,5,6 |
5,6 |
6 |
12” |
Lasers fired by Ace |
3,4,5,6 |
4,5,6 |
5,6 |
12” |
Missiles |
3,4,5,6 |
4,5,6 |
5,6 |
6” |
Missiles v. Electronics |
4,5,6 |
5,6 |
6 |
6” |
Missiles v. 2 or more
Electronics |
5,6, |
6 |
- |
6” |
A
Vessel with at least one operating Thruster or Engine module is powered
else is Un-powered.
Missiles: Missile Batteries can fire
in any direction due to their intelligent guidance systems. As noted in the
chart, a target Vessel with one or more Electronics Module is harder to
hit.
Lasers
and Expendables have arcs of fire to be the front 90° to the front (i.e. 45° each side of straight ahead. Vessels may be
rearranged to fire their weapons into another 90° arc but this must be
specified in its Design.
S10 - Repairs.
Vessel Repairs: For each Self Repair Module operating throw a die. Each 5,6 allows the repair of one damaged Module on that Vessel. If you have several SR modules throw for them all at once and allocate any fixes as preferred.
Fighter
Repairs:
Each Shuttle Bay module may dice. Each 5,6 fixes a damaged module on a
Fighter being held aboard.
Fighters
in Shuttle Bays may reload Expendable munitions modules.
S12 - Spotting.
·
Each
Craft should be indicted by a face-down counter. Fighters inside a Vessel need
not be placed but which Vessel they are in must be noted.
·
Turn
enemy counters face up if your Craft or counters are within 24” of them during
the Spotting phase.
·
You
may not fire at a face down enemy counter.
Technological
Advances (optional)
Representing superior orders or short-term technological advances, one is randomly selected AFTER designing your Craft. They only influence the next game. Reveal them the first time you want their bonuses. They are best represented written on cards dealt to the players.
Advance |
Effect |
Longer
Scouting distances. |
+6”
on scouting distances. |
Superior
Lasers |
+1
to shots with Lasers. |
Superior
Expendables |
Throws
9 rather than 6 Shots. |
Better
Armour |
Count
as having one extra Armour. |
Better
Missiles |
+1
to shots with missiles. |
EMP
enhanced nukes |
Widens
radius of Nuclear blast to 5”. |
Subterfuge |
Cancel
one enemy card when they play it! |
Traitor |
Enemy
player must reveal the composition of his or her force before deployment! |
Great
Leap Forward |
Play
and randomly select 2 other cards! |
Task
– Corporation |
Destroy
the enemy franchise to gain the Corporation Medal. |
Task
– Saboteur |
Get
one of your craft to contact the enemy Space Station. |
Medals
(optional)
These
are awarded to crews surviving the action. They need not have been the crew who
did the act. Obviously, if you have no Vessels left then there are no crews
left to get Medals!
These rules require a little paperwork, but may be represented with a printed medal stuck to the Craft’s card. A crew awarded Medals may be transferred between Craft before a game as required but which Craft they are on must be specified. They cannot transfer between Craft during the game and are lost if their Craft is destroyed. Medals cannot be damaged like a Module, but often count as them during the game!
MEDALS
|
During
the game your squadron: |
Bonus |
Ace |
Destroys
five or more enemy Craft. |
Better
when firing Lasers. |
Valour |
Destroys every enemy Craft! |
Wingman! |
Star |
Destroys
a Craft of the largest enemy Design. |
Count
as having extra Armour. |
Corporation |
Achieve
the Corporation Task. |
Count
as having extra Armour. |
Saboteur |
Achieve
the Saboteur Task. |
Counts
as an extra Self-Repair. |
Tek |
Capture
an enemy Fighter. |
Counts
as an extra Electronics. |
Bravery |
Forcing
the enemy to give up while they have Craft remaining! |
Just for show! |
For example, an enemy squadron flees after losing 6 craft, including their largest vessel (their flagship). You will have one Ace, One Star and one Bravery Medal to parcel out to your squadron.
Wingman - As long as a surviving
Fighter crew has a Valour Medal, and there are at least two Fighters left, all
the Fighters count one extra Armour.
*
Note that accidentally destroying a Franchise when not carrying the
Corporation Technology Card will cause every crew in your squadron to be
stripped of one Medal (of your own choice – start with those Bravery
Medals!)
After an action the Squadron leader (you) allocate any new Medals to surviving crews. An individual crew cannot get two of same Medal.
Civilian
Transport and Space Stations are not military so do not count as a Craft when
calculating for the Medal of Valour or Star medals!
Scenarios.
Suggestion: Design your squadron BEFORE deciding on
the scenario!
Scenario Roll |
PLAY |
|
1 |
Squadron Action |
|
2 |
Squadron Action |
|
3 |
Cultural Terrorists |
|
4 |
Convoy Action |
|
5 |
Machine Wars I |
|
6 |
Machine Wars 2 |
|
Note scenario #6 requires
more than 2 players so does not appear on this chart.
Damaged vessels are repaired between actions. Crews
with Medals need to be kept track of especially where crews are transferred to
new Designs.
Note that a captured crew with Medals may be held and
exchanged for prisoners held by the enemy. This is the norm for military
squadrons. Some evil types do not take prisoners. There is no need to track
prisoners without Medals.
Planets
(or moons or asteroids): are represented by spheres about 3” across. They
have gravity wells that block movement and weapons fire through them. You will
usually have one 6” in from the centre of your table edge.
Space
Station: a type of un-powered Vessel
randomly deployed 6” from the planet on its side nearer the enemy. It begins
with 12 Modules of hotels, gymnasiums, hospitals, restaurants, etc. If
destroyed strip a Medal from each Craft in the defending Squadron (after
adding Medals for this game.) The
shamed squadron leader (you!) must choose the Medals lost.
1.0
Squadron Action.
As their asteroid properties make a close approach, competing forces engage each other. The reasons may be corporate, private or political.
Each player starts on opposite ends of the tables narrower sides, with one planet/ asteroid/ moon 6” in from its centre, and a Space Station randomly deployed 6” from the planet on its side nearer the enemy.
Start
your squadron within 6” of your planet.
2.0
Cultural Terrorists (CT’s).
Squadron leaders (you) are usually blooded in action against CT’s before being allowed more important battles. CT’s are bandit units that raid Corporation assets. You should try a test game against these.
Each player starts on
opposite ends of the tables narrower sides. The defending squadron deploys
within 6” of a planet 6” in from its sides centre. Place a Space Station
randomly deployed 6” from the planet on the side nearer the enemy.
CT’s
arrive on turn one entering from the table-side farthest from the
defenders planet. They have:
·
5
Fighters (Fighter: E+L; value 9)
·
5
Bombers (Fighter: E+EM; value 9)
·
1
Carrier (Vessel: E+E+SB; value 9).
Optional: allow the CT’s to choose 11
craft from among their 3 designs.
You
lose if the local franchise (the Space Station) is destroyed or your squadron
protecting it flees or is destroyed. If your squadron flees then the Space
Station is assumed destroyed. Start your squadron within 6” of your planet.
Defend the Space Station.
3.0
Convoy Escort.
A squadron must guard transport craft through an attack by an enemy squadron. The attackers claim the vessels are carrying contraband; the escorts claim they are innocent civilian doctors, nurses and orphans.
Randomly
decide which squadron (player) is the escort and which is the attacker.
The
convoy craft are:
·
3
Transports (Vessel: E+E+A+A).
The
escorting squadron must get at least two out of three civilian Transports to
exit from within 6” of the centre of the enemy squadrons table edge in order to
win. The attacker wins by destroying all three Transports.
In
addition to any other Medals:
·
If
the Escort wins they may award themselves one Corporation Medal.
·
If
the Attacker wins they may award themselves one Saboteur Medal.
Disaster: If the escorts flee or are
destroyed and at least one of the transports has all its Engines destroyed,
then that transport is captured by the attackers. The escorts must strip a Medal from each of their Craft involved
in the action.
Note: the Corporation and Saboteur task cards will be irrelevant in this scenario. The Transports do not count against the squadrons 3 Design limit or towards the squadron’s value.
4.0 Machine Wars.
Several types of enemies encountered have used vessels without human crews. Entire squadrons of these are often met, sent by Corporations who want no one questioning their orders. Only more experiences squadron leaders are sent against them. Squadrons of UCSV (Unmanned Combat Space Vehicles) often protect sensitive corporation establishments.
This can be a variant of
the other scenarios but:
·
Obey all the usual
force limits but allow them 120 M€ to choose from. Machine forces
are mass produced and mindless. They have no need of crew quarters so more can
be put into weapons.
·
Machine forces never
receive Medals.
· If all a machine squadrons Vessels are Destroyed, all its Fighters are immediately removed. The Fighters require the command and control elements only available from large Vessels, so self-destruct to prevent capture. Any carrying Nukes explode them.
5.0 Machine Wars II.
A Vessel of indeterminate type encroaches your space-ways. No corporation admits to its construction. It must be destroyed. It has been encountered before and is apparently of machine intelligence, constantly repairing any damage to itself.
·
Engines x 2
·
Self-Repair x 4
·
Armour x 2
·
Lasers x 2
·
Thrusters
·
Tractor
Each player starts on opposite ends of the table’s narrower sides, the squadron with one planet/ asteroid/ moon 6” in from its centre, the machine from the opposite table edge. Human Craft may start as markers that are only revealed when the enemy moves to within scouting distance of them.
Start your squadron within
6” of your planet. Defend the Space Station and destroy or drive off the
invader.
6.0
Wall of Battle – fleet actions.
Alliances
even within the one planet are often fragile at best. Sometimes several forces
gather and major actions occur. You may be allied with a player one game and a
bitter enemy the next.
Several
squadrons may take part in a huge fleet action, each represented by a player.
This allows four or six player games with equal numbers of squadrons on each
side. Each player is limited by his or her usual design limits and values.
After designing Vessels, randomly dice to see whose on which side!
You
may not target friendly allied Craft, and can only explode a nuke within blast
radius of an enemy Craft, but if accidentally the nuke happens to blow up a
crack allied Craft, what a shame!
Each
individual player (squadron) can give up after suffering 5 lost Craft or being
reduced to one Craft. If giving up immediately remove all his or her surviving
Craft (they will have fled or scuttled their Craft). Giving up might
reduce the enemy’s gaining of Medals!
Order
of play – Randomly decide he order of play for the entire game at the start.
Optionally decide it at the start of each complete turn using Squadron Cards!
Medals: The Medal of Valour goes to those destroying “every
enemy craft”. In fleet actions it is awarded for destroying every enemy craft
of a single squadron. Likewise the Star Medal is given for destroying “the
largest Craft” in each enemy squadron. So it is possible for a single squadron
to gain more than one of a particular Medal.
Notes
/ Extras / Options:
·
Incompetent
players should be allowed 120 M€ and experts only 90 M€ in their games.
·
It is a good idea to give up rather than fight on from a losing
position. This might prevent the enemy chalking up more kills!
·
It’s logical to Design a Craft for a specific heroic crew, in order to
make best use of their abilities (Medals). Likewise concentrating on killing
good enemy crews is commonplace.
·
The McKing Sushi Hut® is a franchised operation running space hotels,
restaurants, zero-g sports facilities, etc. They are a common target for
Cultural Terrorists and, occasionally, for people wanting to take over the
franchise for that area. These bribe senior commanders who give squadron
leaders (like you) orders to remove that facility.
o Note that accidentally destroying
any Franchise (friendly or enemy) when not carrying the Corporation Technology
Card will cause every crew in your Fleet to be stripped of a randomly
chosen Medal…
·
Add to S9 - Rear shots (Optional): When firing Lasers or
Missiles from the rear 90° of an enemy, the firer may
specify that any Hits be against Engines rather than throwing randomly for the
damaged area.