Shields:
Some powers refer to the status of a ship’s shields. A ship’s shields are up if it
has shield pegs on its base. A ship’s shields are down if it does not have any shield pegs
on its base.
Dealing damage:
If your attack hits, check the weapon’s strength number. Remove that
many shield pegs from the attacked ship. If there are not enough shield pegs, add hull
damage pegs to that ship for each shield peg that could not be removed.
Attacks VS direct damage:
It is important to note that when an attack hits a ship, it deals
damage, but direct damage inflicted by some tactic cards and powers are NOT
considered attacks.
Many tactic cards and some powers on ship cards deal additional damage that can target
specific systems as noted below. Follow these rules when determining how to add or
remove pegs in response to direct damage.
Direct damage:
Direct damage is applied like normal damage. First remove shield pegs,
then add hull damage pegs if there are not enough shield pegs to remove.
Direct shield damage:
Direct shield damage is applied only to the shields. If a ship’s
shields are down, then no damage is applied. If a ship’s shields are up, remove the
specified number of pegs, but DO NOT add hull damage pegs if the damage goes over the
number of shield pegs available on the ship.
Direct hull damage:
Direct hull damage always adds hull damage pegs to the ship, even
if it has its shields up. It is possible to destroy a ship with hull damage while it still has
shield pegs on it.
Types of direct damage:
All weapons and powers deal specific types of damage (like
direct pulse damage, or direct vecton shield damage). These are more specific types of
damage. Some ships may have vulnerabilities or extra defenses vs these specific types of
direct damage. Unless otherwise noted on a card’s power, treat those specific types of
damage as generic shield, hull, or direct damage.
For example:
ISN Everest is dealt direct vecton shield damage from an attacking Red
Fuvu ship. There is no note of extra defenses, damage, or a vulnerability to vecton
damage on or attached to the attacking or defending ship cards, so you should treat that
damage as direct shield damage.
ISN Everest is attacking Chosh Ka with its primary weapon. You rolled D-4. Your
opponent checks Chosh Ka’s ship card. D-4 is gray, so you hit. Your opponent removes
the last shield peg from Chosh Ka’s ship base and places 1 hull damage peg on Chosh
Ka’s ship base because ISN Everest’s primary weapon strength is 2.
When attacking with squadron ships, you attack with each ship in your squadron one at a
time. You can choose the order, which ship in the squadron goes first, and so on. Each
ship in the squadron can attack with every weapon on or attached to the ship card, but
you have to pay the charge cost each time.
As soon as a ship has a number of hull damage pegs on its base equal to or greater than
its hull value, that ship is destroyed. The player who controls the destroyed ship places it
on that ship’s card. When all ships on a ship card have been destroyed, the ship card is
out of play. Place the ship card and all corresponding ships off to the side. Place any
attached tactic cards into their owner’s discard pile. Do not place the ship behind your
screen. If the destroyed ship was transporting any ships, those ships are revealed and
also destroyed.
8
Each mission has victory conditions. If the victory conditions state: destroy all your
opponent’s ships, follow these additional rules:
After the second round of play, victory is achieved when your opponent has no ships
remaining on the battlefield. Victory cannot be achieved before the third round of play.
You can lose the game even if you still have ships that you could launch. Be careful not to
put yourself in a situation where all of your launched ships could be destroyed while you
still have ships that could be launched.
VICTORY CLOCK
All mission games can end in another way, unless the mission states to ignore the victory
clock. If all players’ tactic card decks run out twice, the game immediately ends when the
last player draws his final card. All players look at the ship cards corresponding to ships
still on the battlefield (excluding transported ships and ships that have not yet launched)
and total the launch costs. Score full launch costs for squadron cards if all of your ships
in that squadron are on the battlefield. For partially destroyed squadrons, use division to
determine the points scored. For example: you have 2 out the 3 seasoned F-47 Hawk
Fighters still alive. The launch cost is 5 so each fighter surviving is worth 1.666. You
would score 3.333 for the 2 surviving fighters.
The player with the highest total launch cost wins. If there is a tie, the player with the
most ships on the battlefield wins. If there is still a tie, the player whose deck ran out for
the second time first wins.
There are 2 types of obstacle tiles; debris fields and asteroids. Obstacles and discovery
tiles are used in some of the missions. The rules for these tiles are below. Unless
otherwise stated in a mission, discovery tiles and obstacle tiles are stationary. However,
some missions may include the ability to move obstacles or discovery tiles. When you do
so, treat both pieces as if they are double space ships.
Obstacles:
Obstacles are placed face up on the battlefield at the start of the game.
Debris field (4):
Debris fields are obstacles that
ships must navigate around, or take a chance to fly
through. As a ship moves onto a debris field, roll the
number die. On a 1-6, it takes 1 direct debris
damage. On a 7 or higher, it takes no damage. Just
like electronic countermeasures, a ship takes
damage from a debris field only as it moves onto it,
not if it is launched or placed onto it. If it continues
to stay on the debris field, or moves onto the second
space the debris field occupies, it will not roll for
additional damage. But if it moves off and back onto
the debris field, it will roll for damage again.
Asteroids (4):
Small or medium ships adjacent to an
asteroid gain a greater chance for an attack that
targets them to miss. When a small or medium ship
adjacent to an asteroid is hit by an attack, roll the
number die for asteroid cover. If you roll a 6+, the
attack misses. Ships cannot move through or be
placed onto a space an asteroid occupies; they must
move around it. However, you can target an enemy
ship through a space occupied by an asteroid. When
you attack through an asteroid, count the space(s)
occupied by the asteroid.
WINNING THE GAME
OBSTACLES and DISCOVERY TILES
DESTROYED SHIPS
ATTACK EXAMPLE
CHARGING AND ATTACKING
WITH SQUADRONS