Mapboard:

At the center of the map is the planet. It cannot be entered by any unit except the Scoopship; it is the only object which blocks LOS (line of sight). [graphic]

Hexes are single hexagonal cells on the map grid. Hexes represent a large quantity of space, hundreds of kilometers across, and thus, for the most part, a hex may contain any number of spacecraft or other objects.

Orbits are contiguous, concentric rings of hexes on the map. Hexes in an orbit are labeled with various numbers. The green number is the speed that an object must be traveling at to be orbiting along that ring. The direction of an object's orbit is indicated by the facing of the object's counter, or, in the case of Stations, by the direction of a small arrow on the counter.

Debris rings are shaded orbital rings, and contain resources that can be collected by Stations. The debris rings do not present any obstacle to navigation or fire. 

Moons may, at the players' agreement, be placed in orbit around the planet. They are much richer in resources than debris rings, and also do not present any obstacle to navigation or fire.

Units:

Stations are large spacecraft, assemblies of one or more modules. Stations are the only spacecraft which can collect resources or build other spacecraft. New Stations are created by building a core module, which is then deployed by another spacecraft. Stations can hold units in an internal storage bay and launch them selectively into space at any time. A few important modules are:

Stations may only have one Module of each type.

Modules that have more than 2 damage cannot be operated; modules which have damage equal to their hit points are destroyed. If a Station's core module takes more than 2 damage, none of that Station's modules can be operated, except Factory modules, until the core module has repaired itself. The disabling effect of damage takes place instantly in combat. If a Station's core module is destroyed, the Station itself is considered destroyed, unless the Station also has an operational Factory module.

Satellites are small immobile spacecraft that perform a variety of functions. Any damage destroys a satellite, and satellites carry only station-keeping engines and cannot move independently. Satellites may be deployed by dropping them independently from a Station's bays, or carried on Boosters to a deployment point.  Satellites cannot perform any function until they are deployed.

Boosters are small, expendable spacecraft which can carry and deploy a payload of a single Satellite or Warhead. Any damage destroys a Booster, but Boosters are highly maneuverable and difficult to hit. Boosters which do not have LOS to a friendly Station or ComSat are out of control and considered destroyed, and their payloads are dropped.  Boosters are also removed from the game when their payload is deployed. There is no counter for a Booster; Satellites and Warheads are represented on the board by Boosters until they are deployed.

Warheads are one-shot weapons that are carried by other spacecraft and cannot move independently. Any damage destroys a Warhead.

Scoopships are specialized spacecraft that collect gas from the planetary atmosphere. They are the only units which may enter the planetary atmosphere, and cannot be attacked by any means while they are not in space. The turn after a Scoopship ends its movement in the planetary atmosphere, it must return to orbit. Scoopships can only carry gas, they cannot pick up other units. Any damage destroys a Scoopship.

Buses are spacecraft which carry interorbital cargo such as supplies, Satellites and Stations. They can be used to deploy weapons. They have a payload capacity of up to six weight units -- for example, six Warheads, two Satellites, or a Core Module. Any damage destroys a Bus.

Gunships are large, expensive, but deadly combat spacecraft. They have the same payload capacity as a Bus, but also mount laser weapons that can fire twice per turn. Gunships are heavily armored. 

Setup:

Game setup varies according to the scenario being played.  In general, the following sequence is observed:

  1. Up to four Moons may be placed in orbits agreed on by the players, but cannot be placed such that their orbits will bring them into collision. All moons must orbit in the same direction.
  2. In a sequence agreed on by all players, at least one Station per player is placed in the orbital space of the controlling player's choice. Clockwise or counterclockwise orbits are specified for each Station. Each player receives 8 resources to start.  

Turn Sequence:

  1. Movement and Combat
  2. Construction and resource management

1. Movement and Combat

1.1. Launch spacecraft

Spacecraft being launched from Stations are placed in the launching Station's hex, at the same speed as the launching Station. Launched spacecraft have a vector that may be up to one hex facing away from the Station's vector.  For spacecraft launched contra-orbitally, the controller must pay the cost of the spacecraft, but not its payload, again. This cost does not count toward production totals.

1.2. Determine thrust and vectoring

Before movement begins, controllers may spend thrust points, up to the spacecrafts' total thrust, to change the velocity and vector of their spacecraft. Most spacecraft have two thrust points; Boosters have three. One thrust point will increase or decrease a spacecraft's velocity by one.  

Changing a spacecraft's vector requires 1 thrust * number of hex facings vector is changed * current spacecraft velocity. Thus, a spacecraft traveling at a velocity of 2 can spend 2 thrust points to alter its vector by 1 (one) hex facing. A spacecraft at velocity 0 has no vector, and thus, when it accelerates onto any vector, pays only the cost to increase its velocity.

It is possible to change vector and velocity in a single turn; i.e. if a spacecraft is traveling at velocity 1, it can change its vector by one facing and simultaneously accelerate to a velocity of 2.

1.3 Phase movement

Movement is carried out in eight impulses. On each impulse, objects traveling at the indicated speeds will move simultaneously.

Impulse number Objects moving at this speed will move one hex:

6
6, 5, 4, 3
6, 5, 2
6, 5, 4, 3
6, 5, 4
6, 5, 4, 3, 2, 1
Overspeed  Objects traveling at more than 6 speed move the remainder of their movement.
Gravity  Objects whose speed  is less than the green number in their hex are displaced by gravity.

When a spacecraft enters a hex during the first seven impulses, observe the following order of operations:

  1. If the spacecraft has just entered a higher orbit, reduce its velocity by the white number of the hex it just left.
  2. If the entered hex's blue number is greater than the spacecraft's current velocity, change its vector one hex facing towards the planet. (EXCEPTION: disregard this rule if the spacecraft's vector is directly opposite to the pull of gravity, i.e. if the spacecraft is flying straight up the gravity well.)
  3. Spacecraft, including Stations, may pick up other units in the same hex and at the same vector and velocity, provided they do not exceed their payload capacity, and may drop some or all of their payload.  Dropped payloads continue on the same vector and at the same velocity as the carrier spacecraft at the time the payload was dropped.
  4. Spacecraft in the same hex, traveling at the same speed and on the same vector as a moon may land on a moon. (Practically, only Stations will want to do this.)
  5. Satellites may deploy.
  6. Laser attacks are resolved.
  7. Warhead strikes are resolved.
1.4 Resolve laser fire

Players firing lasers on this impulse roll for initiative; high roller fires one shot, then low roller, and so on until all laser fire is resolved.

Laser weapons may fire at any unit within their orbital space, and any object except a Booster or Warhead in an adjacent space. Laser weapons hit their target on a d6 roll of 1-3, modified as appropriate by ECM interference and ComSat coverage, and do 1d6 damage. DefSats may fire one shot per turn; point defense modules may fire up to three shots per turn, but hit on a 1-2 on the second shot, and on 1-1 on the third. Gunships follow the same rules as point defense modules, but may only fire twice.

1.5 Resolve Warhead detonations

Pulse Warhead detonations and their effects are resolved first; Pulse Warheads affect all spacecraft and Warheads in a space, requiring no to-hit roll.  Warheads carried on spacecraft disabled by Pulse Warhead detonations are not affected; however, they cannot be dropped until the carrying spacecraft is no longer disabled.

For surviving Warheads, as with laser fire, players roll for initiative; high roller resolves their first Warhead strike, then low roller. Basic Warheads attack one target of their controller's choice within the orbital space they occupy; attacks are resolved identically to laser fire, with the exception that Warhead hits do 1d6+1 damage. If a Station is hit, roll a die to determine which module takes damage. [graphic] 

1.6 Gravity displacement

During the gravity displacement impulse, if the green number of the hex each spacecraft is in is greater than the spacecraft's current velocity, displace the spacecraft one hex towards the center of the planet. If it's unclear which hex this should move the spacecraft into, select the hex that is closest to the spacecraft's current vector.

At the end of each impulse, check each booster and deployed warhead for LOS to its controlling station and remove lost boosters from the game board.

2. Construction and Resource Management

The management of resources and the construction of new units proceeds in four phases:

  1. Stations which end their movement hex on a debris hex or landed on a moon may collect resources. which are immediately available for use. Collect 1d4+1 RU for a Station on a debris ring; for Moons, roll Xd6, where X is the number on the Moon's counter. 
    Stations may also "recycle" units held in their storage bay, collecting the unit's price minus 1 RU.
    Scoopships which are in a Station's orbital space may deliver their collected gasses to the refinery module.  
  2. One RU can be spent to repair one damage point per module, for a total of up to four damage per module per turn. This cost does count towards production totals.
  3. Station controllers may spend RU to purchase new units, up to their available resources and production quotas. New modules and spacecraft are placed on controllers' Station control boards and on the orbital mapboard. New spacecraft can be placed in the Station's orbital space or the Station's storage bay; new Warheads and satellites can be placed in the Station's storage bay, in the Station's orbital space, or on spacecraft in the Station's orbital space with sufficient free payload space.

3. Scenarios

8.1: Basic "slow" scenario:
Two players agree on the placement of moons, and place one Station each in the same orbital ring, orbiting in the same direction.  Players may place up to 3 moons on the board, all orbiting in one direction. For random placement of moons or objects, roll two dice; the first is the orbital ring, counting outward from the planet, and the second is the hexagonal quadrant to place the object in.  The game is over when one player has no more Stations.

8.2: Basic "fast" scenario:
Two players agree on the placement of moons, and place one Station  each in the same orbital ring, orbiting in opposite direction.  Players may place up to 3 moons on the board, all orbiting in one direction. For random placement of moons or objects, roll two dice; the first is the orbital ring, counting outward from the planet, and the second is the hexagonal quadrant to place the object in.  The game is over when one player has no more Stations.

8.3: Refinery scenario:
Two players agree on the placement of moons, and place one Station  each in the same orbital ring, orbiting in opposite direction.  Players may place up to 3 moons on the board, all orbiting in one direction. For random placement of moons or objects, roll two dice; the first is the orbital ring, counting outward from the planet, and the second is the hexagonal quadrant to place the object in.

9. Unit price and data sheet

Name Type Cost Production Hit points Weight Payload
Core Module R$ 14 10 4 6  infinite
Engine Module R$ 4   4 6  
Factory Module R$ 8 20 6  
Point Defense Module R$ 6   4 6  
Hydrogen Refinery Module R$ 8   8 6  
Active Armor Module R$ 3   special 6  
Resource Collector Module R$6 6 6
             
Scoopship Spacecraft R$ 6   1  4 special
Bus Spacecraft R$ 4   1  4 6
Gunship Spacecraft R$10 4 6
             
DefSat Satellite R$ 3   1 2  
ComSat Satellite R$ 2   1 2  
ECMSat Satellite R$ 3 1 2
             
Basic Warhead R$1   1 1  
Pulse Warhead R$4 1 1