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SCENARIO I: RECOVERY TEAM

SET UP
The Play area should include at least 1 planet and
each player places 2 Asteroid or Debris markers into
the play area, each no closer than RNG 2 from a
previously placed marker. Place 1 Objective Token
on the planet.
Each player should have a Recovery Team consisting
of 4 identically backed cards, two of which are
designated as Saboteurs and two of which are
designated as Specialists.
START OF TURN
Each player secretly selects a Specialist of Saboteur
from his supply of Recovery Team cards, or may
return a deployed Specialist or Saboteur to his
supply. Each player simultaneously reveals his card
and rolls an appropriate die: Defense die for a
Specialist or an Attack die for a Saboteur. Resolve
the results of each player's die results in order of Hit,
Critical, Focus, Evade. If multiple players have the
same result, resolve the effects in Faction order.
Hit. Remove 1 Objective Token from any marker.
Critical. Deploy a Saboteur to a planet, asteroid or
debris marker.
Focus. Choose a ship and score all Objective Tokens
from a marker within RNG 1 of that ship.
Evade. Deploy a Specialist to a planet, asteroid or
debris marker.
DEPLOYING SABOTEUR (Critical)
A Saboteur may be deployed to any planet, asteroid
or debris marker. No opponent may score Objective
Tokens from that marker unless he has at least as
many Saboteurs deployed to that same marker.
SCORING OBJECTIVE TOKENS (Focus)
Remove each scored Objective Token from the
marker and move it to the scoring player's play area.
If multiple players are eligible to claim the same
Objective Tokens, no player may claim those tokens.
DEPLOYING SPECIALISTS (Evade)
A Specialist may be deployed to any planet, asteroid
or debris marker. The card is removed from your
Recovery Team supply and the card or an appropriate
token is placed on the marker.
END OF TURN
Place 1 Objective Token on each planet marker, then
place 1 Objective Token on each marker for each
Specialist deployed to that marker.
GAME END

The game ends when any player has no enemy ships


on the board, or at the end of a turn in which one or
more players have acquired 5 Objective Tokens for
each player that started the game.
SCORING
Killing Blow. When an enemy ship is destroyed, you
score points equal to the base value of that ship.
Surviving Ships. At the end of the game, you score
points equal to the base value of any remaining
friendly ships.
Objective Tokens. At the end of the game, you score
3 points for each token scored.
Unused Points. You score 1 point for each unused
point during squad building, to a maximum of 5
points.

SCENARIO II: BOUNTY


SET UP
The play area may be set in any mutually agreed
upon arrangement.
Any ship with a combined Hull and Shield value
greater than 10 begins with 1 less shield for each
point by which it exceeds 10.
Uniquely identify each participating Ship on a single
card and shuffle the cards into a Bounty Deck.
Distribute 1 card to each player. If any player
receives a friendly ship's card, draw a new card then
reshuffle that ship into the Bounty deck.
BOUNTY
When an enemy ship is eliminated, the player
possessing the appropriate card discards it and draws
a new Bounty card. If the player draws a friendly
ship's card, draw a new card then reshuffle that ship
into the Bounty deck.
If the player that eliminated the ship discards the
appropriate Bounty card, he scores additional points
for the kill.
GAME END
The game ends when any player has no enemy ships
on the board, or at the end of a turn in which one or
more players has completed 1 Bounty for each player
that started the game.
SCORING
Killing Blow. Eliminating an enemy ship is worth 5
points.
Bounty. When an enemy ship for whom you have a
bounty is destroyed, you score additional points equal
to the base value of that ship.
Unused Points. You score 1 point for each unused
point during squad building, to a maximum of 5
points.

SCENARIO III: OPPRESSIVE FIRE


SET UP
The play area may be set in any mutually agreed
upon arrangement.
Each participating ship begins with 3 Scoring tokens
that will be distributed as criteria are met. A pool of
additional tokens should be available.
FIRST HIT
The first time an enemy player damages a ship's Hull
or Shields, the damaging player receives that ship's
first scoring token.
HALF HEALTH
The first time an enemy player damages a ship's Hull
or Shields and that damage brings the sum of Hull +
Shields to half or below its starting value, the
damaging player receives that ship's second scoring
token.
KILLING BLOW
When an enemy player eliminates a ship, the
damaging player receives that ship's final scoring
token.
ELIMINATION
When a player is eliminated, each player receives a
scoring token for each ship they still control on the
field.
GAME END
The game ends when any player has no enemy ships
on the board.
SCORING
Scoring Tokens. Each scoring token is worth 10
points at the end of the game.
Unused Points. You score 1 point for each unused
point during squad building, to a maximum of 5
points.

SCENARIO I: RECOVERY TEAM


SET UP
The Play area should include at least 1 planet and
each player places 2 Asteroid or Debris markers into
the play area, each no closer than RNG 2 from a
previously placed marker. Place 1 mission token on
the planet to represent a neutral Specialist.
Each player should have 4 mission tokens to
represent Specialists.
START OF TURN
Each player secretly takes an Attack or Defense die
into hand and all players roll the dice simultaneously.
Each player resolves the result of the die he rolled.
Resolve the results of each player's die results in
order of Hit, Critical, Focus, Evade. If multiple
players have the same result, resolve the effects in
Faction order.
Hit. Remove 1 Objective Token from any marker.
Critical. Deploy a Specialist to an occupied planet,
asteroid or debris marker
Focus. Choose a friendly ship and score all Objective
Tokens from a marker within RNG 1 of that ship.
Evade. Deploy a Specialist to an unoccupied planet,
asteroid or debris marker or Recover a deployed
Specialist to your supply.
DEPLOYING SPECIALIST (Critical/Evade)
A Specialist may be deployed to a planet, asteroid or
debris marker. No opponent may score Objective
Tokens from that marker unless he has at least as
many Specialists deployed to that same marker.
SCORING OBJECTIVE TOKENS (Focus)
Remove each scored Objective Token from the
marker and move it to the scoring player's play area.
If multiple players are eligible to claim the same
Objective Tokens, the player with more Specialists
on the marker score the tokens. If tied, no player
may claim those tokens.
END OF TURN
Place 1 Objective Token on each planet marker, then
place 1 Objective Token on each marker for each
Specialist deployed to that marker.
GAME END
The game ends when any player has no enemy ships
on the board, or at the end of a turn in which one or
more players have acquired 5 Objective Tokens for
each player that started the game.
SCORING

Killing Blow. When an enemy ship is destroyed, you


score points equal to the base value of that ship.
Surviving Ships. At the end of the game, you score
points equal to the base value of any remaining
friendly ships.
Objective Tokens. At the end of the game, you score
3 points for each token scored.
Unused Points. You score 1 point for each unused
point during squad building, to a maximum of 5
points.

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