Campaign games involve playing a series of missions over multiple weeks with objectives to earn victory points (VP) and experience points (XP) to upgrade fleets, while ships that take heavy damage in battles face consequences like being destroyed or receiving traits in a campaign's structured process of mission setup, play, casualties, experience, and fleet upgrades between matches.
Campaign games involve playing a series of missions over multiple weeks with objectives to earn victory points (VP) and experience points (XP) to upgrade fleets, while ships that take heavy damage in battles face consequences like being destroyed or receiving traits in a campaign's structured process of mission setup, play, casualties, experience, and fleet upgrades between matches.
Campaign games involve playing a series of missions over multiple weeks with objectives to earn victory points (VP) and experience points (XP) to upgrade fleets, while ships that take heavy damage in battles face consequences like being destroyed or receiving traits in a campaign's structured process of mission setup, play, casualties, experience, and fleet upgrades between matches.
Campaign games involve playing a series of missions over multiple weeks with objectives to earn victory points (VP) and experience points (XP) to upgrade fleets, while ships that take heavy damage in battles face consequences like being destroyed or receiving traits in a campaign's structured process of mission setup, play, casualties, experience, and fleet upgrades between matches.
Campaign Length: Campaigns are played The Fleets: There are no point limits for Casualties: If most upgrades on a ship with two or more players, and you must fleets in campaign games, however no were destroyed at the end of the game, pick one of these campaign types: fleet may bring over 75pts worth of then that ship counts as a casualty. Note models more than the fleet with the that squadrons never count as casualties. • Game-Limited: Play D6+4 lowest point value. missions, and after the last Regular Ships: For every ship that is a match the player with most VP Underdog Bonus: Any fleet that has a casualty roll one die and check what is the winner. point value lower than at least one other happens to it here: • Point-Limited: The campaign gets an underdog bonus. For every 15pts Result Casualty ends when one player has difference between your fleet and the one 1 Destroyed - Remove the ship earned D6+4 VP after a match, with the highest point value, you get from your fleet sheet. who is the winner. 1 underdog point. Each point can be 2-5 Recovered - Ship recovers and • Time-Limited: The campaign spent to modify a friendly or enemy roll may be used without penalties. ends after D6+4 weeks, and the by +1 or -1, however only one point can 6 Natural Talent - Ship recovers player with most VP at the end be spent per roll. and earns +1 XP. is the winner. Special Objectives: In addition to the Hero Ships: Follow the same rules as • Endless: The campaign never mission objectives players may earn a above, however on a 1 it becomes 10pts ends, but instead players keep bonus of 15pts by completing special cheaper and gets a Damage trait, and on track of how many VPs they objectives. Roll one die each to see a 6 it becomes 10pts more expensive and earned on a leaderboard. which objective must be completed: gains a Talent trait. Each trait can only be Parallel Play: Usually all fleets should Result Objective gained once, so if you roll the same result participate in every match, but if you 1 Mastery - One friendly ship in simply re-roll. want you can allow fleets to play matches each table quarter at the end. Result Damage Trait in parallel. If you do, then each fleet‘s VP 2 Honor - No enemy ships in own 1 Destroyed - Remove the hero must be divided by the amount of deployment zone at the end. ship from your fleet sheet. 3 Flanking - First player to shoot matches they play, which gives you their 2 Structural Damage - Gets -1 to an enemy ship in its rear. final VP score. rolls when blocking hits. 4 Boarding - First player to ram an 3 Broken Sensors - Gets -1 to rolls Late Joiners: If you want you can allow enemy ship. when shooting its turret. 5 Rage - First player to destroy an players to join the campaign whilst it’s 4 Weak Bow - Deals -1 damage enemy ship. already ongoing. If you do, then they start when ramming. 6 Destruction - Most expensive with a regular 200pts fleet, and you must 5 Jittery Crew - Gets -1 to rolls enemy ship destroyed. count VP as in parallel play. when taking morale tests. 6 Leaking Thrusters - Moves -1” If you roll an objective which can’t be Preparation on move and -1.5” on cruise completed, then you must re-roll. and ram actions. The Fleets: Before the first mission each 2. Play Mission Result Talent Trait player receives 200pts to spend on his fleets. Players may save up to 35pts to be Mission Length: Missions are played 1 Natural Talent - The hero ship spent later, and they may only buy one using the standard rules, however if after recovers and gets +1 XP. 2 Respected - Always passes the ship that is a hero. 4 rounds there is no clear winner the first morale test of the match. game continues onto the next round until 3 Determined - Deals +1 damage The Fleet Sheet: Each fleet and model there is one clear winner. when ramming. must be given a unique name, which you 4 Squadron Hunter - Always hits can fill out on the fleet sheet. Conceding: At the beginning of any round enemy squadrons on 2+. a player may concede instead of 5 Rough Navigator - Enemy units Campaign Structure: Campaigns are continuing the mission, removing all of that overlap or are overlapped played with the following structure: his models from the table. by the hero take +1 damage. 1. Mission Setup 6 Expert Crew - Ignores 1 damage Random Events: At the beginning of each the first time it takes damage 2. Play Mission round players must roll one die, and on a during the match. 3. Check for Casualties 5+ a random event happens. 4. Earn Experience No Permadeath: Optionally you can play 5. Upgrade Fleets Mission Goals: The winning fleet gets without ships being removed from the 6. Recruit Models 2 VP and 15pts, whilst all losing fleets fleet when they’re destryoed, but instead each get 45pts instead. they lose all XP earned during the match Each step must be followed in this order and once all steps have been completed and must sit out the next D3 matches. you start from the first again. 4. Earn Experience Captain: The hero shines as a leader and Repairman: The hero repairs and protects his crewmen follow him with pride. allies from terrible damage with ease. Earning XP: Ships earn XP in battle for each of the following things: Result Skill Trait Result Skill Trait 1-2 Leader - Friendly ships within 1-2 Physicist - Friendly ships within • +1 XP: Surviving a mission 6” get +1 to morale tests. 6” aren’t pushed when rammed. 3-4 Instigator - Friendly ships within 3-4 Chemist - Friendly ships within • +1 XP: Destroying a ship 6” deal +1 damage if rammed. 6” may ignore damage taken on • +2 XP: Destroying a hero ship 5-6 Tactician - Friendly ships within a roll of 6+. 6” get +1 to hit when shooting. 5-6 Warden - When the hero is Mark earned XP on the fleet sheet in activated roll one die, on a 5+ order to see when ships level up. Support: The hero user powerful tools to all friendly ships within 6” may buff allies and debuff enemies. pivot by up to 90°. Regular Ships: When a ship earns 5 XP it becomes 10pts more expensive and you Result Skill Trait 5. Upgrade Fleets roll one die to see what trait it gets: 1-2 Vanguard - Friendly ships within 6” get +3” ram range. Weapons & Upgrades: Players may freely Result Trait 3-4 Scavenger - Friendly ships swap up to one upgrade or one weapon 1 Agile - Moves +1” on move and within 6” get +6” firing range per ship after each mission. +1.5” on cruise and ram. when shooting their turrets. 2 Headstrong - Gets +1 to rolls 5-6 Mastermind - Enemy ships Buying Titles: Players may buy titles for when taking morale tests. within 6” get -1 to defense. their ships as detailed in their fleet page 3 Assault Specialist - Always deals by spending any points they have. +1 damage when ramming. Boarder: The hero has perfected boarding 4 Ranged Specialist - Gets +1 to techniques beyond compare. Selling Titles: Players may sell any of their hit rolls with its turret. titles at half of their price (rounding down 5 Resilient - Gets +1 to rolls when Result Skill Trait to the nearest multiple of 5). If a title is blocking hits. 1-2 Duellist - Enemy ships always only worth 5pts roll one die, on a 1-3 the 6 Elite - May re-roll one roll of deal -1 damage when ramming any kind once per game. title can‘t be sold, on a 4+ it can be sold the hero’s ship. 3-4 Fanatic - The hero always deals for 5pts (you can only try to sell a 5pts Each trait can only be gained once, so if +1 damage when ramming title once after each mission). you roll the same result simply re-roll. enemy ships. Ships can’t earn more than 30xp, so they 5-6 Berserker - The hero always 6. Recruit Ships can level up max. 6 times. pushes enemies by +D6” when ramming them. Squadrons: Players may freely recruit or Hero Ships: Follow the same rules as disband squadrons from their fleet above, and the first time a hero levels up Shooter: The hero expertly handles all without any restrictions. roll one die and pick one skill set: sorts of weapons and equipment. Recruiting Hero Ships: Players may Result Skill Set Result Skill Trait recruit up to one new hero after each 1-2 Captain or Support 1-2 Hunter - The hero may shoot its mission, and may only have up to three 3-4 Boarder or Shooter turret even after cruise actions. heroes in their fleet at once. 5-6 Navigator or Repairman 3-4 Destroyer - The hero’s turret gets +1 strength. Recruiting Regular Ships: Players may Every time the hero levels up, including 5-6 Suppressor - Enemies shot at by recruit as many regular ships as they want the first time, roll one die to see what skill the hero get -1 to hit when after each mission. One of the newly trait it gets, and it becomes 10pts more shooting their turrets until the recruited ships may also start with 5 XP if end of the round. the player pays +20pts for it. expensive. Each trait can only be gained once, so if you roll the same result simply Navigator: The hero is a true master at Disabanding Ships: Any ship may be re-roll. If a hero already has all 3 traits of navigating and collecting intel. freely disbanded, losing all of its XP and its skill set, then it may roll on the table titles. Players may also choose to disband again to get a new second skill set. Result Skill Trait their full fleet, losing all models, VP, 1-2 Runner - The hero always points, etc. and start a new one from moves +1.5” (even in terrain). 3-4 Prowler - Enemy ships further scratch with 200pts. than 12” get -1 to shooting rolls against the hero. 5-6 Daredevil - The hero ignores dangerous terrain effects. Rolling for Random Events 16 - Low Spirits 31 - Black Hole When rolling for random events roll two The endless fighting and staying aboard Black holes can be extremely dangerous, separate dice one at a time, where the ships has become too tiresome to bear. sucking in unsuspecting nearby ships. first one represents the first number and All ships from one random fleet get -1 to Place a black hole marker in the center of the second represents the second number. morale tests until the end of the game. one random table quarter. All models that Example: A player rolls two dice, with the move within 3“ of it take D3 damage. first result being a 2 and the second result 21 - Hazardous Materials being a 1. This would mean that event 21 32 - Ravenous Aliens The elements found in this system emit (hazardous materials) is chosen. high doses of dangerous radioactivity. The battlefield is covered in corpses ready Rolling for Random Models to rise again from the grave. Until the end of the game, whenever a model enters terrain roll one die, on a 1 it Place D3+1 alien squadrons (Speed 8“, If a random event calls for randomly takes D3 damage. Eva 5+, Tou 5+) in the center of one selecting a model from any fleet, you random table quarter. At the end of each must first randomly select a fleet for the 22 - Warp Anomaly round the aliens must ram or cruise event, and then randomly select a model A large anomalous field suddenly forms, toward the nearest ship. to be the target. pulling and tearing ships apart. 33 - Derelict Freighter 11 - Pirate Ransom Select one random table quarter. All ships An abandoned freighter is drifting through One of the ship is captured by pirates and within that table quarter take 1 hit with space, bumping into any ships in the way. must be bought back at a high price. strength D3 each. Place a derelict freighter in the center of a Select one random ship, and remove it 23 - Hidden Explosives random table quarter, facing a random from play. At the end of the game it may Before the battle began one of the armies table qaurter. At the end of each round it be bought back for D3 * 15pts or else it‘s sent a sabotage crew to plant explosives. moves 8“ in a straigth line, and any ships disbanded from the fleet. that it moves through or that it overlaps 12 - Large Bounty Select one random player, who may note take D3 damage. down one piece of terrain in secret. The A new bounty has come through, marking first ship to enter that terrain takes D3 hits 34 - Ace Support one of the fleets as a high value target. with strength 2. A group of ace squadrons has spotted the Select one random fleet. Enemy fleets get 24 - Ambushed battle and decided to join in on the fun. 10pts at the end of the game for every Local militia has been lying in ambush, Place D3 gunship suadrons within 3“ of a ship from it that they destroyed. waiting for the perfect moment to strike. random ship, and that ship’s player may 13 - Overheating Guns control them until the end of the game. All models within terrain immediately The non-stop barrage of fire has brought take 1 damage. 35 - Valuable Cargo some weapons to the brink of meltdown. 25 - Space Storm One of the ships managed to scoop up Select D3 random ships, which can‘t fire some valuable cargo to be escorted. one random weapon (including turrets) A sudden space storm sweeps the area, scrambling all sensors. Select one random ship. If it manages to until the end of the round. exit the table through an opponent‘s 14 - Corsair Attack Select one random table quarter. All of deployment zone it gets D3 * 10pts. the models within that table quarter get One of the ships is attacked by a band of -6“ range when shooting. 36 - Enemy Intel corsair, which were laying in ambush. 26 - Fighting Spirit A data core filled with enemy intel has Select one random ship, which takes 1 been found, which could change the tide automatic hit with strength D3. After much shooting, the fleets are eager of this conflict forever. to get into the thick of it and finish off the 15 - Insufficient Ammo fight through boarding actions. Place an intel marker at the center of a random table quarter. Ships can pick it up The fleet didn’t prepare for such a long All ships deal +1 damage when ramming by moving into contact with it, and they fight, and is running out of ammo. enemy ships and earn +D3 XP when drop it if they are destroyed. If a ship with destroying them by ramming until the end it manages to exit the table through an Select D3 random ships, which can‘t fire of the round. opponent‘s table edge its fleet gets 1 VP. their turrets until the end of the game. 41 - Mutiny 52 - Drifting Expert 63 - Prized Weapon Afraid for their lives, the crew of one ship Countless hours in flight sims have finally One of the ships has been gifted a rebels to take over and flee the battle. paid off, leading to incredible drifting. powerful weapon by the locals which are friendly to their cause. Select one random ship, which must take Select one random ship, which may add a morale test, and if failed it surrenders. or subtract D3“ to all of its movement Select one random ship, which may until the end of the game. upgrade its turret to get +D3 accuracy 42 - Catastrophic Malfunction and +D3 strength forever. 53 - Brace! A malfunction in the weapon causes a 64 - Supply Drop massive explosion inside the ship. Comms are sent out to the fleet, warning to prepare for incoming boarding actions. Command has sent out a resupply to one The first time during this round when a of the fleets so it can get patched up. ships rolls a 1 to hit, it takes D3 damage. Select one random fleet. All ships from that fleet take -1 damage when rammed Select one random fleet, which 43 - Heavy Ram until the end of the round. immediately gets D3 * 10pts. One of the ships hit a weak spot when 54 - Double Salvo 65 - Critical Transmission ramming, almost fully tearing through it. The crew is so in the zone that it starts A fleet randomly caught enemy comms The first time during this round when a firing at a much higher rate than usual. that revealed mission critical information ramming ship rolls a 6 when pushing, the on enemy positions. target takes D3 damage. Select one random ship, which may fire one of its weapons twice this round. Select one random fleet, which 44 - No Escape immediately gets 1 VP. 55 - Iron Resolve A well placed shot in a ship’s thrusters 66 - Time Warp usually means the end for its crew. In desperate times a shout of war can bring warriors back in fighting spirit. A ship that was fleeing the battlefield ran The first time during this round when a into a psychic anomaly and warped to a ship destroys an enemy ship by attacking Select one random fleet, which gets +1 to different time and dimension. it in its rear facing it receives +1 XP. morale until the end of the game, and if any of it sships already surrendered, they Select one random ship that was already 45 - Weak Hull may be brough back anywhere within 4“ destroyed and place it in a warp zone. Even a reinforced hull can only take so of the players table edge, with the same The warp zone should have an area of many hits before it fully breaks down. amount of damage they had before. 3’x3‘ and 3-5 pieces of terrain, and the ship must be placed within 3“ of one of The first time during this round when a 56 - Infamous Admiral the zone’s edges. Then start a D6+3 turn ship rolls a 1 to block hits it immediately countown, with the ship needing to exit The admiral of one of the ships known for takes D3 damage. the zone through the opposite table edge his brutality spreads fear in the enemy. by the end of the last turn. At the end of 46 - Finish Them! Select one random ship. Enemy ships each turn, the enemy may move the ship Strong fleets have been destroyed in no within 6“ of it get -1 to morale tests until by up to D6“ in any direction. If the ship time through quick and decisive action. the end of the game. doesn’t manage to escape before the end of the last turn, the ship is destroyed and If a fleet manages to win the game by the 61 - Mysterious Artifact is removed from the fleet sheet. If the ship end of the round it gets a bonus of 5 XP, manages to escape, then it gets +3 XP and One of the crews has found a mysterious which must be split as evenly as possible +45pts, and may rejoin its fleet again at artifact, imbuing it with strange power. amongst its ships. the end of the game. Select one random ship, which 51 - Repair Barge immediately gets D3 * 1 XP. A local repair barge for hire is standing by 62 - Lost Colony to help fix all sorts of damage. A distress signal from a lost colony has Select one random fleet which may pay reached one of the fleets, who must send 15pts to re-roll results of 1 once per ship scouts to retrieve the survivors. when checking for casualties. Select one random fleet, which may immediately remove one of it ships from play and get D3 * 15pts. FLEET NAME: VP: