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:
- Core
modules are the heart of a
Station, comprising
systems for power generation, resource handling, spacecraft
construction, and basic sensors. They are self-repairing even when
damaged. If a Station's core module is damaged, the Station can no
longer perform any functions except control of its spacecraft and
repair.
- Resource collector modules
double a Station's resource rolls.
- Factory modules
are large modules with autonomous
construction systems that increase a Station's productivity. They
can also repair
themselves and other modules.
- Point
defense modules are equipped
with laser weapons
capable of destroying dangerous space debris, and at close range, enemy
spacecraft. They can fire three times per turn.
- Active
armor modules are
simple tethered spacecraft
that, attached to a Station, can be moved to intercept laser fire. This
is done automatically. After four laser strikes, an active armor module
is destroyed; any Warhead strike destroys an active armor module.
- Engine
modules allow Stations
to move like other
spacecraft, although they consume a great deal of fuel.
- Refinery modules
refine
atmospheric gasses collected by Scoopships and are part of the victory
conditions of some scenarios.
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.
- ComSats increase the
effectiveness of friendly units. They allow control of
Boosters that they have LOS (line of sight) to, if the ComSat also has
LOS to a friendly Station or ComSat that has LOS, etc. They also add 1
to the to-hit rolls of DefSats and point-defense modules within LOS.
This effect is cumulative, but a firing DefSat or point-defense
module must have LOS to three ComSats to receive a bonus of 2
to
hit, five ComSats to receive a bonus of 3 to hit, etc.
Comsats
may not be deployed in the same hex as a friendly Station.
- ECMSats
reduce the
effectiveness of enemy units. In any given turn, an ECMSat
can
lower
by 1
the
to-hit rolls of all enemy attacks originating in the ECMSat's
or
an adjacent hex, or disable all ComSats within the ECMSat's or
an
adjacent hex. The controlling player chooses the function of
an ECMSat at the beginning of a turn's movement phase. ECMSats in the
former, defensive mode have a cumulative effect, but 3 ECMSats
are
required to reduce enemy to-hit rolls by 2, 5 to reduce enemy to-hit
rolls by 3, etc. Once deployed,
ECMSats
can be
activated and deactivated whenever the controlling player
desires.
- DefSats
are satellites equipped with a laser weapon like that mounted on
point-defense modules, but DefSats can only fire once per turn.
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.
- Basic Warheads,
when
detonated, inflict
damage on one unit in the same orbital space as them. Basic Warheads
are destroyed when they detonate.
- Pulse
Warheads are more expensive
than
Basic Warheads, and do not cause direct damage. Instead, when
detonated, Pulse Warheads disable the electronics of all spacecraft in
the same hex as them. This damage effectively destroys all
Warheads in the same space; other affected spacecraft can take no
action until the end of the next turn. In all other
respects, Pulse and Basic Warheads
are identical. Pulse Warheads are destroyed when they detonate.
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:
- 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.
- 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:
- Movement and Combat
- 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: |
|
1 |
6 |
2 |
6, 5, 4, 3 |
3 |
6, 5, 2 |
4 |
6, 5, 4, 3 |
5 |
6, 5, 4 |
6 |
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:
- If the spacecraft has just
entered a higher
orbit,
reduce its velocity by the white number of the hex it just left.
- 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.)
- 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.
- 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.)
- Satellites may deploy.
- Laser attacks are resolved.
- 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:
- 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.
- 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.
- 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 |
8 |
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 |
|
|
|
|
|
|
|
|
|