Quick Rules

Round sequence

  1. Check victory conditions (skip round 1)
  2. Reinforcement phase (skip round 1)
  3. Movement phase
  4. Action phase
  5. Clean-up phase
  6. 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.