6
Deploy Phase (Continued)
Launching ships into your starting zone:
If a ship card is still behind your screen, you
can pay the launch cost to place that ship card in front of you and place the ship(s) on
that ship card onto any empty spaces in your starting zone. When launching a ship into
your starting zone, you may be able to transport other ships (see Transporting Ships
below). When launching a ship into your starting zone, you need to position its base to
cover at least one full starting zone space.
Launching ships from a transporting ship:
If a ship that was launched on a previous turn
is transporting any ships, you can pay the transported ship(s) launch cost to launch those
ship(s) adjacent to the ship that was transporting them. If you are launching a squadron,
you must place them adjacent to at least one other ship in that squadron, and adjacent to
the ship that was transporting them.
Adjacent:
A ship is adjacent to another ship if a hex space the ship occupies shares a
border with a hex space the other ship occupies.
When you launch a ship, look at your ship card’s shield number. Place that many shield
pegs on the ship. When you launch a squadron, each ship in that squadron gains that
many shield pegs.
If there are not enough available spaces to place a ship, or all ships in a squadron, you
cannot launch the ship(s). You can launch any number of ships, as long as you have
enough energy, and enough available spaces to place them.
Some ships can carry other ships within their transport holds when they are launched
into the starting zone. This gives you the ability to move multiple ships closer to the battle
before you have to pay energy to launch them. Every ship or squadron takes up a number
of spaces on the board based on its size. The capacity number that the ship or squadron
takes up when being transported is equal to the number of spaces the ship(s) take up
when they would be placed on the board. For example, ISN Barrage takes up 2 spaces in
a transport hold, while the F-51 Blue Sparrows take up 3 total spaces.
A ship can never transport more spaces worth of ships than its capacity value allows. So
a ship with a capacity of 12 can carry a number of ships that would take up to 12 spaces
if they were all placed on the board at once. If you choose to transport a squadron in
another ship’s transport hold, there must be enough room to fit the entire squadron. You
cannot transport a partial squadron, and a ship that is being transported can NEVER
transport other ships inside of it.
Size limitations:
A ship can only carry ships smaller than itself. Large ships can carry
medium and small ships; medium ships can carry only small ships; and small ships
cannot carry any ships.
Sealed transport holds:
When launching a ship into your starting zone that can transport
other ships, secretly place the ship cards that you wish to transport under the ship card
for the ship that is launching into your starting zone. Ship cards that are under another
ship card are being transported by the ship card on top. If a ship that is transporting other
ships is ever taken over (you lose control of it) or it is destroyed, all of the ships it is
transporting are immediately destroyed.
Ships being transported remain hidden from your opponent until you launch them or they
are destroyed. You may look at your transported ship cards at any time. You do not pay
the launch cost for transported ships until they are launched out of the ship that is
transporting them.
During this phase, you may activate ships that you control on the battlefield.
ACTIVATING SHIP CARDS
During your action phase, you may activate as many ship cards as you can afford to pay
in energy, one at a time. You cannot activate the same ship card more than once per turn.
Step 1
Choose a Ship Card and Pay the Activation Cost
First, choose any one of your ship cards to activate. Pay the activation cost as noted
on the ship card. For example: you choose to activate your veteran F-47 Blue Hawk
Squadron that has an activation cost of 2. You currently have 6 energy. You move your
energy marker down to 4.
Step 2
Move the Ship(s) on Your Chosen Ship Card
Now you may move any or all ships on your chosen ship card, if you want to. Follow the
rules below when moving each ship.
3 ACTION PHASE
TRANSPORTING SHIPS & CAPACITY
When you activate a ship card, follow these three steps in order:
Step 1
Choose a ship card and pay the activation cost.
Step 2
Move the ship(s) on your chosen ship card.
Step 3
Attack with the ship(s) on your chosen ship card.
After you have completed these 3 steps, you may activate another ship card.
All three of these steps are explained in detail in the following sections.
Check the Move Number:
You can
move a ship in any direction up to
the move number on its ship card.
For example, with a move number of
5, a ship can move 0, 1, 2, 3, 4, or 5
spaces. See the example to the right.
Order of Movement:
Move squadron
ships in any order, one at a time.
Moving a Medium Ship:
When
moving a medium ship, decide which
end to lead with (the front end or the
back end). Then move the ship so
that the trailing end follows the
spaces that the leading end just left.
See the example to the right.
Moving a Large Ship:
Any movement
onto 3 new spaces in any direction
counts as one space. See the
example to the right.
RULES FOR MOVING SHIPS
Electronic Countermeasure Damage:
If your ship moves onto or through a space that
would put it adjacent to an enemy ship (sharing a border on occupied hexes), the
moving ship may take damage as it passes by. As soon as it moves onto a space adjacent
to an enemy ship, your opponent may roll the number die. On a roll of 5+, the moved ship
takes direct damage from the Electronic Countermeasures (ECM for short) as
shown below:
• If it moved adjacent to a small ship, it takes 1 direct ECM damage.
• If it moved adjacent to a medium ship, it takes 2 direct ECM damage.
• If it moved adjacent to a large ship, it takes 3 direct ECM damage.
Damage is explained in more detail on Page 8.
The ISN player launches the veteran ISN
Everest and places it on the board.
The ISN player launches the veteran F-47 Blue
Hawks squadron and places it on the board.
When launching a squadron into your starting
zone, you must also place them adjacent to at
least one other ship in that squadron, as well
as positioning each ship’s base so it covers at
least one full starting zone space.
On this activation, you choose to move each F-47
Blue Hawk its full five spaces to move closer to an
enemy ship.
ISN Barrage moves 4 spaces.
ISN Everest moves 3 spaces.