Rules of play



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12

© 2015 GMT Games, LLC



or more damage from one source to be instantly destroyed. Instead, 

the Missile is flipped to its damaged side. If this Missile hit Defiant, 

the ship would still take two damage. However, Defiant still has one 

more Phaser left to fire in the right weapon group. This time she only 

rolls a 1, dealing 1 damage to the Missile. This destroys the Missile! 

If a damaged Missile takes any amount of damage it is destroyed.

13.7 Select New Missile Target

Any ship with a Missile launcher may spend 1 AP to select a new 

target for any one Missile. The new target must be an enemy ship 

within the Firing Arc and range of the redirecting ship’s Missile 

launcher. The Missile receiving the new target need not be in the 

Firing Arc of the redirecting ship. 

When this occurs, note the missile counter number, write it on the 

new ship, and erase the number from the old ship.



Immediate Detonation: If the new missile target is already in the 

same hex as the missile, the missile immediately hits the new target 

during this part of the Impulse. Resolve the damage as above. The 

Shield Arc hit is determined by rolling one die for each Shield Arc. 

The highest result is the side that takes damage. In the event of a 

tie, reroll among the tied Shield Arcs.



14. BASES

Characteristics: Bases are treated like ships in all respects except 

they cannot move. Their Power Curve does not include a Turn 

Radius.

Base Rotation and Speed: The Speed number in their Power Curve 

represents the Speed of their rotation. Rather than moving when their 

Speed number appears in the Impulse Chart, the Base must rotate 

1 hex side clockwise, at that time. Like ships, the Speed for a Base 

may only be adjusted up or down by 1 during the Power Phase. A 

Base’s AP is not impacted by the Speed of a Base.



EXAMPLE: A Base with a Speed of 1 will rotate clockwise only once 

per Round (on Impulse F). A Base with a Speed of 2 will rotate on 

Impulses C and F, etc. 

No Collision Damage: If a Base and a friendly ship occupy the same 

hex no damage is dealt. Bases do not have FTL or NFTL drives so 

there is no possibility for interference.

Docking: Some ships may dock with Bases (16.1).

Setup: During setup, bases are deployed to the setup area before all 

other ships, as if they were terrain.



15. THE BIG GUNS

15.1 Wave Motion Gun 

The Wave Motion Gun is the most powerful weapon ever developed 

by the Terrans. Based on NFTL technology, the blast contains so 

much energy that a subspace pocket forms behind the target, like a 

shadow of the vessel’s mass. This pocket pulls the target ship towards 

it, effectively knocking it back.

(15.1.1) Procedure: The Wave Motion Gun has a range of 4 hexes. 

To determine if it hits the target, consult the Wave Motion Gun table 

and roll one die. A hit Displaces (15.1.2) the target ship and causes 

10 damage points.



(15.1.2) Displace Effect: On a hit, a straight edge is placed from 

the center of the firing hex through and beyond the center of the

target hex. The target ship is displaced one hex away from the firing

ship along the straight edge, without changing facing. If the straight 

edge is exactly along a hex-spine the firing ship may choose a hex

on either side of the hex spine. 

•  If the target ship has a Turn Radius marker, it is shifted along with

the target ship such that it remains the same distance in front of 

the ship.

•  If playing with Same Faction Combat and a Fighter is hit by this

weapon, the entire Fighter squadron is knocked back.

(15.1.3) Damage from the Weapon is not resolved until after the 

shift. Any movement related effects are resolved first, such as taking

damage for entering a hex with another friendly ship or asteroid (see 

Collisions [7.4], Ship Destruction [8.6] and Terrain [17.0]). This 

may mean the target ship could enter a hex with a friendly ship, take 

damage from the collision, damage the friendly ship, then blow up 

due to the Wave Motion Gun damage, further damaging the friendly 

ship. Any ships that exploded might also cause explosion damage to 

other ships. Chain reactions of explosions are possible.

EXAMPLE: The BB Vanguard fires its Wave Motion Gun at the Talon 

CA Justice and scores a hit at range 2 on Justice’s rear Shield Arc 

Terran Base

Talon Base



13

© 2015 GMT Games, LLC



but first the knock-back effect is applied. A straight edge placed from 

the center of the firing ship’s hex through the center of the target 

ship’s hex aligns with the hex spine so the firing ship may choose to 

shift Justice back to either hex. Justice had a Turn marker that was 

2 hexes away. It remains 2 hexes away after the shift. Once the shift 

is complete, the damage is resolved.

15.2 Fusion Cannon 

The Fusion Cannon is composed of multiple, highly destructive 

beams that scatter to damage many ships over a large area.

(15.2.1) The Fusion Cannon fires in a cone, hitting all targets within 

its Firing Arc and range. The die is only rolled once and that number 

is used for all firing as per the Player Aid Card. The damage dealt 

depends on the range of the hex and number rolled.



(15.2.2) Resolving Fusion Cannon Damage:

•  Damage is applied to all ships in each hex of the firing cone,

including friendly ships.

•  While the Fusion Cannon may, inadvertently, damage friendly

ships, an enemy ship must be targeted in order to fire the weapon. 

No weapon may intentionally fire on friendly ships.

•  Which ships resolve their damage first is up to the ship owner. If

both sides have ships that are being hit by the Fusion Cannon the 

firing player resolves his ships’ damage first.

•  Terran Fighter groups are too small and agile to be damaged by

the Fusion Cannon and ignore all damage that would be caused 

by it.


EXAMPLE: The Talon BB Eviscerator fires the Fusion Cannon. It 

hits every ship within the shaded area which represents the Fusion 

Cannon’s Firing Arc and range of 3. If a 4 was rolled: the Terran CA 

would take 6 damage on her left Shield Arc, the Talon CA would take 

2 damage on her forward Shield Arc and the Terran FTR squadron 

would take NO damage. Missiles 14 and 15 each take 2 damage 

and would be flipped over to their damaged sides. Missiles 10 and 

11 are not caught in the Fusion Cannon’s fire, but if CA Justice 

exploded, one of the two missiles would take 3 explosion damage. 

If the CA Guderian exploded, CA Justice would take 3 explosion 

damage but only one of the 3 FTRs in Flying Tiger Squadron would 

take Guderian’s explosion damage.

16. DOCKING AND LANDING

16.1 Purpose

Docking usually involves either CVs or Bases and is only allowed 

when required to fulfill a scenario objective or to allow Fighters to

retreat from battle aboard CVs. Unless specified by a scenario rule,

these units are removed from the battle and may not re-enter space.

Planets may be landed on using these rules as well, but this is only 

permitted by scenario rule.

16.2 Docking/Landing Procedure

To dock, the player declares during the movement phase that this 

ship will be docking. They then may move the ship into the same 

hex as the Base or Planet and remove the ship from the game.

•  Docking never causes collision damage.

•  A Transport may not dock with a Base or land on a planet unless

it is moving at Speed 1. 

•  FTRs may dock with a Carrier or Base while moving at any Speed.



They are skilled enough to land “hot”.

•  FTRs may not undock from a CV or Base except by scenario rule.



16.3 Fighter Squadron Retreats

•  Fighter squadrons normally dock with friendly Carriers to retreat

from battle (Transports may not, they are too large).

•  When a FTR docks, it is then set aside. If the CV is able to jump

to FTL, that CV and any docked FTRs are considered to have 

retreated.

•  If a CV containing docked FTRs is destroyed, all FTRs on board

are also considered to be destroyed.



17. TERRAIN

17.1 Introduction

•  Terrain includes Planets, Asteroids and Nebulae. They are printed

onto the backs of most ship counters.

•  If Terrain is being used, select the appropriate Asteroid or Nebula

counter, checking to make sure that the ship on the reverse side 

is not being used in this scenario.

•  Terrain does not move during the course of a battle but, when

the “floating” map needs to be shifted, Terrain counters are also

shifted, just like ships.

•  See the Design Your Own Scenarios section (27.0) for how to

select and place Terrain for custom games.

•  Ships destroyed by terrain count for the purpose of calculating

degree of victory.

17.2 Planets 

(17.2.1) Any Missile or Ship besides a land-

ing Transport that moves into the same hex 

as a planet is destroyed; any adjacent ships 

take explosion damage as normal. Planets 

have the following characteristics:



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