Quick Rules
Round sequence
- Check victory conditions (skip round 1)
- Reinforcement phase (skip round 1)
- Movement phase
- Action phase
- Clean-up phase
- Maneuver phase
Hull classes
| Class | Typical units | Move |
|---|---|---|
| 0 | Fighters, interceptors, bombers, ordnance | 8" |
| 1 | Frigates, corvettes, gunboats, boarding ships, minelayers | 6" |
| 2 | Destroyers, logistics vessels, heavy gunboats | 6" |
| 3 | Carriers, dreadnoughts | 6" |
| 4 | Battleships / flagship | 4" |
Movement is by hull class, not per ship. Measure front-to-front. Ships do not block movement. You may not end overlapping another base.
Armament range
One range band is 6".
| Armament | Range |
|---|---|
| Class 0 | Base contact only |
| Class 1 | 6" |
| Class 2–3 | 12" |
| Class 4 | 18" |
Fire action
- Choose one armament battery and one enemy target.
- Same-class guns on a ship fire as one battery and cannot split fire.
- Each armament rolls two dice. Both must meet the required result to score a hit.
- Dice from different armaments are never pooled.
Required roll = 3 + |armament class − target class|.
| Class difference | Need |
|---|---|
| 0 | 3+ |
| 1 | 4+ |
| 2 | 5+ |
| 3 | 6 |
| 4 | 6, then 5+ |
Destruction
- Normal ships are Operational or Destroyed. A successful battery attack destroys the target; failed attacks leave no lasting damage.
- Mark destroyed ships immediately. They finish the round, then leave in clean-up.
- Flagships use Health (hits this round). If the flagship survives the round, that damage resets.
Other actions
- A ship normally takes one action per round (attack, objective interact, ability, or maneuver).
- Maneuver: later in the Maneuver phase, move up to standard speed minus 2".
- Class 0 craft deploy in base contact with a hangar ship and do not move that deploy.
- Ordnance are Class 0 units, last two rounds including the round fired, attack in base contact, then leave the board.