Jovian Wars Beta Rules Playtest Ver1 2 May2017
Jovian Wars Beta Rules Playtest Ver1 2 May2017
Jovian Wars Beta Rules Playtest Ver1 2 May2017
Outline: This rules set is to allow players to play a fast game simulating a space combat game in
a future Earth solar system wide conflict. This game includes large capital ships and small
space fighters including Exo-Armors (Space Mecha). The game simulates 3D combat on the 2D
surface of a table.
Jovian Wars should be played on a table space 36” x 36”; or in a space no smaller than 24”x24”
and no larger than 48” by 72”. A modest game should require no more than one hour to play
including force selection, deployment, resolution and clean up. Jovian Wars will begin with Two
major factions; Earth/Moon (CEGA), and Jovians. Jovian Wars will add the Venusian faction
and allied factions (Mercury, Mars Democratic, Mars Free Republic, Asteroid Belt miners/
Pirates/Nomads, Saturnians, Kuiper Belters) at a later date.
A feature of the Jovian Wars game is the ability to customize capital ships, exo-armor, and
fighter squadrons. Adding upgrades to a ship allows for different tactical possibilities and
customization.
Rules outline: Models move and shoot weapons and can choose from a list special actions.
Players alternate activating their fleets. When activating a fleet each model is activated one
model at a time.
● During a player’s turn they select each Capital Ship, Exo-Armor, or Fighter activating
them one after the other - moving, attacking, and executing a special action, until all
models have activated once.
● Play then passes to the other player, they activate their fleet one model at a time.
● The game continues until one side has won due to victory conditions (Victory Points or
Scenario victory conditions achieved).
Feedback:
Please e-mail feedback to [email protected]. Please include as much information as you
can about any rules issues that you have during your games, and any observations that you
make that would help players simplify their game play. We are particularly interested in players
observations about model point values for balance (too high/too low/just right). Including
pictures of your game and fleet lists is appreciated but not required. Constructive, critical, and
objective feedback is most welcome.
Support:
The Jovian Wars game Beta play test will be supported on the Dream Pod 9 forum in the Jovian
Wars section.
Players can also chat informally on “The Joshua Station”, a Facebook group that supports the
background of Jovian Chronicles for the role playing game.
Example 1: A 3D6 roll showed [1, 4, 5]. The three dice rolled showed a 1, a 4, and a 5. The
result is [N], no sets/successes.
Example 2: A 3D6 roll showed [2, 2, 4]. The three dice rolled showed a 2, another 2, and a 4.
The result is [D], a double. The result could also be written as [D2] to show that a double was
rolled and it has a value of 2.
Example 3: A 5D6 roll showed [1, 1, 3, 3, 3]. The dice show two 1s and three 3s. The result is a
[D] and a [T], a double and a triple. The result could also be written as [D, T] or [D1, T3].
A notation with a + symbol means that that result or any better result with also qualify as a
success. A roll that requires a [D+] to succeed will also succeed on a [T] or [Q+].
Jovian Wars uses a system of results based on dice sets. A dice set is any multiple of a value
shown on the D6. For this reason it is important that if players are not using standard D6 dice
with pips or numbers on them that all the dice be identical to allow results to be recognized
quickly. A dice set can be a double [D], triple [T], or quadruple and greater result [Q+], or a
combination of sets. A single roll of the dice can result in multiple sets. Each set is a result. A
roll of the dice with no sets has No Result [N].
The number of dice of a roll before any additional modifiers is called the Base Roll.
Example: Dave rolls an attack with 5D6. He rolls [1,1, 3, 3, 3]. This results in two sets, a double
[D] and a triple [T]. Dave applies both damage set results to the target model (See 1.0a).
Boost dice have the notation +XD6 notation which allow XD6 to be added to the roll. Apply
these bonus dice to the roll but unlike flex dice they remain to be counted in the final result.
Example: Dave attacks with his Pathfinder Sniper against the flank of a capital ship target. The
Pathfinder Sniper attacks with its Sniper Mass driver. It has two base dice and adds a flex dice
for attacking the flank. Dave rolls 3D6 and gets [6, 4, 4, ]. Dave must remove one because one
flex dice was added to the roll dice and removes the [6] leaving the [4, 4] for a [D] result.
Single D6 rolls:
If a roll allows only a 1D6 then roll 2D6 instead. 1D6 rolls never benefit from other dice bonuses
such as Flex or Boost dice.
Example: Rob attacks with a 1D6 attack. He rolls 2D6 and gets a [5, 5]. That roll is a success
and counts as a result of [D].
1.3 Measuring:
In Jovian Wars players can pre-measure any measurements that are required for movement or
shooting.
For ranged attacks the attack is in range if a measurement from the closest edge of the
attacking model’s base touches any point on the target model’s base.
Only the active player may make measurements but the passive player may request a
measurement be verified. When moving a model it is important to mark the original location in
case the model needs to be returned to that point. As a rule once a model has been picked up
and set down at a new position it’s move may not be rewound unless special circumstances
happen. Measure first, then move.
To resolve a cascade roll simply continue resolving the attack or action alternating between
players. The most common cascade attacks are Dogfighting (See 8.4) and Bombing Runs (See
8.1 and 6.6).
1.8 Triggers:
A Trigger is an event or trait that must be resolved before a player’s turn can continue.
Example: A Pathfinder ends a move within 3” of an enemy squadron. Before using a special
action or making an attack the enemy squadron may choose to intercept the Pathfinder model,
triggering a dogfight event. This dogfight is resolved before the Pathfinder can continue its
activation.
Example: A large capital Ship with the Sluggish trait may only turn at the end of a move. This
overrides the general rule that allows a ship to make a turn at any point during its move.
In addition to models players will require some six sided dice, at least four. A pencil, paper, ruler
or measuring tape, and the markers and tokens available at the end of these rules.
2.6 Rounding:
All fractions will be rounded up to the nearest whole number.
Example: A ship boosts and must halve its Fire Control rating of 3. It divides the rating to 1.5
then rounds up to 2.
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1. The Threat Value (TV) of the model. This is used to construct a fleet.
2. The Faction this model belongs to.
3. The identifying Name of this type of model.
4. The Type of this model. Used to determine available special actions.
5. Skill describes the number of dice to roll for some special actions. Speed is how far this
model can move, and Fire Control is how many weapons it can attack with each turn.
6. Structure/Damage is the number of hits a model can suffer before it is crippled (capital
ship) or crippled/destroyed (Squadron).
7. System stats. Capital ships have the point Defense, Sensors, and Thrusters systems
with boxes representing how much damage they can sustain. Squadrons have point
Defense, Sensors, and Fuel ratings.
8. List of Weapons this model may attack with. The type of weapon determines the effects
of a hit.
9. Weapon ratings for attacking Anti-Capital ship or Anti-Squadron. Capital ships also have
Arc and Macro ratings.
10. Any additional weapon traits that affect the attack.
11. Boxes for marking damage to weapons.
12. Traits that describe special abilities or system traits the model has.
13. Information detailing when this card was last updated.
14. The standard base size for this model.
15. Image of the model for identification purposes.
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Turn Order:
When playing a scenario the Attacker takes the first turn (See 11.0). Otherwise randomize which
player is the Attacker.
The Attacker is the player who takes the first turn and moves and attacks with all their models
first. The player who is not the attacker is the Defender and is the second player in the turn
order.
The Turn order remains the same for the entire game with the Attacker activating all their
models first in each round before the defender activates all of their models.
Initial Deployment:
All models start the game in Reserve. Model in reserve are placed off the table until they are
deployed in a deployment phase. Model that are off the table may not attack or use special
actions. They are considered to the circling the battlefield.
An Activating model may Move, spend Fire Control rating to attack, and take a Special Action.
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When Exo-Armor and Fighter models activate they may be limited by their Fuel rating. The
amount of Fuel rating remaining is tracked over the course of a model's activation and once
used up the model may no longer take any actions that require fuel. When a model’s activation
ends its fuel rating, and the fuel rating of any other model that used fuel during its activation, is
refreshed to its base value. Squadrons do not have to return to a capital ship model to refresh
their fuel. Note: A Squadron’s Fuel rating refreshing represents in space refueling drones and/or
replenishment of the model’s plasma reserves from onboard reaction mass. The term “Fuel”
denotes the amount of reactor plasma available for short bursts of activity such as a dogfight or
bombing run.
Example 1: A Vindicator attacks an enemy capital ship. It attacks with its mass driver first
damaging the target’s point defense. Then the Vindicator uses it’s second rating of fire control to
attack with anti-capital ship missiles. The damage done to the point defense by the mass driver
reduces the number of dice the defender can use to defend against the missiles. The vindicator
can then move and make a special action.
Example 2: A ship has linked missile weapons that allows two weapons to fire using one Fire
Control. These attacks are considered to be simultaneous and damage to point defense will not
be resolved until after both attacks have been made.
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During the first deployment phase each player divides their fleet into four groups and numbers
them 1-4. Each group must contain at least one Capital ship and two Exo-armor or Fighter
models and may not contain more than 50% of the fleet measured by points. Randomize each
group to a marker. Players take turns starting with the attacker deploying all the model in a
group with at least part of each base within 3” of the marker.
In their Second turn each player may roll skill to deploy squadron models that were not
deployed escorting capital ships. This requires a [D+]. These deploy using the unoccupied
Hangers of deployed ships as noted by the Hanger Trait.
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Example: Dave has three Syreen models in reserve. He may choose to deploy any, all, or none
in each further deployment phase after the second.
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3.1 Squadrons:
Exo-Armor squadrons:
An Exo-Armor is a 15-30 foot tall exoskeleton with manipulators, thrusters, and an articulated
frame. This flexibility gives them their chief advantages of maneuverability, a variety of
weapons, and their ability to land on and attack capital ships at point blank range. Exo-Armor
models are based three figures on a single 1” hex base. The term Exo-Armor can also describe
large exo-suits (armored space suits).
Fighter squadrons:
Fighters are light spacecraft built around extremely powerful engines that carry large quantities
of ordnance, but lack some of the versatility and weapon options of Exo-Armor squadrons.
Fighter models are based three figures on a single 1” hex base. The term “Fighter” can also
describe fighter-bombers, reconnaissance vehicles, and bombers. Fighter squadrons may not
use the Boarding Party special action unless they have the Marines:X trait.
Capital Ships have restricted firing arcs marked on their bases in addition to a turning mark
used for movement. Each weapon system is listed with a weapon arc or arcs that describe the
area that the model may fire into with those weapons These Arcs are shown in diagrams in
Section 6.0.
3.4 Terrain:
The Jovian Wars game scenarios may include specific terrain models such as comets,
asteroids, orbitals, and space stations. The model’s attributes should be determined before the
game starts (See 5.0).
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4.1a Interceptions:
An interception is a special move that any Exo-Armor or Fighter model may make if an active
Exo-Armor or Fighter model ends a move, interrupts a move to make an attack, or uses a
special action. Check for possible interceptions before fire control or special actions rolls.
Squadrons that are crippled may not intercept.
To intercept the active model must be within 3” of the interceptor. The Intercepting model is
moved the shortest distance possible to be within 1” of the activating model. The two models
immediately engage in a dogfight (see 8.4). A model may only make one interception move per
enemy model activation. The Active model attacks first during an interception. If more than one
model can intercept then the passive player chooses which one will intercept.
Note: A model with the Interceptor trait always attacks first unless the active model also has the
Interceptor trait (See 9.0).
Example: A Pathfinder moves to within short range of a target model. A Syreen is within 3”
when the Pathfinder ends its move and declares it will intercept. The Syreen is moved to within
1” of the Pathfinder and a dogfight begins with the Syreen attacking first because of the
Interceptor trait.
Example: A Syreen successfully breaks off from a dogfight. It may make one move in any
direction.
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If the return to base move does not end with the model within the deployment zone or within 1”
of a model with hangers then the moving model may spend one fuel make one additional return
to base move if it has one or greater remaining fuel rating.
Note that fuel is also used to limit the number of dogfight rounds a model can engage in and
how many round of attacking during a bombing run a model can make (See 6.6).
Example: A Pathfinder Exo-Armor model (Fuel:3) has completed it’s movement and used all of
its fire control to attack and then uses the Return to Base special action. It makes one 5” move
towards a Valiant (Hangers:2) but does not finish the move within 1”. The Pathfinder has more
than 1 fuel remaining and may make one additional move toward the Valiant.
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A capital ship must move at least half its speed rating each time it moves unless it used the
Station Keeping special action (See 8.13).
If a Capital Ship can move past another model, friendly or enemy, so that it’s base completely
passes the other ship’s then it is moved to the new location. If not then the bases are
overlapping (See 4.3).
A Capital Ship with the Nimble trait can make two turns during its move. The turns must be
separated by 2” of movement (See 9.2).
A Capital Ship with the Sluggish trait may only make a turn at the end of its move (See 9.2) and
makes two turns instead of facing any direction when it uses a reorient special action (See
8.11).
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Place the repositioned ship so that the back of its base is touching the other ship and it remains in the
same orientation.
If an active ship would be repositioned because of overlapping it must stop and use all remaining Fire
Control and make all special actions before completing the overlapping movement.
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Exo-Armor and Fighter Models may move through and past other Exo-Armor and Fighter
models if they have the movement to do so.
4.4 Boost:
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A model that Boosts may not use a Concentrated Fire special action this round (See 8.2) and
reduces its Fire Control rating by half, rounding up.
A Capital Ship model may not turn when making a boost move and it must move its full speed
rating directly forward. A Capital Ship model with zero reaction control rating may not boost.
A squadron model must spend one point of Fuel rating to boost. When a squadron model
boosts it may boost up to one additional time. Each boost requires one fuel. A squadron that
boosts must move all moves in a single straight line.
Example 1: A Pathfinder model with Speed:5” and Fuel:3 Boosts. It moves 5” forward then it
uses 2 Fuel to move two extra moves in a line 10” long. The Pathfinder ends its move within 3”
of an enemy Exo-Armor which intercepts it causing a dog fight. The Pathfinder only has one fuel
rating remaining to use in the dogfight. At the end of its activation the Pathfinder refreshes it’s
fuel rating.
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Any model with Speed:1”+ may Ram. A Ramming ship must declare the ram when it moves and
may not make any special actions or fire any weapons the activation when it rams.
Example: A Valiant with only 1 structure rating remaining decides to ram a Tengu in the side.
The Skill roll is successful. The Valiant rolls 5D6 to attack the Tengu (Structure:4 + 1D6 for front
arc). The Tengu Rolls 3D6 (Structure:3) to damage the Valiant. The Valiant rolls [D, D] which
counts as [T2, T5] severely damaging the Tengu. The Tengu rolls [D2] which counts as a [T2]
result and destroys the Valiant
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Example: A Pathfinder (Damage:6, Skill:2) with 1 damage remaining survives the point defense
and succeeds a 3D6 skill test to ram a Capital ship. The Pathfinder is destroyed. The active
player rolls 3D6 +/-3D6 to damage the target model.
4.5 c Exo-Armor or Fighter Ramming Exo-Armor or Fighter: Roll Point Defense. Roll Skill.
When the attack is declared the target of the ram may roll to attack the ramming model with it’s
point defense rating. If the test is successful [D+] then the active model is destroyed. If the
active model survives the point defense it rolls skill. If successful it will ram the target model.
The active model is destroyed. The target model suffers an attack roll equal to half the starting
damage rating of the ramming model plus an equal number of macro dice.
Example: A Pathfinder (Damage:6, Skill:2) with 1 damage remaining declares a ram targeting
an enemy Wyvern. The Wyvern fails it’s point defense roll so the Pathfinder may roll skill to ram.
If the Pathfinder succeeds the 2D6 skill test it rams an enemy Exo-Armor. The Pathfinder is
destroyed. The active player rolls 3D6. If the ram attack hits then the active player adds +3D6
macro dice to damage the target model.
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Any model may choose to avoid terrain by treating it as an overlapping model which is larger.
5.1 Asteroids
Asteroids are indicated by an area template. Any capital ship model moving through an asteroid
template will suffer X number of 2D6 AC attack where X is the number of inches moved through
the template. Models within an area of Asteroids add +1 to their PD rating for attacks targeting
them.
5.3 Comets:
A Comet is treated as a Large Asteroid. Comets have a tail which is treated as an area of
Asteroids. In the first round after deployment roll 1D6 for the speed of the comet and randomize
a direction and mark it on the comet. Each deployment phase the comet will move the rolled
distance in inches in the direction indicated. Models that the comet overlaps with while moving
will be affected as if they had overlapped a Large Asteroid and/or Asteroids.
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5.6a Atmosphere:
Some planets or moons may have an atmosphere. If so roll 1D3 to determine the depth of the
atmosphere. Models within the atmosphere reduce their speed by 1” and suffer an AC/AS attack
of 2D6 to represent friction damage each time they make a move within the atmosphere.
Models within an atmosphere gain the Stealth:1 trait or add 1 to an already existing Stealth:X
trait.
5.7 Wrecks:
Wrecks are treated as 2” Asteroids, a 2” Asteroid, or a 2” comet depending on their size and
composition. Wrecks have no special rules unless required for a scenario. Randomize which
type of terrain they are treated as (roll 1D6: 1-2 Asteroids, 3-4 Asteroid, 5-6 Comet).
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6.1 Requirements:
Attacking requires that the attacking model has a Fire control rating of 1 or greater, an available
weapon, and has a target in both range and the firing arc of a weapon.
Example: A model with Fire Control:2 may attack with two weapons. It may only select weapons
that have a target in arc and range.
A model that boosts will halve its Fire Control rating for that activation.
Linked Weapons: Multiple weapons with the Link trait may be fired using a single rating of fire
control. To use the Link trait all the weapons must be of the same type and have the same
attack rating and be attacking the same target (See 9.3)..
Example: A model has four weapon systems. Two particle cannons (Link) with AC:3 and AS:3
and kinetic cannons (Link) with AC:3 and AS:3. When the model attacks it may use one rating of
fire control to attack with either both the particle cannons or both the kinetic cannons but it may
not fire one particle cannon and one kinetic cannon because they have different weapon types.
If the player wishes to fire at two different targets with the particle cannons each attack will use
one fire control rating.
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Any distance beyond short range is called Long Range. Models with Sensor attributes of 1 or
more add 3” to their long range for each point of sensor rating.
The special action Long Range Sensors (see 8.9) can be used to extend Sensor range to
attack targets beyond Long range.
Example: A Briciu has Sensors:1. It has a maximum AC range of 9” and an AS range of 6”.
Short 6” 3”
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Capital Ships:
Weapons mounted on Capital Ships have restricted weapon arcs.
● Weapons with a T arc may fire in any direction.
● A weapon with an arc of Front (F) may fire at a target either on or between the arc lines
defined by the front of its base. This is normally a 90 degree arc.
● A weapon with an arc of Rear (Rr) may fire at a target either on or between the arc lines
defined by the back of its base. This is normally a 90 degree arc.
● Port/Left (P) or Starboard/Right (S) weapons may fire only either to port or starboard at a
target either on or defined by the arc markings on the side of its base.
A weapon can have multiple arcs. If it does it may only select a target in one of those arcs.
Example: A Kinetic Cannon weapon has attributes AC:3 and AS:2. If attacking a capital ship it
rolls 3D6 base dice. If attacking an exo-armor or fighter it rolls 2D6 base dice.
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Beam Projector: Beam Projector weapons may re-roll normal attack results of [N] when used to
attack a target at short or long range. Note this does not include dogfight attacks or bombing
runs, or attacks using the Long Range Sensors special action (See 8.9).
Beam projectors represent lasers, masers, and any other weapon that uses concentrated
radiation in the EM spectrum to ignite, melt, or explode targets. These weapons can cycle
quickly and attack at the speed of light making them very accurate. The largest beam weapons,
the spinal lasers of the Jovian Confederation have the capacity to cause major structural
damage to a target as large as an orbital colony. The downside of Beam Projectors is their
delicate mechanisms means that minor damage cannot be repaired easily.
Kinetic Cannon: When attacking a target model with a Kinetic Cannon draw a line from the
attacker to the target model that is the shortest distance between their bases . This line is 1”
wide. Roll to attack all enemy models whose base is touched by that line at -1D6. Example: A
Javelin has Kinetic Cannon: AC:3, AS:3. It attacks a target Uller capital ship with a 3D6 attack.
One Syreen models base is touched by the line and is attacked with a 2D6 attack.
Kinetic Cannons cover a spectrum of autocannons, macro-cannons, gatling style chain fed and
other types of projectile weapons with a high rate of fire and a variety of ammunition types.
These weapons are easy to maintain and use and are ubiquitous in all militaries. The only
downside is the vast quantities and mass of the ammunition that they require.
Lance (Plasma Lance): A Lance can only be used in a dogfight or a boarding action. When
attacking with a Lance a model rolls dice equal to the skill rating of the model that is attacking.
Lance damage cannot be reduced by Energy armor or Reactive armor traits. A model attacking
with a Lance may choose to spend a rating of Fuel to add a flex dice to the attack roll.
Plasma Lances represent an offshoot of the technology of the fusion reactors that power all
modern spacecraft. Siphoning a small amount of highly energized plasma into the lance and
then containing it within a powerful magnetic field allows a powerful blowtorch effect that can cut
advanced poly-alloy armor like tissue. While only effective for short periods and difficult to use in
combat the plasma lance is a weapon that is favored by holo-dramas of all nations as the
premier honorable weapon of a true hero. Pilots are known to mount rings of rare elements at
the nozzle of the lance to change the color of the flare to a pilot’s signature color.
Mass Driver: Mass Driver weapon [D] hits cause an critical hit to capital ship models. This
critical hit is always attributed to the lowest result value. Example: A target is hit with a [D2, D6].
The attacker applies the effect of the critical result as a [2] in addition to the system damage.
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Missiles are a form of simple single use drones that come in a bewildering variety of sizes and
profiles. The most common varieties are grouped into ship killers and hunter killers, for attacking
targets in squadrons or single large ship targets. Mounting the capacity for payloads that include
conventional, plasma based, and atomic payloads, the missile is a highly accurate weapon that
is capable of making course corrections even at extreme ranges. Due to the self-propelled
nature of the weapon it is relatively easy for most ships to target and destroy them and ships are
protected by anti-missile/squadron point defense batteries for this purpose.
Particle Cannon: Capital Ship Models hit by a particle cannon with a [T+] result also suffer one
additional damage to a System determined by the value of attack roll. Attack rolls of a [D]
damage a system twice if that system damage point has a redundant damage point. Squadron
models in a dogfight that are hit by a Particle Cannon suffer -1 Fire Control for their next turn in
attacking, to a minimum rating of 1. Example: A capital ship is hit with a [T3] result. The Ship
takes damage as a [T3] and [D3]. Example 2: A ship is hit with a [D]. It has a redundant system
damage point. The hit marks both the standard and the redundant damage for that rating.
The Particle cannon uses a concentrated stream of highly charged particles to lash a target
causing explosive thermal and electrical damage to targets. Particle cannons cause a heavy
drain on power reserves and can be difficult to maintain.
6.2b Weapon traits: See section 9.3 for a list of traits that further modify the attack of a
weapon.
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To make an attack roll the number of D6 dice equal to the attack rating of the attribute then add
any bonus dice. Roll the dice and the results of any sets rolled depending on the type of target,
Exo-Armor and Fighters, or Capital Ships.
Flank/Rear Attacks:
When attacking a capital ship in the Port, Starboard, or Rear arc add a flex dice (+/-1D6) to
each attack roll+. Determine the arc by drawing the shortest line possible between the bases of
the models. If the arc is uncertain apply the lesser modifier.
Example 1: The shortest line between the attacker and target lies on the line between the
targets front and port arc. Do not apply the flank bonus.
Example 3: A Valiant Strike Cruiser is being attacked from the flank by an AC:3 weapon. The
attacker rolls four dice and then removes one D6 for the flex dice.
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Example: A CEGA Wyvern unit has a Sensors rating of 2. It targets a capital ship in the front
arc. The Wyvern has a range of 6” + 3”x2 = 12” range. The Wyvern’s Mass Driver has a AC:2
rating. The CEGA player rolls 2D6 for the attack rolling [2, 2]. The [D2] results reduces the
target’s point defense system rating by 1, then the Wyvern may continue to attack with its AC
missiles.
None [N] - - -
Example 2: A Tengu capital ship is hit with a [Q4] attack. It suffers -2 structure rating and a
weapon critical result that is randomized between the Tengu’s three missile launchers. A D6 is
rolled for a second critical result and is a [1] is rolled. The Tengu suffers one damage to its
Marines rating.
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A squadron model that is reduced to 0 Damage rating or less by a [D] or [T] result then it is
removed from the battlefield as a casualty..
None [N] -
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Exo-Armor models that perform a boarding action may not boost. An Exo-Armor may board any
Capital Ship model that it can move into base to base contact with.
Capital Ships may perform a boarding action as a special action with a range of 1”. The marines
use short range shuttles, EVA packs, or Exo-Suits to transport themselves to the target ship.
Capital Ships that are Boarding another Capital Ship must declare how much of their Marines
rating will be committed to the boarding action when the action is declared. Boarding Marines
count as one model regardless of the amount of Marine rating committed to the attack.
A [Q+] results in the destruction of all the boarding Marines, or the Boarding Exo-Armor.
Example: A boarding party of Marines is driven off by a Point Defense roll with a [T] result.
Reduce the rating of the Marines by 2 when they are returned to the attacking ship.
When a Capital Ship with base to base enemy Exo-Armor models is moved the owner of the
Exo-Armor model may choose to place it in base contact with the capital ship at the end of the
movement or remain where it was as a free action.
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If not driven off the Boarding Exo-Armor will choose which system or system trait is damaged by
any [D+] results in the second and subsequent rounds of boarding a ship.
An Exo-Armor that is engaged in a dogfight by an enemy model automatically ends its boarding
action and should be moved 1” away from the Capital Ship it boarded.
Exo Models that have boarded an enemy ship may be targeted by weapons without the macro
trait or Engage Point Defense special action attacks. If the attack misses [N] then roll the same
attack dice to hit the boarded capital ship applying any modifiers.
If Marines survive the defenders attack with 1+ rating remaining they will roll an attack with XD6
base dice where X is their Marine rating and escalate the results if the base attack roll is two or
more D6; Example: a [D] becomes a [T]. If the ship is destroyed (its structure rating reduced to
zero) then it automatically rolls a 1 for the catastrophic damage roll and is Captured. If the
attack rolls a [D+] reduce the defending marines rating by 1 in addition to any damage done by
damage results.
A captured model must move but may not take any actions other than a Withdraw action (see
8.6) until it leaves the battlefield. This ship may be boarded but otherwise may not be attacked.
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If the target ship is not reduced to zero structure then the remaining marines return to their ship.
If the target ship is reduced to zero structure then may be captured. If at least one marine rating
remains in the ship then it is captured. Any number of marines rating may return to their ship of
origin. A target model that is crippled and then abandoned becomes adrift.
Example: A Boarding party of Marines with a rating of 4 attacks a capital ship with Point
Defense:0 and a marine rating of 2. The defending marines roll 2D6 to attack and reduces the
rating of the attacking marines by 1 with a [D] result. The remaining 3 rating of attacking marines
rolls for damage against the ship they are boarding. They roll a [D3] which escalates into a [T3]
reducing the ship to zero structure rating. The ship is captured and is now a Prize with a
Marines:3 trait. All or some of the marines can choose to remain to claim the ship as a prize, or
all may return to their parent ship leaving the target ship adrift.
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A Missile Attack is made by rolling dice equal to the weapon rating that matches the target
type.
Point Defense: The target of a missile attack may defend against the attack using the point
defense rating.
Draw a line along the shortest distance between the attacking models base and the target
models base. Non-target models within 3” of the line may add +1 to the point defense rating of
the defending model. The defending model makes a Point Defense roll of XD6 where X is equal
to the ship’s point defense rating plus any bonus from supporting models. Each [D] result
reduces the success of the missile attack by one level. Each [T] result diminishes one attack by
two levels. A point defense roll of [Q+] completely defeats the attack, no damage is done
regardless of the success of the attack. The defender decides which result will be reduced by
successful point defense.
If a Missiles attack hits with a [D+] result the attacker may choose which system or which
system trait will receive the damage. The active player may choose to apply a [T+] result as a
[D] result.
Example 1: A capital ship is attacked by a missile attack with AC:5 which rolls a [T, D] result.
The target ship has a point defense rating of 4. It rolls Point Defense and gets [D] which can
reduce the missile attack from a [T, D] result to either a [D, D] result or a [T] result.
Example 2: A missile attack roll has a result of [D]. The defender rolls point defense and gets a
[T] result. The attack does no damage.
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Place the model making the bombing run in base contact with the target ship at the closest point
of the target models base. Either the target ship may roll Point Defense to attack the active
model, or it may be intercepted by an enemy Squadron model within 3”.
● If intercepted the active model must pass a skill check with a [D+] to continue the Bombing run if it
survives the dogfight and has 1+ fuel remaining. If the Skill check fails [N] then the active model
may attack once with Fire Control:1 then must make a Return to Base move (See 4.1c).
● If attacked by point defense apply damage as normal and end the activation if the activating
model is destroyed.
A model that is making a Bombing Run attack can make one or more Attack Runs. The first
attack run does not cost a fuel rating if the speed of the attacking model is equal or greater than
the target model. The attacking model may make attacks equal to the fire control rating of the
model. These attacks benefit from flank or rear arc modifiers. Point defense may not be used to
defend against missile attacks from a bombing run.
After the first attack run the active model may choose to spend remaining fuel rating to make
additional attack runs. Place the active model touching the target model base in the same or an
adjacent arc. Either roll point defense for the defender or resolve an interception before
resolving each attack run. Note that a model that has already intercepted once cannot intercept
again in the same activation.
After an attack run an active model that has run out of fuel, or that chooses to end the Bombing
Run special action, may make a single return to base move and use 1 remaining fuel rating to
make one additional return to base move.
Note that a model with the Heavy Trait gains a boost to its skill roll to continue the bombing run
(+1D6).
Example: A Wraith Bomber (Fuel:2) chooses to initiate a Bombing run against a Thunderbolt. A
damaged unit of Pathfinders is able to intercept and the passive player chooses to intercept
instead of firing Point Defense. The Wraith destroys the Pathfinder with its first fuel and then
passes its Skill roll with a [D] (+1D6 for the Heavy trait). The Wraith has one fuel left and can
make two attack runs because the Wraith has a greater speed rating than the Thunderbolt. The
wraith resolves its first attack run and inflicts a [D] effect on the Thunderbolt. The Wraith has two
remaining fuel and chooses to make another attack run. The Thunderbolt has no interceptors in
range and must roll point defense doing a [D] result to the Wraith. The Wraith may then roll it’s
attack doing [T, D] to the target. The Wraith must then end the bombing run and make a single
return to base move (See 4.1c).
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A model may choose actions a number of times equal to its Fuel rating. Once both sides have
chosen actions equal to their fuel rating they must both Return to base (See 8.6). A model that
has 0 fuel remaining may not choose any actions.
Continue alternating attacking and breaking off actions with each model until one model is either
destroyed, or successfully breaks off instead of attacking.
A model that survives a dogfight that does not successfully break off may make either one free
move in any direction or it may make a Return to Base move (See 4.1c)
Notes: A squadron model that is reduced to half damage has Fire Control 1 unless it has the
Rugged trait. The Lance weapon can only be used in a Dogfight, a bombing run, or a boarding
action. If one model in a dogfight has the Interceptor trait then it chooses an action first. A model
that uses a Boost move before using a dogfight special action has Fire Control:1 in the first
round.
Example: A Wyvern chooses to initiate a Dogfight with a damaged Pathfinder. It has a Mass
Driver (AS:2) and a Beam Projector (AS:2)*. It can attack with both weapons and get a [N, D]
doing one damage. The Pathfinder has a Beam Projector with AS:3 and chooses to attack, and
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Squadron Damage:
Damage to squadrons is marked from right to left. models whose Damage rating is reduced to
zero are removed from the table as casualties. Exo-Armor and Fighter models that suffer a [Q+]
result are destroyed regardless of damage rating remaining.
Exo-Armor and Fighter models that only have small damage boxes remaining are Crippled. A
crippled model is reduced to Fire Control:1, may not boost, and may only move normally, attack,
and may only make Repair (requires Repair trait) or Withdraw special actions.
Structure Rating: A model that is reduced to 0 Structure rating is Crippled. Roll on the
Catastrophic damage table. A model cannot be reduced to less than zero structure rating.
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● Point Defense: Damage to Point Defense reduces it’s effectiveness. Loss of all point
defense has no additional effect other than making the ship vulnerable to boarding
actions and missile attacks. A Ship without a point defense rating cannot provide
support.
● Sensors: Damage to Sensors reduces the effective range of weapons by 3” per rating of
Sensors to a minimum of 6” for AC and 3” for AS weapons.
● Thrusters: When the Thrusters rating is reduced to 0 the model will have difficulty
turning and will not be able to boost. When a model attempts to Change Heading it must
pass a skill roll with [D+] to successfully turn. If the result is [N] then the model may not
turn in that round.
System traits: A System Trait is identified on a data card by by an underline and a box that
can be checked to indicate damage. A system trait that is damaged can be repaired by a repair
roll of [D+] (See 8.5). A system trait with a rating loses one rating per damaging hit. A system
trait that is damaged and has a rating of zero may not be used until it is repaired.
Weapons: Weapons may only be damaged by critical damage effects. The damaged weapon is
determined randomly. A Damaged weapon may not be used to attack. A damaged weapon can
be Repaired by a roll of a [D+] (See 8.5). Mark the weapon as damaged on the box provided on
the data card.
Marines (trait): Marines can only be damaged by critical damage effects or attrition from
boarding actions. Lost Marine ratings may not be repaired. Marine rating should be tracked by
marking lost rating on the boxes provided.
Speed: Speed, or engines, may only be reduced by critical effects. Engine damage may be
repaired with 1” of speed rating returned with a successful [D] repair roll and 2” of speed rating
returned for each [T+] result.
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A crippled ship may Explode catastrophically, become Dead and disappear from sensors, or
become Adrift and barely functioning but heroically continue to fight until it can withdraw. Roll
1D6 on the table below. For each system rating that has been reduced to zero by damage add
+1 to the roll. Each time a model is hit by an attack that causes damage to Structure rating when
the structure rating has has been reduced to zero roll once on the catastrophic damage table.
The attacker rolls the effect of the catastrophic damage.
Drifting: A crippled model moves forward 2” at the start of each movement phase and may not
turn. Mark the model with a Drifting counter.
Example: An Uller Capital ship is reduced to 0 Structure rating and crippled. It has zero point
defence and thrusters. The attacker rolls 1D6 and gets a [5]. Adding 2 for the system ratings at
zero gives a result of 7 and a result of ‘Dead’. The Ullers owner removes it from the table and
rolls 1D6 getting a [3] and replaces the ship with a 2” diameter asteroids marker.
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Skill Test:
Certain Special Actions require a skill test. The acting model must roll dice equal to their Skill
(SKL) rating and then consult the action for the result. Some actions may allow a model to roll
using the rating of an attribute instead of the skill rating.
8.2 Concentrated Fire: Requires Capital ship target. Roll Skill or Sensors.
If successful with a [D+] then all non-missile attacks that results in a [N] may be re-rolled in this
activation. The attacking model must attack only one target model this round.
Example: A Ypres Class battleship has a Shan-Yu Battlecruiser in its front arc. It rolls [D] with
skill and can concentrate fire on the Shan-Yu. The Ypres’ five attack rolls results are [T], [D], [D],
[N], [N]. The Ypres may re-roll the [N], [N] attack result dice.
8.3 Evade: Requires Thrusters:1+ or Fuel:2+. Roll Skill, Thruster rating, or Fuel rating.
Declare this special action before movement or attacks. If successful with a [D+] the model
gains an Evasion token. If [N] then the model will gain an Evasion token and will also be Fire
Control 1 until the end phase. A model with an Evasion token is attacked as if it has the Evasive
trait (See 9.0). A model with the Evasive trait and an Evasive token may benefit from the
Evasive trait at short range. A model with the Sluggish trait may not use the Evade special
action.
8.5 Damage Control: Capital Ship: Roll Skill. Does not use a special action.
Damage Control is an additional special action that all capital ship models may do each round
when they activate. They represent jury rigged solutions to battle damage, and the replacement
of damaged parts. A capital ship may choose to use it’s special action to Damage control to gain
a re-roll on one roll. Roll the Skill rating of the capital ships and add X boost dice if the model
has the Repair:X trait. Consult the table below.
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[D] Repair two points of system damage*/** OR Repair one Engine or Weapon
critical effect, OR Repair one damaged System trait.
A repair works by erasing damage that was marked on system, weapon, or traits.
If this model has a Hanger rating of 1+ it may also choose to roll to repair each landed squadron
once (See 8.5a).
A model with 1+ Parts trait may use 1 trait rating to roll +XD6 for one repair roll. Mark the rating
as used by marking a box if the result is [N].
8.5a Repair (Squadrons): During it’s activation a ship may attempt to repair a each squadron
that is landed in a Hanger. This does not require a special action. Roll the skill of the capital ship
and consult the table below. If the Capital ship has the Parts trait add a boost dice to the roll
(See 9.2).
8.7 Withdraw: Roll Skill or Reaction Control. Must be 6”+ from enemy models.
If [D+] then the withdraw action is successful. A model taking this action is removed from the
board. Models that Withdraw are worth fewer Victory Points to the opponent.
8.9 Long Range Sensors: Capital ship only. Requires Capital ship target. Requires Sensors
1+.
This model may double its sensor range this activation. All attacks must target the same capital
ship or terrain model. Do not add flank or rear modifiers to the attack roll. Diminish the results of
the attacks.
Example: A Ypres has a AC:4 Kinetic Cannon. When attacking a target using the Long Range
Sensors special action the Ypres rolls 4D6 for the attack roll. If it hits with a [T+] then the player
diminishes the attack to a [D] and then rolls for macro. If a [D] is rolled then it diminishes to [N]
and the attack misses.
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A model that makes a return to base special action may make one additional move if it has 1+
fuel rating remaining.
A model that executes a return to base move can Land if it can move into base to base contact
with the Base model. See Hangers (See 8.5b).
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Associated traits: Some traits have additional associated traits that only apply to that trait.
These associated traits are listed in brackets directly after the trait they affect. The most
common associated trait is a weapon arc. Example: 2x Particle Cannon (Link) is two particle
cannon weapons that have the Link trait.
Multiple instances of a trait are cumulative, or stack, their effect(s) unless noted otherwise.
Example: A model has 2x Lance. Apply this trait twice to the first attack this model makes in a
dogfight.
9.1 System traits: A trait with the associated trait “(system)” is a System trait. This trait may be
damaged by a critical damage effect. System traits that are damaged can be repaired with a
successful skill roll of [T+]. On model data cards system traits are underlined.
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1
Credit to Forum user Narandin for concept.
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Uncommon Squadrons: May select 0-2 squadrons of each type per 250 points.
Stormrider Squadron 37 points
Pathfinder Recon Squadron 17 points
Vindicator Squadron 14 points
Lancer Recon Squadron 18 points
Common Ships: May select 0-2 ships of each type per 250 points.
Javelin Frigate 23 points
Corsair Missile Corvette 36 points
Athena Destroyer 47 points
Thunderbolt Frigate 30 points
Alexander Destroyer 54 points
Forge Escort Carrier 35 points
Valiant Strike Carrier 50 points
Uncommon Ships: May select 0-1 ship of each type per 250 points.
Ypres Battleship 95 points
Godsfire Command Carrier 99 points
Majestic Fleet Carrier 86 points
Lennox Cargo ship 22 points
Gagarin Tender 44 points
Intrepid Transport 33 points
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Uncommon Squadrons: May select 0-2 squadrons of each type per 250 points.
Dragon Striker Squadron 35 points
Wraith Recon Squadron 15 points
Wyvern Marine Squadron 15 points
Common Ships: May select 0-3 ships of each type per 250 points.
Constantinople Assault Ship 45 points
Hydra Defense Frigate 27 points
Ch’in Frigate 24 points
Bricriu Corvette 25 points
Hachiman Destroyer 57 points
Uller Missile Cruiser 36 points
Poseidon Battleship 90 points
Tengu Escort Carrier 37 points
Uncommon Ships: May select 0-1 ship of each type per 250 points.
Detroit Fleet Support Ship 44 points
Appalachian Cargo Ship 8 points
Charon Transport Ship 9 points
Icarus Fuel Barge 9 points
Hammerhead Dreadnought 69 points
Narwhal Bombard 50 points
Birmingham Fleet Carrier 82 points
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Any hard point may be equipped with a weapon upgrades. Any number of hardpoints may have
non-weapon upgrades, note that some non-weapon upgrades require more than 1 hard point.
Hard points may be left unused at no cost. All upgrades require one hard point unless noted
otherwise.
Unless otherwise noted with a Hardpoints:X trait all capital ship models have the Hardpoints:X
trait where X is the starting structure rating of the model.
Squadron models may purchase up to two upgrades from the Squadrons list (See 10.1c), and
Squadrons and Capital Ships upgrade list (See 10.1d). Each squadron model may purchase up
to one weapon upgrade from the Weapon upgrade list (See 10.1e).
Limited Modules/Upgrades: Modules and Upgrades that are listed with 0-X are Limited. A
Limited upgrade or Module can only be included in the fleet X times per 500 points or part
thereof. Example: A 600 Point Fleet can have two 0-1 upgrades in the fleet.
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Ring module (small): Structure rating 2-4 model only. This model gains one Ring module trait
and gives the model the Hard Points:12 trait. Cost:1 point per structure rating.
Ring module (large): Structure rating 5+ models only. This model gains one Ring module trait
and gives the model the Hardpoints:16 trait. Cost:1 point per structure rating.
Cargo module: Gives a Parts trait. Gives a Repair:1 trait, or adds +1 to the rating of an already
existing repair trait. Cost: 4 points.
Fuel Module: Gives 4 Fuel Pod traits and the Tender trait. Cost: 4 points.
0-1 Comms Module: Gives the Comms trait. Costs: 4 points.
0+ Docking Module: Adds 4 Hard points. May not be used for Weapon upgrades. Cost: 2
points.
Parts: Cost: 2 point. Requires two hard points. This model gains a Parts trait or adds 1 to an
existing trait. This upgrade may be purchased multiple times.
Squadron Hangar: Cost: 4 points. Requires 2 hard points.This model gains the Hangers:1 trait
or adds +1 to it’s current hangers rating. A hanger rating may not be upgraded more than two
times.
0-2 Mine Layers: Cost: 5 points. Requires 4 hard points. This model may use the Minelaying
special action (See 8.10).
0-2 Barrier: Cost: 2 points per structure rating. Requires 1 hard point per structure rating.
Requires either the Drones trait, a Beam weapon or a Kinetic Cannon weapon. This model
gains the Barrier trait.
0-3 Drones: Cost: 4 points. Requires 2 Hard points. Add the Drones Trait.
0-2 Redundant Point Defense: Cost: 3 points. Requires 4 Hard Points. This model upgrades
one Point Defense damage point to be redundant. A point defense rating may not be upgraded
more than twice.
0-2 Redundant Sensor Pod: Cost 3 points. Requires 2 hard points. This model upgrades one
Sensor damage point to be redundant. A Sensor rating may not be upgraded more than twice.
0-2 Redundant Thruster Pods: Cost: 3 points. Requires 4 hard points. This model upgrades
one Thruster damage point to be redundant.. A reaction control rating may not be upgraded
more than twice.
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0-2 Armor Upgrades: Cost: Variable. This model gains one of the following special armor
types: Energy armor: 1 point per Structure rating, or 3 points for a Squadron model. Reactive
armor: 2 points per structure rating, or 3 points for a Squadron model.
Note: A model may only have one type of Armor upgrade.
0-2 ECM pod: Cost: 2 points. This model gains an ECM trait. Requires 1 Hard point on capital
ships.
0-2 ECCM pod: Cost: 2 points. This model gains an ECCM trait. Requires 1 Hard point on
capital ships.
Fuel Pods: Cost: 2 points. This model gains a Fuel Pod upgrade. This upgrade may be
purchased multiple times. Requires 1 Hard point on capital ships.
0-1 Grapplers: Cost: 3 points. This model gains the Grapplers trait.
0-X Ace Pilots: Cost: 4 points. This model gains the Ace trait to two of its non-missile weapons
and increases its skill rating by 1. Only one model of each Class may purchase the Ace trait as
an upgrade. A model with the Ace upgrade may purchase one additional upgrade. Example:
Dave has three Pathfinder class exo-armor models. Only one Pathfinder model may be
upgraded as an Ace
0-2 Reliable: Cost: 5 points. This model gains the Rugged trait.
0-2 Sharpshooter: Cost: 3 points. This model may add the Sniper Trait to one Mass Driver
weapon.
0-2 Drone Bay: Cost: 3 points. This model gains a Drones Trait.
0+ Drop Fuel tanks: Cost: 4 points. This model gains +1 Fuel for one activation. This upgrade
may be refreshed instead of repairing one damage.
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Example: An Alexander Destroyer has Structure: 3. It has three hard points. It may purchase up
to three firepower upgrades to fill those hard points, no upgrade may cost more than 3 points.
*Note that all weapons on capital ships gain one Big Gun firepower upgrade (Macro:1) for free.
Weapons mounted on a Ring module hardpoint gain the turret arc for free.
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Alternate: A Game of Jovian Wars will last 7-10 rounds. On round 7, 8 and 9 roll 1D6 in the
attacker's deployment phase. On a 4+ the game ends after each player has completed one turn.
The game will automatically end after the 10th round.
Victory Conditions:
Standard Scenario: In a standard scenario the game immediately ends when one fleet has all its
remaining capital ships destroyed or withdrawn.
Special Scenario: In a special scenario the game ends the when one player achieves their
primary objective.
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Deployment: Escalation.
Victory Conditions: Victory Points.
Special Rules: None.
Deployment: Random.
Victory Conditions: Victory Points.
Special Rules: Blinded by the light. All models are reduced to short range sensors only until the
third round. Boarding actions by Marines may not be attempted until the third round.
Deployment: Fleet.
Victory Conditions: Victory Points.
Special Rules: No Quarter given. No model may make a withdraw special action until it has only
one structure or damage point remaining.
Deployment: Escalation.
Victory Conditions: Victory Points.
Special Rules: Search for Escape pods special action: Any model may use a special action to
search for escape pods. Roll Skill. Add one boost dice for each point of sensor rating. Each [D]
result is worth 5 bonus VPs. Each [T] result is worth 10 bonus VPs. Mark these VPs on the
model that used the action. Exo-Armor and Fighter models within 3” of a friendly capital ship
may transfer their bonus VPs to the Capital ship using a special action. Models that survive the
game may claim the extra VPs for their side’s VP total.
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Deployment: Escalation.
Victory Conditions: Victory Points.
Special Rules: Deploy one Comet to the center of the board. This comet does not move during
the game. The comet may be mined by Capital ships and Exo-Armor. Mining is a boarding
action where the comet rolls 3D6 for point defense representing hazards. A boarding action that
succeeds against the comet is worth bonus VPs equal to the value of the set of the attack dice
xample: A
rolled. Marines roll their rating. Exo-Armor rolls dice equal to their starting damage. E
model that rolls [D2, T4] result gains 6VPs. Roll the hazard point defense each round that a
model or marines continues the boarding action. The VPs an Exo-Armor model gains can be
transferred to a capital ship within 3” using a special action.
Scenario 7: Ambush!
Attack where you are strong, and your enemy is weak.
(This scenario should not be played in a one-off game, only as part of a campaign.)
Deployment zone: Attacker: opposite table edges. Defender: within 6” of center line of table
between attacker table edges, all ships facing to the same end of the centerline but not within
12” of the table edge.
Deployment: Fleet.
Victory Conditions: Victory Points.
Special Rules:
Escape! The attacker gains no VPs for defender ships that Withdraw. The Defender gains ½
VPs for their ships that withdraw.
Divided fleet: Before Deployment the Defender divides their fleet into three parts, each which
must have at least 25%. Randomize one part of the fleet. This part will not participate in this
battle.
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Note that small six sided dice are excellent for marking damage on Exo-Armor and Fighter models.
*permission granted to print or photocopy for personal use.
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One 5-of-a-kind,
NOM 0.1% 0.3% 0.9%
Three distinct
doubles, NOM 3.8% 13.5%
One 6-of-a-kind,
NOM 0.01% 0.1%
One 7-of-a-kind,
NOM 0.002%
*NOM: "no other matches"
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