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Starships
MARK OPASKAR, PURPLE FUZZY MONSTER GAMES
APRIL 2014
9.4 Obstructions 14
11 Ramming 22
9.5 Resolving a Laser Attack 15
9.6 Resolving a Spine Attack 15 12 Squadrons 23
9.7 The Blind Spot 15 12.1 Composition 23
18.4.3 Blockade 37
14 Debris Fields 28
18.4.4 Reinforcing a Station 37
Starships puts you in command of one of these nascent navies. Your fleet does not maneuver with
the luxuries of wind and sea. There is no friction. There is no drag. Your helmsman’s only real tools to
fight your inertia are the thrust of the ship’s main engines, and gravity (when available).
The game balances real world physics with tabletop mechanics to get you as close to reality as a
miniatures game can, and finish within three hours.
2 Components
To play Starships, you’ll need several components. We’ve provided counters in the back of this book,
which can be copied for use in your game. Other components (such as miniatures and dice) need to
be obtained on your own.
The ship model is only a placeholder. The ship’s actual position coincides
with the post of the flight stand holding the ship. When the exact position
of a ship is required (for example, when calculating line of fire), use the
post. If a model is large enough to need multiple posts, designate one to
represent the ship’s position before play begins.
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There are four primary arcs (left, right, fore, and aft), and two secondary arcs (the spinal mount firing
arc, and the ship’s blind spot).
The ship’s engine mounts determine which template to use. Ships with rear-mounted engines use the
template on the left, while ships with split engines use the template on the right.
2.6 Dice
Starships uses ten-sided dice exclusively. A successful
roll of a die equals or exceeds its target number. When
you are asked to roll multiple dice, each die represents
a separate test.
2.7 Ruler
Distances in Starships are measured in inches. If you need to retain a distance (for example, when
plotting a move), it’s acceptable to measure to the nearest half inch. When in doubt, round up.
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2.12 Terrain
Space is not entirely empty. You’ll need markers or miniatures to represent the
terrain in the area of operations. See section 17 for the possible terrain types.
3 Ship Attributes
The navies of Starships are generally incapable of fielding homogenous squadrons. Each ship
miniature must have an entry in your fleet roster. (Roster sheets can be copied/printed from the back
of this book.) Each ship has the following attributes:
3.1 Name
The ship’s name should be marked on both the model and its inertia marker.
3.2 Class
Ships with the same roster profile can be grouped together in the same class. Ships represented by
copies of the same miniature should be in the same class.
Freighters are not warships. Even if they have more hull boxes than an escort, they are still
considered “smaller” as they are not built for combat.
A cruiser is any ship around which fleets are usually built. Depending on its sub-role, it might also be
referred to as a heavy cruiser, battleship, or carrier. A behemoth is a cruiser taken to its extreme.
Destroyers are the backbone of a cold navy. They are powerful enough to operate on their own, and
cheap enough to risk on missions that don’t require a task force to accomplish. Besides “destroyer”,
this general type can also include light cruisers and carriers.
3.4 Quality
This attribute represents the crew quality of the vessel. The ratings are green (the worst), veteran,
and elite (the best).
Veteran crews are the default in Starships. These crews know their jobs and have either seen combat,
or have undergone intense peacetime training that simulates combat.
Green crews represent crews rushed into combat. They know their jobs, but are not used to combat
so are not as effective as they should be. Unpainted spaceship miniatures always have green crews
— their ship has obviously been rushed from the dock for this emergency.
Elite crews are crews that have seen multiple campaigns together. They are rare for multiple reasons,
not the least of which is that their members are promoted out to stiffen green crews. Fleets that are
successful for an extended period of time might have one or two elite crews.
3.5 Hull
This represents the structure of the ship. The ship loses hull boxes when it takes damage. When the
ship runs out of hull boxes, it is destroyed.
3.6 Armor
This represents the ability of the ship to resist damage. It is the target number against which attacks
are rolled, and can be different based on the ship’s facing. (For example, “6/7 fore” means that
attacks on the fore quadrant requires a 7 or more to hit, while attacks on the other 3 quadrants
requires only a 6.
3.7 Shields
The primary component of a shield is aerosol, glitter, or some similar reflecting medium that can
deflect incoming laser fire. The chaff is electrically charged and contained by a magnetic field
generated by the ship. The chaff is ejected from the ship at one pole of the magnetic field, flows
the length of the ship along the magnetic lines of force, and is collected at the other pole for reuse.
Incoming fire displaces chaff and weakens the shield until the chaff can be redeployed.
The rating represents the strength of this ship’s shields. When this ship is attacked by lasers, place
a distortion marker on the ship’s base until the number of markers on the base is equal to the ship’s
shield rating. Those hits are ignored. Every hit after that damages the ship.
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This rating represents the ship’s ability to defend itself against attacking ordinance. When attacked
by ordinance, roll a number of dice equal to the vessel’s point defense against the ordinance’s armor
value. Successes indicate damage inflicted on the incoming ordinance. The effects of this damage
are different depending on the ordinance. See section 10 for details.
Escorts in base contact with a friendly ship under attack from ordinance contribute their PD in defense
of the attack. Add a number of dice equal to the escorts’ PD to the roll.
3.9 Thrust
Thrust describes how maneuverable a vessel is. This is the ship’s acceleration under normal
conditions. (For the technically minded, this is measured in inches/turn2.)
3.10 Overthrust
This is the ship’s maximum possible acceleration, and describes how maneuverable a vessel is under
the overthrust special order.
3.11 Weapons
A ship may have up to five weapons entries.
For direct fire weapons, each entry contains the weapon’s type, the weapon’s arc (the quadrants
into which it can fire), the weapon’s range in inches, and a number representing the “strength” of the
weapon. The strength is the number of dice rolled when this weapon attacks.
Ordinance weapons have fewer attributes. See section 10 for details about the different kinds of
ordinance.
4 Definitions
4.1 Units
The following are units: ships, squadrons of ships, strike groups of fighters, individual missiles, and
space stations. All units roll initiative. With the exception of space stations, all units have inertia
markers and thrust ratings.
Starting with the unit with the lowest initiative, and proceeding in order to the unit with the highest
initiative, move each unit. In the case of a tie between opponents, the player with the momentum
token chooses the unit to move, and then hands the token to an opponent.
When a ship with distortion markers moves during the phase, remove the markers.
Starting with the player with the momentum token, each player chooses a drifting object to move. It
doesn’t have to be one the player owns, but it cannot be an object that has moved already this turn.
If a minefield is chosen, the owner gets to roll the dice for resolving any attacks triggered when the
mines drift through an enemy ship.
If a debris field is chosen, an opponent places any distortion markers created when they pass through
a ship.
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Remove all units and drifting objects whose inertia markers have moved off the table.
6 Initiative
6.1 Procedure
Roll one die for each unit on the table. Place the result with the unit; the usual way to do so is leave
the die (with the result face up) next to the unit or on its inertia marker.
Once dice are rolled, ships and squadrons may now swap initiatives with enemy ships and squadrons
of lower quality. Squadrons use their flagship’s quality. (See section 12.1 on choosing the flagship.) All
elite units swap first, then veteran units. A unit may not choose to swap initiative more than once, but
a veteran unit might swap twice — once because an elite enemy swapped with it, and again because
the veteran chooses to swap with a green enemy.
The actual order of swapping within a quality band is up to the players. Remember that units may not
swap within a quality band.
Ordinance might not roll for initiative, depending on its situation. Any ordinance that was launched on
the immediately previous turn uses the launching unit’s initiative. (See section 10.3.)
Note that while missiles and fighters are normally considered units, ordinance does not have a
quality, so never swaps initiative on its own. Its initiative might change as a side effect of its launcher’s
initiative being swapped.
Initiative ties between opponents are more interesting. The player with the momentum token chooses
which unit acts first and hands the token to their opponent. That player chooses the next unit to act if
there is still a tie between opponents. (Note that this is unit, not side.)
Ordinance sharing its launcher’s initiative does not count as a separate unit until they move. (See
section 10.3.)
Starting on turn six, a unit that rolls an initiative die less than the turn number has expended its
consumables. Its ordinance and shield values drop to zero. (Ordinance without ratings, such as
missiles, are similarly prohibited from launching for the rest of the battle.)
This occurs immediately when the die is rolled. Trading the die away does not transfer the condition
to an enemy.
7 Movement
7.1 Procedure
Starships is an inertial game. A unit’s previous move is used as the basis for the next move. To record
the previous move, place the unit’s inertia marker in the direction of the unit’s last move, at the
distance of that move. If the unit is a ship, orient its model so that the hull centerline lines up in the
direction of its last thrust.
At the beginning of its next move, measure a radius from the inertia marker equal to the unit’s thrust
rating. The unit can now move to any spot within that radius.
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Check the path from the unit to the first navigation marker, and resolve ordinance attacks or terrain
effects (such as crashing into a planet) triggered by that movement. If the unit survives, replace the
first navigation marker with the unit’s miniature or marker.
If a squadron, orient the flagship as detailed before, and place the rest of the squadron parallel with
the flagship. (See section 12.5.)
Finally, replace the second navigation marker with the unit’s inertia marker, and remove both
navigation markers.
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A ship that is coasting may choose to turtle at the end of its move. (See section 13.2.7.)
7.3 Sideswiping
Whenever a ship ends its move touching an enemy’s base, the two ships are close enough that their
shield bubbles interact poorly. Place enough distortion markers between the ships to reduce the
shields of both ships to zero.
If a ship moves after being sideswiped in the same phase, its shields regenerate as normal. This
means that the sideswiping ship has unfortunately dropped its own shields without discomfiting its
enemy.
If a unit or drifting object loses its inertia marker off the playing surface, the unit or object is removed
from the game during the following end phase and may not return. If the inertia marker belongs to a
ship or squadron, it counts as retired for victory purposes.
7.5 Collisions
Given the distances involved, and the tiny size of the ships in comparison, units do not collide by
accident. As a result, ships may pass through other ships without consequence while moving.
If a unit crosses an enemy ordinance marker, it triggers an attack. Drifting ordinance will also attack if
it passes through an enemy unit. See section 10 for details.
At the end of a move (and subsequent attacks by ordinance) units may not be placed in the same
space as another unit. At their closest, their bases may touch. If ships or squadrons, they would
sideswipe an enemy. (See section 7.3.)
If a ship would end its turn occupying the same space as another ship, the moving ship is placed
touching the closest point of the other ship’s base. If the moving ship would end up in the same space
as a third ship, move to the other side of the ship.
If a ship’s move is adjusted once, it cannot coast. If a ship’s move is adjusted twice, it must overthrust
to make the violent adjustments to recover. Place an overthrust marker next to the ship, and it suffers
the costs of overthrusting. (See section 13.2.6.)
Squadrons must maneuver with their flagships if possible. If a ship in a squadron cannot maintain
formation, it breaks formation (see section 13.2.1) and overthrusts (see section 13.2.6).
If a ship cannot normally overthrust because it’s already following a special order, it still overthrusts,
but cannot fire any weapons during the next combat phase (not just ordinance).
If a unit or drifting object collides with terrain, the effects can be unfortunate (such as a loss of shields)
or fatal (such as crashing into a moon). Refer to section 17 for details.
8 Combat Phase
8.1 Introduction
Each ship has multiple weapons entries. On its initiative, the ship may fire all, some, or none of its
weapons. Each weapon entry attacks separately and sequentially, with its results affecting the fire of
the next weapon.
Weapons are divided into two categories: direct fire weapons (see section 9) and ordinance (see
section 10). Direct fire attacks are resolved when they are declared, while ordinance weapons are
placed on the board and track their enemies.
8.2 Damage
Strike a hull box off the target ship for each hit scored. When the ship has only half its hull boxes
remaining, it is disabled, and the following ratings are halved, rounding down: all weapon strength
values, Point Defense, and Shields. Missiles may no longer be fired. Thrust and Overthrust values are
halved, and half inches are retained. (For example, disabling a Thrust-5 destroyer reduces its Thrust
to 2.5 inches.)
When a ship loses all its hull boxes, it is destroyed, and replaced with a debris field that inherits the
ship’s inertia. See section 14 for details.
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9.2 Arcs
Each entry has an arc associated with it. Place the arc gauge over the firing ship and draw a line from
its post to the target ship’s post. To fire on a target, that target must lie in one of the weapon’s valid
arcs.
There are four primary arcs: left, right, fore, and aft; abbreviated L, R, F, A. There are two secondary
arcs within two of the primary arcs: the spinal mount firing arc (abbreviated S), and the ship’s blind
spot (abbreviated B).
Similarly, a target will receive fire in a particular arc. If a vessel has a split armor value, place the arc
gauge over it to determine the arc from which it is receiving fire. (For example, 6/7F means a 7 armor
in the fore arc, and a 6 in the other three.) Receiving fire through the spine arc and blind spots attacks
the fore and aft armor arcs, respectively.
9.3 Targeting
A direct fire weapon must fire on the closest target in its valid arc. Ships of a lesser type than the firing
ship may be ignored. For example, a destroyer does not have to target the closest enemy escort, and
may fire on the closest destroyer instead. It may not target a cruiser beyond that destroyer.
A weapon may not ignore a ship of a lesser type to fire on a farther ship of the same type. For
example, a cruiser may not ignore the destroyer two inches away to fire at a destroyer (or escort) six
inches away.
In the case where two targets are equidistant, the player with the momentum token chooses which is
closest and passes the token to an opponent.
Weapons may never ignore a unit following a draw fire special order, even if the firing vessel is of a
larger type. (See section 13.2.3.)
9.4 Obstructions
Beam weapons travel on a direct line to their target, so objects (usually planets) get in the way. Draw
a line from post to post; if it crosses an obstruction, then the target might not be a legal one. See
section 17 for details.
Because this is the future, players are encouraged to check for obstruction when pre-measuring
distances.
Roll one die for each strength point of the weapon’s entry. Adjust each result by the applicable
modifiers. (See section 9.8.) Compare that result to the target’s armor value.
In the case of a target with multiple armor values, place the arc gauge over the target model so that
the center line of the vessel and the gauge align. Find the quadrant containing the firing vessel, and
use the armor value that corresponds to that quadrant.
Every result greater than or equal to the target’s armor is a hit. Natural 10s always hit, and natural 1s
always miss.
If the target has any shields remaining, they absorb hits first. Place a distortion marker for each hit the
shields deflect. (See section 9.10.) If there are any hits remaining after the shields absorb hits, they
are scored on the target. (See section 8.2.)
Spines resolve in the same manner as lasers, but are restricted to the ship’s spinal mount firing arc
on its arc template. Spines ignore shields.
You may not fire at a target in the firing ship’s blind spot.
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For example, firing on a target 24” away incurs a –2 modifier. Firing on a target 15” away incurs a –1
modifier, and firing on a target 8” away incurs no modifier.
Punching Up: –1. Lighter ships firing on heavier ones don’t hit as hard as the weapon count would
indicate. If a ship’s laser is firing on a heavier type (e.g., an escort firing on a destroyer) apply this
modifier. (Note that weapons are graded as a reminder, using the first letter of the ship type. Example:
a Laser-D is a destroyer-grade laser.)
This modifier is applied only once, even if the firing ship is more than one type lighter than the target.
Firing on a Squadron with an Untargeted Freighter: –1. See section 16.4 for details.
Firing on Ordinance: –1 (Escorts: +0). Lasers may fire on ordinance, but spines track a little too
slowly to be truly effective. Lasers (excluding escorts’) firing on ordinance apply this modifier. Escorts’
fire is unchanged. Spines may not fire on ordinance.
9.9 Shields
Shields are chaff surrounding the ship. Lasers that strike the chaff don’t stay coherent enough to
penetrate armor. The ship’s shield value is the number of laser hits that the ship can ignore every turn
under normal circumstances.
Shields are only effective against lasers. Ordinance and spines ignore shields.
A ship following the turtle special order has its shield value doubled. See section 13.2.7.
When a ship moves in the movement phase, remove its distortion markers.
10 Ordinance
10.1 Introduction
“Ordinance” is a catch-all term that describes a variety of guided and semi-guided munitions that can
be launched by a warship. Depending on the type of ordinance, it might stalk its intended target, or it
might drift through space awaiting an unwary vessel.
Exception: mines are drifting objects, so are handled a bit differently. See section 10.5.1 for details.
10.3 Fighters
Fighters are semi-expendable gunboats armed with weapons normally too light
or slow to concern a ship. The fighters overcome this problem by maneuvering
inside the enemy’s shields and attacking precisely. Because they persist on the
table while hunting their target, fighters are considered ordinance.
There is no roll to launch fighters in the combat phase. Every ship is allowed to launch groups made
up of fighters equal to the ship’s fighter strength.
A fleet may not launch any new fighters if the total number of friendly fighters on the table equals or
exceeds the total fighter strength of all surviving friendly ships.
When launched, all fighters must be assigned to a strike group or a patrol group. No single group may
exceed 6 fighters.
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This only happens on its own roll, not when it’s inheriting the parent’s inertial state.
10.3.3 Recall
Fighter groups may be recalled at the start of the Combat Phase. Remove the markers from the table,
and they can be re-launched.
Escorts are more maneuverable than fighters, so patrol groups may not be assigned to an escort.
Newly launched fighters may be assigned to existing patrol groups, or form their own. A ship may only
have one patrol group, and no patrol group may have more than 6 fighters.
Patrol groups intercept ordinance that attacks friendly ships within three inches of the ship to which
the group has been assigned.
Against mines and strike groups, remove the smaller of the two units, and reduce the strength of the
larger by the smaller.
Example: a patrol group of six fighters intercepts a mine field of four mines. The mines are removed,
along with four of the fighters. A patrol group of two fighters remains.
Fighters that intercept a missile detonate it prematurely. Remove the patrol group and missile from
the table. Place distortion markers on the target ship up to the ship’s current shield rating. If any
ordinance is in contact with the target, remove them from the table as well.
Because their mission’s success relies on mass, strike groups follow different formation rules than
patrol groups. Instead of being parceled out at a player’s whim, all strike fighters in a particular launch
must be assigned to new strike groups, and must form the minimum number of strike groups possible.
If a patrol group is within three inches of the target, compare the strength values attacking and
defending groups. Remove the smaller from the table, and reduce the strength of the greater by that
of the smaller.
Example: a patrol group of two fighters intercepts a strike group of six fighters. Remove the patrol
group from the table, along with two of the strike fighters. A strike group of four fighters remains.
If the strike group remains, roll one die for each point of the ship’s point defense. Any die that rolls
greater than or equal than 6 removes a strength point from the strike group.
Any escorts in base contact with the target ship may also make point defense rolls at this time.
If any fighters in the strike group survive, roll one die for each strength point remaining. For every roll
greater than the target ship’s lowest armor value, remove one hull point. (Shields don’t help in this
case.)
At this point, the fighters have expended their ordinance; remove them from play.
If a strike group encounters a minefield, the mines attack the group. Remove the weaker unit’s
strength points from the stronger unit, and remove the weaker unit from the table.
Example: a six-strong strike group encounters a four-strong mine field. Remove the mine field from
the table, along with four strike fighters. A strike group of two fighters remains.
If a strike group encounters a missile, the missile detonates, eliminating both the missile and the
strike group.
If a strike group encounters another strike group, the fighters will engage each other, even though
their weapons are not properly configured to destroy the other. The formations will break up as the
fighters chase each other, expending fuel and ammunition until the pilots return to their carriers to
share exaggerated tales of derring-do. Remove the weaker unit’s strength points from the stronger
unit, and remove the weaker unit from the table.
If a strike group attacks a ship that launched ordinance the previous turn, and if the ship has not yet
moved this turn, then the strike group may attack the ordinance before attacking the ship. (If the ship
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10.3.8 Co-location
A strike group may not end its turn in the same location as another unit. If that unit is an enemy, the
fighters must attack, and be removed after the attack. If the unit is friendly, the group must instead
move to an empty valid location.
Strike groups that cannot move to a valid location are removed from play.
10.4 Mines
Some weapons are meant to interdict the enemy’s movement. They launch from
ships like other ordinance, but carry only enough fuel to clear the parent ship.
Once free, they drift until an enemy is careless enough to cross their path.
All mines launched by a single ship must be grouped in a single minefield. Ships that are squadroned
together may group their mines together on launch.
Once launched, a minefield places its inertia marker within 12 inches of the launching ship’s inertia
marker. This represents the energy expended by the launching ship to fling the mines away from
them.
The minefield attacks any enemy ship whose post that lies within that corridor. The minefield attacks
any enemy ordinance marker that even partially lies within the corridor.
If multiple targets lie within the corridor, resolve the attacks from the mine’s position to its inertia
marker. If two targets are equidistant, then the player with momentum chooses which target is
attacked first, and passes the momentum token.
If any mines survive, the ship resolves its point defense. Roll a number of dice equal to the ship’s PD
Any escorts in base contact with the target ship may also make point defense rolls at this time.
If any mines survive, roll one die for each strength point remaining. For every roll greater than the
target ship’s lowest armor value, remove one hull point and one strength point from the minefield.
(Shields don’t help in this case.)
If any mines survive, they continue coasting past the ship they just attacked.
If a minefield encounters a missile, the missile detonates, eliminating the missile and the minefield.
10.4.5 Co-location
Sometimes mines should end their move in the same space as a ship, but that’s not allowed. Instead,
they will move to the first legal spot along their path while maintaining its inertia. Any units that would
be attacked by this extra move are ignored. The mines’ fuses have become fouled in the mass of
shields and comms.
Before moving the mines, measure the distance between the mines and their inertia marker. Place
one navigation marker in the spot where the mines will now be moving, and another the measured
distance up the line from the first. Then replace the first marker with the minefield, and the second
with its inertia marker. (In other words, the distance between the inertia and minefield markers does
not change, nor does the direction from one to the other. All that changes is where the mines are.)
10.5 Missiles
The missile is the mother of all ordinance. Each is piloted by a sophisticated AI
whose sole purpose in life is to guide the massive warhead to its target. Such a
weapon is so expensive that it sometimes comes with its own shields and point
defense weapons to ensure its success.
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Any escorts in base contact with the target ship may add their point defense to this roll.
A surviving missile attacks the ship, rolling one die against the ship’s lowest armor value. A hit means
that the missile has found its target, while a miss means that the missile has detonated prematurely.
10.5.4 Damage
The warhead on a missile is the peak of destructive engineering. It explodes with the power of a small
star. Conversely, a ship is hardened against the natural radiation found in space, so a missile has to
be very close to do serious damage.
A ship hit by a missile takes a variable amount of damage. Roll two dice, and keep the lowest roll—
that’s the number of hits the target ship takes.
Any missile attack (even one that misses) distorts the defender’s shields. Place a number of distortion
markers equal to the ship’s active shields on the ship’s base.
Example: a missile hits Kublai, a Shield-2 destroyer. Two dice are rolled, resulting in a five and a nine.
Kublai takes five hull hits, and adds two distortion markers.
If a missile attacks a ship that launched ordinance the previous turn, and if the ship has not moved
this turn, then the missile will attack the ordinance instead. Destroy all enemy ordinance, remove
the missile, and add distortion markers to the ship equal to its remaining shields. (If the ship has not
moved, then neither has the ordinance, as the ordinance has inherited the ship’s inertia.)
11 Ramming
You order a ship to do the most dangerous thing they can do: ram another ship. If performed correctly,
there is almost no chance that they will be returning from this, much less alive.
Your ship must begin its combat phase in contact with an enemy ship, and cannot be following a
Measure the distance between the two ships’ inertia markers, rounding up to the nearest inch. This is
the target number the ramming ship must roll to ram its target. (The greater the difference in velocity,
the less time your helmsman has to make contact.)
Remember that natural 1s always fail, and natural 10s always succeed.
If the ram is successful, each ship removes one hull point for each of other ship’s hull points when
the ram was initiated. Armor doesn’t help in this situation, as it’s designed to stop lasers, bullets, and
radiation.
12 Squadrons
While the rules so far have assumed that each ship is moving independently, larger fleets organize
their ships into manageable units known as squadrons. A squadron moves, fires, and is attacked as
one.
12.1 Composition
A squadron is made up of a flagship and two other ships, for a total of three. The flagship must be the
largest ship, by type, of the squadron. If more than one ship is the largest, the owning player chooses
which is the flagship. Generally, the ship with the highest quality is the best choice.
The flagship’s inertia marker is used to mark inertia for the entire squadron.
Ships in the squadron can be detached from the squadron during the movement phase with the break
formation special order. (See section 13.2.1.)
Ships may be added to a squadron (or create a new squadron) if the ships end a movement phase in
base contact. See the join squadron special order (see section 13.2.4).
12.3 Formation
The ships in the squadron must be linked by base-to-base contact with all other members of
Starships 23
12.4 Initiative
A squadron uses the flagship’s quality when rolling initiative. The entire squadron acts on that
initiative.
12.5 Movement
Move the squadron by moving the flagship and then the rest of the squadron, using the lowest Thrust
and Overthrust ratings in the squadron.
For example, a squadron contains the cruisers Svelte and Gordo. Svelte has an elite crew, so has
been chosen as the flagship. Gordo has a Thrust of 2, which is less than Svelte’s Thrust of 3, so the
squadron’s Thrust is 2.
12.8.3 Mines
A minefield attacks each ship under its path sequentially, as normal. Remember that escorts touching
the target ship may contribute their point defense to the target.
If this seems restrictive, remember that the squadron may break formation at the beginning of its
move, and could choose to intercept the ordinance with a component escort or a new squadron of
escorts before moving the core of the original squadron.
Example: Svelte is in a triangle formation with two escorts, meaning all ships are adjacent to each
other. Svelte passes through a minefield on its move, so both escorts are allowed to contribute point
defense to Svelte’s. The escorts are not attacked on their move.
13 Special Orders
Not all situations are covered by “move or shoot,” and require special orders to follow.
13.1 Procedure
Orders have certain prerequisites. When a ship or squadron of ships meets those prerequisites, it
may follow a special order. If required, place the appropriate order maker on the ship’s base. In the
case of a squadron, place an order marker on all its ships.
Ordinance and space stations may not follow special orders. Freighters are limited in the special
orders they may follow. (See section 16.5.)
One or more of the squadron’s ships moves independently of the squadron. These ships move before
the squadron, and use the squadron’s inertia marker to plot their moves. In the course of finishing the
move, the ships’ own inertia markers will be placed on the table.
The new unit acts on the squadron’s initiative in the combat phase on the turn it broke formation. The
player should mark the new unit with the squadron’s initiative upon breaking formation.
Note that the squadron composition requirements may not be violated by this order. (See section
12.1.)
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Roll one die. If the result is greater than the distance between the station and the unit’s inertia marker,
then the unit has successfully docked. (The quality of that docking might be a little suspect, but that’s
beyond the scope of this game.)
Currently, only freighters with an inbound posture need to dock with a station, and are removed from
the table as part of the victory conditions when they do so. (See section 18.9.1.5.)
The order is declared during the movement phase. The squadron may not already
have a special order marker.
The ships in this squadron cannot be ignored during the combat phase, even by
ships of types larger than themselves. The ships in this squadron may not launch
ordinance while operating under this order.
The units merge into one squadron. Choose a flagship for the new squadron from the flagships of
the merging units. (Normal squadron composition rules still apply.) Single ships are counted as the
flagship of a one-ship squadron for this rule.
Keep the flagship’s inertia marker on the table. Remove the inertia markers of any other ships in the
squadron.
In some cases, the terrain will also require that a ship take hull damage for the escape. If a ship would
be destroyed this way, its unit cannot jump to warp.
The unit uses its Overthrust value instead of its Thrust value when moving this
movement phase.
Add a distortion marker to each ship in the unit at the end of its move.
13.2.7 Turtle
The unit must coast this movement phase, and the order is declared upon coasting.
The unit may not already have a special order marker.
During the combat phase, this unit’s shield values are doubled.
The unit may not fire during the combat phase. Point defense weapons may still fire
in the movement phase.
The ship will attempt to ram the enemy. See section 11 for details.
Treat one of the reduced attributes of the disabled ship as if it were at full strength
for this turn. For weapons, this is limited to one weapons entry. This could be used to
reactivate a disabled missile rack, but not an empty one.
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14 Debris Fields
When a ship is destroyed, replace it with a debris field. The ship’s inertia marker
remains. The debris field uses this inertia marker.
Debris fields are drifting objects, and normally move in the drift phase. When
drifting, the debris field moves through a corridor defined by the edges of its
marker and its inertia marker. If a ship’s post lies within that corridor, place a
distortion marker touching the ship’s base. (A ship may only receive one distortion
marker during a drift phase.)
A ship never drifts in the drift phase on the turn it is destroyed. When a ship is destroyed during
the movement phase (usually as the result of an ordinance attack), the new debris field drifts on its
initiative that turn, instead.
Unlike most other objects, a debris field can end its move co-located with any unit or drifting object. If
the debris field moves through a planet, it is removed from play.
Firing lasers through a debris field is like firing through a shield. If a unit is firing through a debris
field, the first hit places a distortion marker on the field instead. Note that this is by unit, and not by
weapons bank.
Laser fire is affected by only one debris field. If the line of fire passes through more than one debris
field, ignore the second and subsequent fields.
Mines that pass through a debris field could get confused during the transit. Roll a die for each
strength point of the ordinance. Any roll of a one reduces the minefield’s strength by one. Mines roll
once for each debris field they pass through in a drift phase.
15 Space Stations
Space stations are built for widely varying purposes. One station is a mining center in an asteroid
belt. Another orbits a gas giant and refines the planet’s atmosphere into starship fuel. A third provides
a high port for an inhabited world. Finally, the courier port at Moultrie can be found out at the jump
point, orbiting the star.
Because of the wars, every space station must also be armed well enough to repel lone raiders. In
game terms, a space station can be thought of as a ship without thrust or weapons arcs. They count
as cruisers for type, and every laser mounted on a station has a 360 degree arc. A space station has
no blind spots.
Unless overridden by scenario rule, the station stat line is: Armor 7, Shield 2, PD 3, and rated as
veteran. Determine its hull and weapons by the number of station points a station has. A station has
For each station point, the station has two hull points, plus one of the following weapons:
2 lasers-C (range 18”), up to a maximum of 24 lasers.
4 fighters, up to a maximum of 18 fighters (ignore the extra half point).
6 mines, no maximum number.
1 missile rack, maximum one rack.
These weapons entries can be divvied up however the owner sees fit, with the following caveat: a
station may not have more than five weapons banks.
At the end of every movement phase, remove all distortion markers in contact with a space station.
The station has ejected more chaff to replace that which has been displaced by laser fire.
15.2 Orbits
Space stations are built somewhere for a reason, and that somewhere has a gravity field.
A garden world: the station is in orbit around a garden world. The station starts the game in base
contact with the planet. In its movement phase, it moves one inch clockwise around the planet.
Lagrange points: if a garden world possesses a significant moon, then the interplay of their gravity
creates five Lagrange points. Depending on a station’s mission, it might be located at any one of
them: L1 is located between the planet and the moon, 2 inches from the moon. L2 is on the same
line on the other side, 2 inches away from the moon. L3 is on the same line, but on the far side of the
planet from the moon (8 inches from the planet). L4 is located ahead of the moon on its orbit, eight
inches from both the planet
and its moon. L5 is in the
same spot behind the moon.
Gas giants: place the station with its base touching the outer edge of the planet’s danger zone. (See
section 17.3.) It’s far enough away from the planet that it doesn’t move during the course of the battle.
A gas giant also has Lagrange points, but the interplay of all the moons typically means they’re not
Starships 29
Asteroid belt: asteroid miners use the station as a base of operations. Place it within an asteroid belt
(but not touching any large asteroids). The station’s shields are unaffected by the asteroid’s dust
clouds.
Jump point: the station is orbiting the star. Place it in the center of the table at the start of the
scenario. It will not move.
16 Convoys
Not all ships involved in a space combat are warships; sometimes, civilian vessels get involved. No
matter what their purpose, they’re referred to as “freighters.” When convoys are present in a scenario,
deploy one freighter for each 500 points of fleet strength, rounding up. (Ex: a fleet of 1800 points
would deploy a convoy of four freighters.)
A patrol group cannot continue to escort a captured freighter. Remove the fighters from the board.
(They return to their carrier.)
The freighter is now in squadron with the enemy vessel, and controlled by its captors so long as the
freighter remains in squadron with at least one enemy warship. If the enemy is destroyed or breaks
squadron, then the freighter reverts to friendly control.
Ordinance that passes through a captured freighter can choose to ignore the freighter.
17 Terrain
17.1 Introduction
There are two very basic types of terrain: rocks and dust. Rocks get in your way — they block your
fire, and bad things happen to your ship if you run into one. Big enough ones can drag you towards
them. Luckily, gravity is an inverse square thing.
Dust, on the other hand, is just an inconvenience. It knocks down your shields, confuses your
sensors, and dissipates your fire.
Gas giants (in effect, if not actual), garden worlds, moons, and big asteroids like Ceres and Eros
(currently classified “dwarf planets”) all qualify as rocks.
Comet tails, large planetary rings, and small asteroids (which are most of them) count as dust.
This leads to three basic classifications of jump zones: safe, risky, and blocked. If a locale is safe,
then a ship can jump from there without penalty. If a locale is risky, the ship takes damage when it
jumps. (Escorts and freighters take no damage. Destroyers take a point, cruisers two, and behemoths
take three.) Blocked means that jumping is certain death — a captain would order a ram before
jumping from blocked.
Starships 31
The gas giant itself is represented on the table by a circle at least six inches in diameter. (There is no
maximum, but you would need a table that will accommodate it.) That disk is the “hard” part of a gas
giant. Any unit or drifting object that moves through the gas giant is destroyed. No weapons can fire
through a gas giant.
A danger zone surrounds the gas giant. Any unit or drifting object that ends a movement phase within
that zone has its inertia marker moved towards the center of the planet.
Gas giants can be lonely, but are more likely accompanied by a moon or three and a ring. Moons
are smaller rocks (from a half inch to an inch in diameter) and located outside the danger zone.
Movement through a moon destroys the moving unit, and fire is blocked. (Moons do not have enough
mass to generate a danger zone.)
A ring is a mass of dust particles that orbits a planet. Most planets have them, and small rings are
ignored. However, some are substantial enough to make an impact on combat. Because Starships
is a 2D game in a 3D universe, rings are depicted edge on: as a line that runs from one edge of the
danger zone, through the center of the planet, to the other edge of the danger zone. In essence, a
ship will be either “above” or “below” the ring during a battle.
Firing through a ring is just like firing through a shield. If a unit is firing through a ring, the first hit
places a distortion marker on the ring instead. Note that this is by unit, and not by weapons bank.
Mines that pass through a ring could get confused during the transit. Roll a die for each strength point
of the ordinance. Any roll of a one reduces the field’s strength by one.
As much as a ring can protect a ship, it’s still a cloud of dust. Any ship that ends its movement after
crossing a ring has its shields distorted: place a distortion marker in contact with the ship at the end
of the turn. If a ship ends its move in contact with a ring, its shields are knocked down: place enough
distortion markers in contact with the ship to reduce its shields to zero.
The gas giant and its danger zone are jump blocked, while the rest of the table is jump risky.
Like a gas giant’s, moons of garden worlds aren’t always worth mentioning. If they are, they’re almost
the size of the planets they’re orbiting. Luna is large enough to place on the table, but Phobos and
Deimos aren’t. The large moons are represented by circles one-half inch to one inch in diameter, and
placed eight inches away from the planet (measure from edge to edge).
Because garden worlds are so close to their star, the table they are on is jump blocked.
17.5 Comets
For warships, comets aren’t any concern unless they’re found starward. At that point, their tails are a
big deal. The dust and spray contained in a comet’s tail is enough to foul shields and weapons.
A comet tail is represented by an irregular triangle roughly eight inches long and three inches wide at
the fan.
Firing lasers through a tail is just like firing through a shield. If a unit is firing through a tail, the first hit
places a distortion marker on the tail instead. Note that this is by unit, and not by weapons bank.
Mines that pass through a tail could get confused during the transit. Roll a die for each strength point
of the ordinance. Any roll of a one reduces its strength by one.
As much as a tail can protect a ship, it’s still a cloud of dust. Any ship that ends its movement after
crossing a tail has its shields distorted: place a distortion marker in contact with the ship at the end
of the turn. If a ship ends its move in contact with a tail, its shields are knocked down: place enough
distortion markers in contact with the ship to reduce its shields to zero.
Comets with tails are close enough to their star for their locale to be jump blocked.
17.6 Asteroids
As mentioned before, asteroids come in two flavors: the big ones, which are represented by one-half
inch to one inch circles; and small ones, which are just dust, and represented by irregular shapes
about six to eight inches on a side.
When playing with asteroids, place a region of small asteroids with a large asteroid near its center.
The region is dust, and behaves just like a comet’s tail. The large asteroid is a rock, and behaves like
a moon or garden world.
Asteroids can show up anywhere in a star system, but they are most commonly in the inner sphere
and therefore jump blocked.
Starships 33
A space station will always be in low orbit around a planet with no moon (see section 15.2). If the
garden world does have a moon, roll one die:
If a station is in low orbit, roll a scatter die to determine its starting position above the body. It will orbit
clockwise from there.
If the map has a comet, roll the scatter die. Place the comet in the center of the table, with the axis of
the tail in line with the arrow of the die.
A gas giant always rolls for moons. Roll one die and divide the result by three, rounding down. Any
moons will be eight inches from the gas giant, just outside the danger zone. For each moon, roll one
scatter die, and place the moon in the direction of the scatter die from the planet.
If the rolled moon does not exist, place the station around the planet instead. Place it as if placing
another moon.
If a station is in orbit around a moon, roll a scatter die to determine its starting position above the
moon. It will orbit clockwise from there.
18 Scenarios
18.1 Introduction
War is a messy business, and battles do not become “scenarios” until they are history. Starships
attempts to model that messiness and combine it with a semblance of game balance.
“Balance” in this context means that a player has a chance to win, not that the chance is exactly an
even one. A beginner’s scenario can be found in section 18.11, and is designed to teach multiple
players the rules of the game.
Starships 35
This group requirement also means that ships too far below the weight class of the battle must be
played in squadrons, as per rule 12.2.
Players should choose a weight class and an appropriate fleet cost. Cruisers at 2000 points is a good
average choice.
18.3 Role
Role is fairly simple: a player is either the attacker or the defender. If the defender, the player’s fleet is
fighting in a friendly system. The attacker is not.
If playing the Shifting Alliances campaign (see section 20), the players will know their roles.
Otherwise, choose the role randomly, either by flipping a coin or rolling a die.
18.4 Objectives
Opposing admirals’ objectives are not always symmetrical. The attacker rolls one die, and generates
the objectives from the following list:
18.4.3 Blockade
The attacker has entered the system to hunt and destroy enemy shipping.
18.5 Postures
18.5.1 Generating
A fleet’s possible postures depend on the combination of objectives. For any combination that
contains a convoy, determine the convoy’s posture first:
Starships 37
If inbound, the convoy deploys in the entry zone farthest from the station, and the convoy’s objective
is to dock with the station. Place the convoy’s inertia markers ten inches from the ships on a line from
the ships to the station. Remove freighters from the table when they dock with the station.
If outbound, the convoys begin adjacent to the station and their objective is to exit through the farthest
deployment zone. (Presumably, they’re en route to the jump point.) Place the convoy’s inertia markers
underneath the ships, or flagships if in squadron.
If in transit, the freighters deploy in the same zone as the rest of the defender’s fleet, and their
objective is to leave the table through the opposite zone. Place the freighters’ inertia markers as if
they had the same posture as the rest of the fleet.
Pursuit implies that the fleet is rushing to battle. The fleet deploys in one corner, with their inertia
markers ten inches away, on a line from the ships towards the center of the table.
Stable implies that the fleet has reached the Area of Operations in good order, and has deployed into
line of battle. The fleet is deployed in one edge zone, with their inertia markers placed away from
the ships and the closest edge, at a distance equal to the lowest Overthrust of the fleet’s warships.
(Freighters are not warships.)
For both pursuit and stable postures, if your opponent has already deployed (and this includes station
and convoy placement), then the fleet is deployed in the open legal zone farthest from its enemy.
If the attacker is dispersed, then the defender deploys first. The attacker assigns his ships into
squadrons. For each squadron, randomly deploy in an entry zone devoid of friendlies. The inertia
markers are placed as if the attackers are in pursuit.
18.6 Locations
Postures, objectives, and locations are intertwined. In order of precedence:
If the previous postures are not present, but a station objective is active:
Starships 39
Refer to section 17.7, Random Terrain Generation, to fill in the details of the terrain.
18.7 Deployment
18.7.1 Deployment Order
Deployment order is based on unit type and fleet posture. Deploy units in this order:
• The station, if present.
• Inbound and outbound convoys (their squadrons may include escorts).
• Stable fleets.
• Fleet in pursuit.
• Dispersed defenders.
• Dispersed attackers.
If both fleets have the same deployment posture, flip a coin. The winner chooses either the order of
deployment, or receives the momentum token. The loser gets the unchosen option. (This excludes
dispersed fleets.)
Corner zones are 9 inches by 9 inches, and sit in the corners of the AO. Edge zones are six inches
deep, and occupy the 30 inches between corner zones.
For a dispersed defender, divide the AO into nine equal zones. Each will be 16 inches by 16 inches.
For a dispersed attacker, divide the edge of the AO into twelve zones. Four of those zones straddle
the corners (8 inches on each of the two edges), while the other eight are 16 inch-long zones
between the corners (two on each of the edges).
A stable fleet is deployed in one edge zone, with its units’ inertia markers placed away from the ships
and the closest edge, at a distance equal to the lowest overthrust of the fleet’s warships. (Freighters
Starships 41
A fleet in pursuit deploys in one corner, with its units’ inertia markers ten inches away, on a line from
the ships towards the center of the table.
For both pursuit and stable postures, if your opponent has already deployed (and this includes station
and convoy placement), then the fleet is deployed in the open legal zone farthest from its enemy.
Squadrons of dispersed fleets choose their zone randomly with a scatter die. Roll the die once for
each squadron, and deploy the squadron in the indicated zone. If the zone is already occupied, select
an adjacent zone instead.
For dispersed defenders, the center zone is indicated with a zero (or ten) roll on the scatter die. If
the center zone is occupied by a gas giant, ignore the number rolled and only deploy on the exterior
zones.
18.8 Momentum
If the momentum token hasn’t been assigned during deployment, assign it randomly.
18.9.1.1 Survival
Players always earn victory points for how much of their fleet survived. (The higher-ups like not
having to pay for new ships.) For friendly ships:
Able ships earn VPs equal to their point cost. (Able ships are any that do not fall into the other three
categories.)
Retired ships earn VPs equal to one-half their point cost. (Retired ships are those that have left the
board, but are not destroyed.)
Disabled ships earn VPs equal to one-quarter their point cost. (Ships that are both disabled and
retired only count as retired for survival points.)
In a campaign game, degree of victory or defeat is important, and is based on the scenario’s fleet
size. So, for a 2000 point game, 5% is 100 points.
A player may surrender at any time in the course of a game. If one does so, their opponent earns (at
worst) a marginal victory. Calculate the victory points as normal to see if the winner earns a stunning
victory.
Starships 43
The overall objective is to learn the game, but the tactical objective is to exit the table via the opposite
corner from where the player’s ship deployed.
19 Ship Construction
Since Purple Fuzzy Monster is a rules company, and not a minis company, it is expected that players
will need to create profiles for their own ships. To that end, we’ve provided a generic set of profiles
(see section 19.1), a ship design template (19.2), and suggestions for designing ships from existing
miniatures (19.3).
Class e and d weapons have a 12” range, class c weapons have an 18” range, and class b weapons
have a 24” range.
19.1.1 Escorts
Survivability: Hull 1, Shields 2, PD 3, Armor 7, Thrust 10, Overthrust 15
• Laser variant: 4 laser-E LFR, 2 laser-E LAR; 70 points.
• Spine variant: 2 spine-E S, 2 laser-E LFR, 2 laser-E LAR; 66 points.
• Mine variant: 4 mines, 2 laser-E LFR; 62 points.
19.1.2 Destroyers
Survivability: Hull 8, Shields 2, PD 2, Armor 7, Thrust 4, Overthrust 6
• Missile variant: missile, 3 spine-D S, 6 laser-D LFR, 6 laser-D LAR; 334 points.
• Spine variant: 9 spine-D S, 4 laser-D LFR, 2 laser-D LAR; 292 points.
• Carrier variant: 12 fighters, 3 laser-D LFR, 3 laser-D LAR; 310 points.
19.1.4 Behemoths
Survivability: Hull 24, Shield 2, PD 3, Armor 7, Thrust 0, Overthrust 2
• Missile variant: missile, 9 spine-B S, 16 laser-B LFR, 16 laser-B LAR; 1122 points.
• Spine variant: 27 spine-B S, 8 laser-B LFR, 8 laser-B LAR; 1038 points.
• Carrier variant: 24 fighters, 8 laser-B LFR, 8 laser-B LAR; 912 points.
This is the only way that you’ll be able to design profiles for armed freighters, should you need them
for scenarios you design.
The first page of the design worksheet can still be helpful with this kind of design. Just ignore the
worksheet’s weapon limits, and use the ones in this section instead.
Ship Type will limit the values you can assign to some attributes.
Now is a good time to decide which arc gauge the ship should use. Ships with rear-mounted engines
Starships 45
19.3.2 Hull
Except for escorts, a ship always has an even number of hull boxes.
Escorts (and Freighters): always have one hull.
Destroyers: defaults to 8, but can be any value from 4 to 10, inclusive.
Cruisers: defaults to 16, but can be any value from 12 to 20, inclusive.
Behemoths: defaults to 24, but can be any value from 22 to 32, inclusive.
19.3.3 Shields
All ships typically have two Shields.
One and three are both valid values, but are restricted to special cases for balance purposes. For
example, an escort with too many lasers might be balanced by reducing its shields.
The maximum value is four, as it should take a full squadron to consistently fight off full-strength strike
groups. Ship classes with 4 PD should be rare.
19.3.5 Armor
Freighters are unarmored, so their armor value is six.
Warships have an armor value of seven. Six is possible for very light escorts (like patrol cutters), but
unusual for fleet combat.
Heavier warships (destroyers or larger) can have a fore arc value of eight.
Some warships might have an overall value of eight, but only if the ship is under-armed or under-
shielded.
Freighters are light and well-powered, but don’t carry enough fuel or crew for combat operations. A
typical freighter is has a Thrust value of four, and an Overthrust of zero.
Escorts are light and overpowered. A typical escort is Thrust 10, and Thrust values range from 8 to
12. Overthrust is usually 150%, because you don’t need more than that on a tabletop.
Destroyers are the “nominal” case. A typical destroyer is Thrust 4, and Thrust values range from 3
Cruisers are heavy. A typical cruiser is Thrust 2, and fast ones are Thrust 3. Overthrust is 4 and 5,
respectively.
Behemoths are super-heavy. Their Thrust value is always zero — they cannot maneuver without a
special order! A typical Overthrust value is two, and “fast” behemoths can Overthrust at three.
Within a fleet, I tend to look at the number of engines a ship has, and adjust from there. So if a fleet
has two destroyer classes which have two and four engines, then the two-engined destroyer gets the
normal Thrust (4), and the four-engine destroyer is fast (Thrust 6). Unfortunately, there’s not much
room for differentiation in the larger types, so you only really get “normal speed” and “fast” — while
destroyers can be “slow” to “really fast”.
19.3.7 Lasers
Lasers come in five grades:
Freighter grade (lasers-F) are range 9 and punch up (see section 9.8) against everything but other
freighters.
Escort grade (lasers-E) are range 12 and punch up against destroyers and larger.
Destroyer grade (lasers-D) are range 12 and punch up against cruisers and behemoths.
Cruiser grade (lasers-C) are range 18 and punch up against behemoths.
Behemoth grade (lasers-B) are range 24, and never punches up.
A ship could conceivably have lasers outside its weight class. I normally use smaller lasers as an
excuse to raise a model’s PD value, while any laser that would be too large for the ship normally is
called a spinal mount instead.
Assign the weapons’ arcs so that they reflect their reach as they’re modeled. You may need to fiddle a
bit, as you want to limit the total number of weapon lines to five, and you don’t want a ship’s maximum
fire value to be too low. In both cases, assigning arcs that are bigger than modeled is acceptable. The
reasonable converged fire values for types are:
• Escorts, between 4 and 8 (exclusive).
• Destroyers, between 10 and 15 (exclusive).
• Cruisers, between 15 and 25 (exclusive).
• Behemoths, between 20 and 35 (exclusive).
Obviously, these limits hold for ships exclusively armed with lasers. If a ship has both lasers and
spines that can be combined against a target, the number of spines should be less than the minimum
number of spines, and the total number of beam weapons should fall within the laser values above.
Starships 47
If a spinal mount can be combined with lasers, keep the total number of beams within the laser
ratings. (So a destroyer with 4 spines and 5 lasers in the forward arc would be OK.)
Note that the given spinal values aren’t required to be modeled on the miniature — it could be that
there is only one mount that resolves as strength four.
19.3.9 Fighters
Fighters are among the most flexible of sculpted weapons, as all sorts of details could launch and
recover single fighters. If you see such things on a ship, and need to add some ordinance, one fighter
per greeblie is a good rule of thumb. Assigning them in multiples of six is good, too.
Fighter bays, on the other hand, are a temptation to go totally overboard. If a ship has launch tubes to
go along with the fighter bays, I rate the fighter strength of a ship with a bay as double the number of
launch tubes.
Of course, this assumes that fighter bays and launch tubes co-exist on the same model. You’re left
with playing games with the ship’s S/W ratio (see section 19.4.5) to balance the number correctly.
The highest number for each class is reserved for ships that are obviously carriers. I.E., they’ve got
fighter bays, and not enough beam weapons to meet the “reasonable” suggestions above. The lower
two numbers are for vessels where the fighters are secondary weapons, and the lowest number is for
ships that also carry other ordinance.
E.G., a destroyer that has 4 spines, 7 lasers, and a missile rack could have (at most) 3 fighters. A
destroyer that has six lasers should launch 12 fighters.
19.3.10 Mines
Mines are a catch-all term for all sorts of kinetic projectiles with proximity fuses. Cannon shells,
unguided rockets, actual mines, you name it. Pretty much any weapon sculpted on the model that
isn’t obviously one of the others gets called a mine.
The game is pitched such that mines are escort-level weapons. Escorts that have enough beams
should be limited to 2 mines. Escorts that don’t can have up to 4 mines.
19.3.11 Missiles
Missiles are pretty obviously modeled, unless your ship includes features that would be described as
a “vertical launch tube” on a wet navy vessel such as an ballistic missile submarine. There’s no limit
to the number of missiles a ship can have, but they still launch only one missile a turn — meaning all
the extra launchers are just window dressing.
Also, keep in mind that missiles are weighted for destroyers — it’s how they contribute as “tweeners”
in fleets that would otherwise be built around cruisers and escorts.
The second page of the design worksheet contains all these equations.
19.4.1 Survivability
Survivability is the interplay of hull points, defenses, and maneuverability. The point system assumes
that a ship has at least one shield and one point defense. Hull and base armor are “free” in the sense
that they aren’t paid for separately, but contribute to the equations that price other features.
Shield cost = shield strength x hull x (base armor – 1).
PD cost = 1/2 x PD strength x hull x (base armor – 1).
If a ship has an improved armor arc, then its cost is 1/2 x shield strength x hull.
Maneuver cost = (thrust + overthrust) x 1/2 x hull.
Survivability = sum of the preceding costs.
19.4.2 Weapons
Weapons are more straightforward, since a particular weapon will cause only so much damage while
it is in play. Laser and spines are more complicated to design, in that the ship type determines the
range and effect of the weapon.
Starships 49
Dividing the ship’s Survivability value by its Weaponry value calculates a ratio expressing how
balanced a ship is between the two. The official target values are 1.0 for an escort, and 1.35 for larger
ships. Warships are allowed to fall within 20% of the target.
Note that these are “official” in the sense that it gives players playing pick-up games or tournaments
a common target. If you and your friends aren’t expecting to do such things, then you can choose any
target ratios, so long as you’re relatively consistent.
If the S/W of a ship with fighters is too low, subtract the fighter cost from its Weaponry and add it to its
Survivability. If the resulting S/W ratio is now 1.35 or higher, then you don’t have to adjust the ship’s
design.
For a one-off game, the crews are all veteran. You may add one elite crew for every five ships (round
down), excluding escorts and freighters.
20 Campaign Rules
20.1 Introduction
After Moultrie fought Earth to a standstill and established the independence of the former human
colonies, Human Space entered a period of near-constant warfare. Alliances during this period were
short-lived, as planet-states jockeyed for dominance. Enemies in one war would be allies the next,
engendering an odd courtesy between the combatants.
Shifting Alliances is a simple campaign game that’s designed for players with a limited collection of
models, and meant to generate even battles. Players play the role of the admiral of a planet-state,
where the objective is to amass glory to be used as political capital at home. Victory is a key to that
glory, but fair treatment of your opponents can lead to useful concessions in peace.
20.2 Fleets
Before beginning the campaign, players assemble a fleet roster of 2000 points. All ships start the
campaign as veteran, but can be shifted up or down by events. The exception to this rule is unpainted
ships, which start green, and are unable to advance until painted.
(2000 points is not a firm number. Players may agree to any total they wish, so long as they maintain
the correct number of maneuver groups. See section 12.2.)
This is the fleet with which you will fight this campaign, unless you spend political capital to alter its
composition.
20.3 Favor
During the course of the wars, players will accumulate Favor from the powers they serve. Depending
on the planet-state, these Favors could represent the voice of the populace, the attention of the
mandarins, or the gratitude of a king.
In any event, Favor is tracked as currency, to be spent when the player needs to upgrade one’s fleet
or rid oneself of pesky subordinates.
Starships 51
20.4 Winning
Shifting Alliances is designed as a way to connect battles together. If the players want a victory
objective, a player wins if they enter a peace phase with a predetermined amount of Favor. (20 is an
achievable amount.) This represents an admiral gaining enough Favor to move into higher levels of
government — your objective is to leverage your glory into becoming president or king.
20.5 Losing
Normally, a player won’t go negative in Favor, but there are rare occasions where they might. If a
player goes negative enough (minus 10), it is recommended that you allow the player to reset to 1
Favor, as his previous admiral has been sacked for incompetence and replaced by a handsomer
sibling.
So, in a six-player game, if players three and four choose to join the same faction, players five and six
automatically fill out the other faction.
The player who leads the current second faction will be the starting player of the next faction phase,
and the next player will lead the new second faction. (In a larger campaign, players could choose to
advance the starting player two spots instead of one — so player three would be the staring player in
the next faction phase.)
The choosing player is considered the attacking player, and players roll for the scenario as normal.
In a campaign with an odd number of players, one player in the larger coalition will get a bye. A bye
does not count towards victories. (Such a campaign is an exception to the rule that you should wait
until a peace phase to add a new player. Obviously, the smaller faction can add a player during a
war.)
Fight the battles on the tabletop, and keep track of the results.
For the following actions, all players take one kind of action in the same order used for selecting
battles. In other words, all players adjust crew quality, then all players make ship assignments, and so
on.
If a ship was disabled, there is a chance that it’s lost enough vital crew to reduce its quality. Roll one
die: on a 10, a veteran ship is reduced to green; on a 7-10, an elite crew is reduced to veteran.
Any ship that has not been reduced in quality may have, instead, learned enough to increase in
quality. For each of those ships, roll one die: on a 3-10, a green ship becomes veteran; on a 9 or 10,
Starships 53
This is modeled by requiring a player who has second thoughts about their fleet composition to pay
Favor to swap ships into their fleet roster. The cost is determined by the ships added: 1 for each
escort, 2 for each destroyer, 3 for a cruiser, and 4 for a behemoth. The ships removed are ignored.
The ships that are added are treated just like any new ship, in that they start with a green crew.
An admiral can pay one Favor to upgrade the crew of one ship from green to veteran.
If a fleet has more ships than officers, its admiral must draw an officer from the Personality Deck. That
officer is now part of the admiral’s fleet, and must be given a command. (See section 20.14.)
For the cost of 1 Favor, an admiral may draw a single additional officer from the Personality Deck, but
only if the fleet still has more ships than officers. An admiral may not add more than two officers in
any single shipyard phase.
An admiral may sack an officer by paying that personality’s Influence in Favor. Remove that officer
from your fleet.
If an admiral has the same number of ships and officers, an officer must be sacked before a new
officer can be drawn from the Personality Deck.
Unlike the shipyard phase, an admiral may also refine a class’s design. The new design’s cost must
be within 10% of the previous design’s. This does not affect the crew’s quality.
A fleet still cannot exceed the campaign total (usually 2000 points).
For every officer in your fleet (including those repatriated by your enemies), roll one die and add the
officer’s Influence.
If the total is greater than 10, the officer has found employment back home as a legislator or minister.
Return their card to the Personality Deck, and gain one Favor for their support.
At this point, your fleet needs all the officers it can get, so you don’t get to sack any of those
remaining. If you manage to have more officers than ships, reduce down to an equal number by
returning them to the Personality Deck. You must remove the lowest Influence officers from your fleet
first, but can choose between officers of equal Influence.
20.14 Personalities
20.14.1 Introduction
Because almost none of the cold navies in the Shifting Alliances period had a professional officer
corps, planet-states were always short of competent captains. Anyone with connections or experience
could wrangle command of a warship. Admirals found themselves commanding captains of varying
ability, and forced by political connections to place them in key positions.
Starships 55
All officers must be assigned to a unique ship. They must be assigned in order of Influence, from
highest to lowest, and must be assigned to the open ship with the highest value. You choose which
officer of equal Influence gets the better ship.
Further, if two officers are assigned to ships in the same squadron, the ship commanded by the officer
with the highest Influence is the flagship. In cases of equal Influence, you choose.
If an officer has a special ability, he confers it on his ship. These special abilities alter the rules for that
ship, as long as the officer is in command. If an officer commands the flagship of a squadron, and his
ability refers to a unit (instead of a ship), then the ability is conferred on the entire squadron.
When a ship is destroyed, place a marker with its debris field. This represents any personalities
present on the ship. If any ship (friend or foe) passes through that debris field, those personalities
have been rescued. They now travel with the ship and share its fate until the end of the battle.
If rescued by a friend, the officer remains in a part of the fleet, and you gain 1 Favor for the tales told
about your fleet’s concern for its fellows.
If rescued by an enemy, the officer is now held prisoner. The officer is removed from your roster, and
held by your opponent until the next peace phase.
For each officer lost in battle (and not captured by the enemy), roll one die. On a 6 or higher, you’ve
managed to properly attach yourself to the celebration of the officer’s courage. On a 5 or less, the
loss tarnishes your reputation, and you lose Favor equal to the officer’s Influence immediately. (This
is the only way your Favor could go negative. You cannot willingly spend yourself negative.)
In any event, the officer is returned to the Personality Deck. (He could survive the experience, and
return … for revenge!)
Starships 57
Starships 59
21 Downloads
Keep an eye on http://www.PurpleFuzzyMonster.com/Starships for variants of these rules and other
announcements.
22 Designer’s Notes
Starships has rolled around in my head in one form or another for many years, since I first played a
spaceship game that was more “ship” and less “space”. I won’t criticize any of them directly, because
they were fun — even if most of them were World War One dreadnaughts with funky miniatures.
Obviously, it bothered me. When I was young, I went through the trouble of earning a real-life Rocket
Science degree, so I knew what movement in space should be like. I knew it could make it to the
tabletop.
If you’re playing in empty space, it’s plenty so, because the scale is entirely indeterminate. Once you
add planets to the table, though, it’s obvious to anyone who does that math that the time and distance
scales are not right.
However, the average distance from the Earth to the Moon would be four feet, which kind of presents
a problem.
So I made some choices to fit interesting locations onto a tabletop. I won’t lie and pretend there’s
some sort of sliding logarithmic scale. I did it because I wanted to play a game with more than one
major planetary body on the table at a time — and when your fleet goes screaming past Encedalus
on the way to Titan, you’re not going to care that the distance between Titan to Saturn is supposed to
be 153 inches.
Or maybe you will. Maybe enough of you will promise to buy the “even more realistic version” that I’ll
crunch enough of the numbers to pull that off. Some of us actually played Harpoon back in the day,
so who knows?
At any rate, the best way to describe Starships right now is, “realistic, but not accurate.” For example,
the gravity rules are realistic, in that they’re built around the inverse square rule, but inaccurate in that
gravity’s been reduced to a stepwise function.
Besides trying to make the game feel more like real space, I also wanted to get away from pre-
plotting moves. (My friends hate pre-plotting moves.) This is where the whole initiative system came
from — it gives you the feel of simultaneity without having to write things down.
The disadvantage is that it doesn’t scale up well. This game drags badly if you go beyond the limits
I’ve set in the rules, and is the reason why I’m so emphatic about those limits. In multiple places.
Including my designer’s notes.
The final design decision was to choose simple weapons and damage rules. Some spaceship
games add more detail here, but I wanted the focus of the game to be the movement system, not the
weapons. The weapons needed to be just detailed enough to make the players think about how they
maneuver, and not any more than that.
So that describes Starships in a nutshell: a playable physics-based spaceship rules set for between
five and fifteen ships that doesn’t require plotted moves, plays on a card table, and finishes in under
three hours.
Enjoy!
Starships 61
I owe a thanks to the taxpayers of multiple countries who, through NASA, provided all the
photographs used as the basis for our art. Most photo credits are officially: NASA/JPL-Caltech/Space
Science Institute.
I also thank the playtesters who provided early feedback that helped pare the rules down to a
manageable size: Toby, Chris, Justin, Jared, Chuck, Sarah, and Creslyn. Not to mention Leanne and
Bridgette again.
Finally, it’s worth mentioning the games that have influenced these rules in one form or another:
Squad Leader (Avalon Hill), Battle Fleet Gothic (Games Workshop), Traveller (the Mongoose edition),
Clan War (AEG), and Maurice (Sam Mustafa).
Sadly, as of this writing, only Traveller and Maurice are still available.
Starships 63
Captain:
Captain:
Captain:
Captain:
STARSHIPS
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©2014 Mark Opaskar
Dis: Disabled Exp: Expended KIA: Killed In Action P. D.: Point Defense
Over: Overthrust Ran: Range Ret: Retired Str: Strength
STARSHIPS
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©2014 Mark Opaskar
10.0: Ordinance
Type Max Thrust Armor Notes
10.4 Fighters 6 8 6 Patrol groups have 3” range
Thrust on launch only.
10.5 Mines 4 12 6 Drifting object.
Roll 2 dice for damage, choose lowest.
10.6 Missiles 1 8 8 Failed attack still distorts shields.
Dust: Ring (17.3), Comet (17.5), Asteroid Field (17.6), Debris Field (14.0 )
Move Through: Yes. Add a Distortion marker at end of move.
Combat: Treat as an extra shield once per unit.
STARSHIPS
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STARSHIPS
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Escort 1 Cruiser 14 16 18 20 22
Hull
Rating Destroyer 4 6 8 10 12 Behemoth 24 26 28 30 32
Thrust Overthrust
Escort 8 9 10 11 12 Cruiser 2 3 Behemoth: 2 3
Cruiser: 4 5
Destroyer: 1.5 x Thrust
Destroyer 3 4 5 6 Behemoth 0
Escort: 1.5 x Thrust
STARSHIPS
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x x = 6=
Laser Strength Grade Mod Arc Mod Laser Cost
x x = 7
Laser Strength Grade Mod Arc Mod Laser Cost
x x = 8
Laser Strength Grade Mod Arc Mod Laser Cost
2 x x = 9
Spine Strength Grade Mod Spine Cost
24 x = 10
Missiles Missile Cost
4 x = 11
Mines Mines Cost
6 x = 12
Fighters Fighters Cost
STARSHIPS
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PFM-01-14
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PFM-01-14
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Jump Jump
Safety Safety
momentum SAFE MIXED
Jump Jump
Safety Safety
RISKY BLOCKED
Navigation Markers
Distortion Markers
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Comet Template
Arc Template: Arc Template:
One Blind Spot Two Blind Spots
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