The Preparation Phase
Each player writes down their turn order, careful not to reveal it to their opponent, you will repeat this at the start of each turn.
Players then take turns placing ships, with the Empire going first on the board edge closest. The opponent places their fleet on the opposite edge, at most 3 inches from base to board end.
The players then tally their own fleet costs, the lower cost going first. If equal, each roll a dice and the higher one goes first.
Play any preparation phase cards.
Players then take turns placing ships, with the Empire going first on the board edge closest. The opponent places their fleet on the opposite edge, at most 3 inches from base to board end.
The players then tally their own fleet costs, the lower cost going first. If equal, each roll a dice and the higher one goes first.
Play any preparation phase cards.
The Movement Phase
The starting player(lower point value or higher roll) will now move their first chosen battle group.
Ship's mobility statistics are specified on their prospective card page.
The player will then complete that specific ship's entire turn before passing the turn to the next player.
Turning 33 degrees or less cost 1 in of move, 33-66 costs 2, 66-100 costs 3, 100-180 costs 4
All Power to the Engines!-any ship may, at the start of the movement phase, declare a charge. A charge allows the ship to move an *extra* 2 d6 in movement, but may not use far or medium batteries that turn, meaning that a ship with, for example, a +2d6 bonus for short range may only fire at short range and only using those two bonus die.
Play any cards designated movement phase.
Ship's mobility statistics are specified on their prospective card page.
The player will then complete that specific ship's entire turn before passing the turn to the next player.
Turning 33 degrees or less cost 1 in of move, 33-66 costs 2, 66-100 costs 3, 100-180 costs 4
All Power to the Engines!-any ship may, at the start of the movement phase, declare a charge. A charge allows the ship to move an *extra* 2 d6 in movement, but may not use far or medium batteries that turn, meaning that a ship with, for example, a +2d6 bonus for short range may only fire at short range and only using those two bonus die.
Play any cards designated movement phase.
The Fire Phase
The player is now given the choice to fire upon enemies in range. Combat occurs by rolling the number of dice that corresponds to both ship and range, closer usually indicating additional available batteries and as such additional dice. If the player rolls higher than their firing ship's accuracy(1-2 is a miss, 3-6 is a hit) on any number of dice, that number of dice is rolled again to measure up against the target's shields. The firing ship chooses the region they would like to damage, as long as it is in range, and if multiple of their firing groups are in range can use however many can fire. A ship cannot fire over itself. If two batteries are firing, they can target two different regions, but one battery cannot split its firepower. Damage is dealt by a d6 rolled and then divided by 2, rounding down(or by use of 3 sided die). Once any number of dice has both hit and damaged beyond the shield value, those shields are down and must be repaired and the hull takes any additional damage. Damage to the hull cannot be rerouted like shield damage can. Damage on shields lingers but can be repaired and regenerates one at the end of each players final action phase of the turn order, unless the shields have been entirely depleted, but hull damage cannot.
*Rerouting: Large Ships will have 4 shield regions and any damage to the shields may be rerouted elsewhere. For instance, if the Mark II were to fire a volley to the head of a frigate, the frigate may then divide that damage amongst other shields, unless the total damage is greater than that of the shield value of the region.
*When a Capital ship attacks a squadron, you divide the number of attack dice by 2 and round down.
*When a bomber wing(tie or Y) attacks a squadron, there accuracy decreases by one such that a 1-3 is a miss.
*Rerouting: Large Ships will have 4 shield regions and any damage to the shields may be rerouted elsewhere. For instance, if the Mark II were to fire a volley to the head of a frigate, the frigate may then divide that damage amongst other shields, unless the total damage is greater than that of the shield value of the region.
*When a Capital ship attacks a squadron, you divide the number of attack dice by 2 and round down.
*When a bomber wing(tie or Y) attacks a squadron, there accuracy decreases by one such that a 1-3 is a miss.
The Action Phase
Once both players have completed all phases for all of their ships, they may choose one ship to benefit from the action phase. In this phase, the player may play cards with the action phase designation or complete additional actions, some which may require a passing of a previous phase to complete:
Simple Actions
Reroute to shields-may move one dmg from shield to shield
Contact for support-gains +1 squad command next turn only
Coordinate firepower-gain +1 reroll next turn only
Movement
Full Forward-Next turn only, gain 2x movement
Turn About-Turn any where inside of 360 degrees
Firing
Repair Crews-Roll dice, 5-6 and 1 shield region is restored to full health
Simple Actions
Reroute to shields-may move one dmg from shield to shield
Contact for support-gains +1 squad command next turn only
Coordinate firepower-gain +1 reroll next turn only
Movement
Full Forward-Next turn only, gain 2x movement
Turn About-Turn any where inside of 360 degrees
Firing
Repair Crews-Roll dice, 5-6 and 1 shield region is restored to full health
Squadron Rules
Squadrons differ from larger vessels in the combat phase in that, when a group is attacked, they have three regions, or as many as they have ships. One attack from any ship can be split amongst its dice BEFORE ROLLING but overflow damage to a destroyed ship does not damage the rest of the squadron but rather is lost to the vacuum of space. When they attack, fighters attack like regular ships.
If a fighter is the last in his squadron and within two inches of a capital level II ship at the beginning of its preparation, it may choose to dive into the larger ship. The player roles a d6, 1-4 yield no result, a 5 deals 2 shield piercing damage, and on 6 the opposing player must also roll a d6. The roll must be lower than that ships movement / 2 or the ship loses its commander and its next turn is skipped.
If two squadrons are within 2 inches of a small arms vessel(corvette or cruiser), they each gain +1 attack dice on their next fire.
If a fighter is the last in his squadron and within two inches of a capital level II ship at the beginning of its preparation, it may choose to dive into the larger ship. The player roles a d6, 1-4 yield no result, a 5 deals 2 shield piercing damage, and on 6 the opposing player must also roll a d6. The roll must be lower than that ships movement / 2 or the ship loses its commander and its next turn is skipped.
If two squadrons are within 2 inches of a small arms vessel(corvette or cruiser), they each gain +1 attack dice on their next fire.