Rules

Combat:

Land Combat Rules

1. Deployment

a. Predetermined deployment zones. Three controlled by attacker, one controlled by the defender.

b. Attacker must control the fourth deployment zone in order to deploy from it.

c. Attacker can deploy 5 units in the first wave of deployments in each deployment zone.

d. Each subsequent wave is 3 units each in each deployment zone.

e. During the battle, a defender may take a deployment zone; however, the attacker may choose to continue deploying on a lost deployment zone. When units are deployed, they are instantly entered into combat with the defenders.

f. Attacker may choose to not deploy more units, or continue deploying units later in the battle.

2. Combat

a. Attacker roles first.

b. Defender roles second, including units that are casualties from the attacker’s first role. Casualties then removed from the board.

c. Attacker may retreat after defender has rolled, except when they’ve been deployed into a contested deployment zone.

3. Evacuation

a. Attacker or defender may evacuate deployed units from uncontested deployment zones.

b. Units are evacuated three units per turn per deployment zone, but there must be available transport space in the orbiting fleet.

c. Defender may only evacuate from their original deployment zone.

<p class="MsoNormal">Space Combat Rules

<p class="MsoListParagraphCxSpFirst" style="text-indent:-18.0pt;mso-list:l0level1lfo2">1. Combat

<p class="MsoListParagraphCxSpMiddle" style="margin-left:72.0pt;mso-add-space: auto;text-indent:-18.0pt;mso-list:l0level2lfo2">a. Attacker and defender designate a flagship before each battle. If flagship of attacker or defender is destroyed, the attacker or defender of that side loses one point to each attack points and defense points for each unit for two turns. A unit cannot have less than a 6 value.

<p class="MsoListParagraphCxSpMiddle" style="margin-left:72.0pt;mso-add-space: auto;text-indent:-18.0pt;mso-list:l0level2lfo2">b. Attacker roles first.

<p class="MsoListParagraphCxSpMiddle" style="margin-left:72.0pt;mso-add-space: auto;text-indent:-18.0pt;mso-list:l0level2lfo2">c. Each defending ship including transports and supply ships are assigned a value from 1 to the total number of defending ships. A dice is rolled to see which ship(s) is hit from the attacker’s fire.

<p class="MsoListParagraphCxSpMiddle" style="margin-left:72.0pt;mso-add-space: auto;text-indent:-18.0pt;mso-list:l0level2lfo2">d. Defender roles second, including units that are casualties from the attacker’s first role. Casualties then removed from the board.

<p class="MsoListParagraphCxSpMiddle" style="margin-left:72.0pt;mso-add-space: auto;text-indent:-18.0pt;mso-list:l0level2lfo2">e. Attacker or defender may retreat from the battle once the defender has rolled for his units.

<p class="MsoListParagraphCxSpMiddle" style="margin-left:72.0pt;mso-add-space: auto;text-indent:-18.0pt;mso-list:l0level2lfo2">f. Individual units may retreat from the space battle at any point.

<p class="MsoListParagraphCxSpMiddle" style="margin-left:72.0pt;mso-add-space: auto">

<p class="MsoListParagraphCxSpMiddle" style="margin-left:72.0pt;mso-add-space: auto;text-indent:-18.0pt;mso-list:l0level2lfo2">g. Orbital bombardment

<p class="MsoListParagraphCxSpMiddle" style="margin-left:108.0pt;mso-add-space: auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0level3lfo2">                                                              i.      Battleships or destroyers may fire on the planet in the form of orbital bombardment.

<p class="MsoListParagraphCxSpMiddle" style="margin-left:108.0pt;mso-add-space: auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0level3lfo2">                                                            ii. This can be done every two space turns/four planetary turns.

<p class="MsoListParagraphCxSpMiddle" style="margin-left:108.0pt;mso-add-space: auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0level3lfo2">                                                           iii. If orbital bombardment is used, the bombing ship may not participate in the space combat for that turn.

<p class="MsoListParagraphCxSpMiddle" style="margin-left:108.0pt;mso-add-space: auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0level3lfo2">                                                          iv. Roll a die to see if it hits the targeted territory. A 3+ is a hit.

<p class="MsoListParagraphCxSpLast" style="margin-left:108.0pt;mso-add-space: auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0level3lfo2">                                                            v.      If the bomber hits with a battleship, the defender of that territory must remove two units. If the bomber hits with a destroyer, the defender of that territory must remove one unit.