In an interest to consolidate known information about ships, stats, rules, etc. I present the following information, please excuse any formatting or spelling issues.
SIZE: 300 points in each fleet
BOARD SIZE: 6 ft. by 3 ft.
GAME LENGTH: Until all opposing ships are destroyed (not inc. fighters), or 6 game turns (damage used to see who won), or completion of objectives, or possibly a combination of all three.
GAME TURNS: Planning phase (set command dials), Ship phase (each side alternates activating one capital ship), Squadron phase (each side alternates activating two squadrons), Reset phase (reset defense tokens).
STARTING SPEED: All ships start at speed two
DEFENSE TOKENS: May use 1 defense token of each type per attack. Green is available for use. When used a token becomes Red which is available for use, if used it is lost for remainder of game. At end of turn all unused Red tokens reset to Green.
CAPITAL SHIPS: Use command when appropriate, attack with up to two different facings, if anti-squadron attack chosen than ship fires at each squadron within range 2 within that facing; Move
FIGHTER SQUADRONS: Move or attack within close range (range 1), if within close range (range 1) of an enemy squadron may not move. If activated by a squadron command by a ship it may move and attack. Squadrons can move 360 degrees and fire 360 degrees.
SWARM: When attacking a squadron engaged with another squadron you may reroll 1 die
ESCORT: Squadrons you are engaged with cannot attack squadron without ESCORT
BOMBER: While attacking a ship you may treat you CRITS as HIT icons
SHIELD RATING: Number of hits a particular facing can take before hull is exposed (probably immune to crits)
HULL RATING: Hit points (probably subject to crits)
COMMAND RATING: Number of command dials set in advance (1 = this turn; 2 = top is this turn, bottom is next turn; etc.)
SQUADRON RATING: Number of squadrons within medium range (range 2) of ship may activate if squadron command is chosen
ENGINEERING RATING: Involves repairing shields, moving shields from facing to facing, and hull repair
MOVEMENT CAPABILITY: Max speed 1-4,Turn adjustments: – = no adjustment,| = 22.5 degree adjustment, || = two 22.5 degree or total of 45 degrees in adjustment, ships can increase or decrease speed by 1 when navigation command is chosen
DEFENSE TOKENS: Types of defense tokens available to ship: ½ filled in circle = ½ (round up) an attacks damage, triangle with “shield” = divert damage to different shield facings, three triangles = ignore an all an attacks damage, zig-zag arrow = ignore 1 attack die at long range (range 3) or reroll 1 attack die at mid range (range 2) with no effect at close range (range 1).
ANTI-SQUADRON ATTACK: # of Blue Dice that attack squadrons, if a ship is using an AS attack all squadron within range 2 in the chosen facing are attacked (ex. AS = 3, 2 squadrons in a facing, each is attacked by 3 blue dice)
SHIP ATTACK FACINGS: # and types of dice that can attack single opposing ship within its facing.
COST: Point cost…
Edited by Indomitable, 18 August 2014 - 12:55 PM.