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Epic Engagements
Interstellar Tactical Combat Game
Game System by Pete Ruth 2010 www.superflycircus.blogspot.com
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TABLE OF CONTENTS
Required Materials/Printing Guide Explanation of Components Typical Game Setup SECTION A: Ship Statistics And Classes The anatomy of a Ship Statistics Card SECTION B: Game Setup B: Fleet Selection Scenarios and Victory Conditions Fleet Sizes 4 5 6 7 8 SECTION G: Combat Phase Order of Combat Line of Sight Legal Targets Weapon Range Firing Arcs and Target Facings Use of Weapons Attacking Into and Through Obstructed Spaces Standard Attack Bonuses And Damage Ratings Crippled Ships 13
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HART: CHART: Resolving an Attack TOPIC: TOPIC: Rolling A Natural 20 Attack roll Exceptional Shots TOPIC: TOPIC: Rolling A Natural 2 Attack Roll System Failure
Disabling Weapons
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TOPIC: Resolving damage at the end of the Combat phase TOPIC: TOPIC: Declaring A Winner
End Of The Round
HART: CHART: Resolving a Ramming Attempt by a Class 1, 2, or 3 ship CHART: Resolving a Ramming Attempt by a HART: Fighter
F: SECTION F: Fighter Launch Phase Ships Allowed To Launch, Transfer, and Recover Fighters Order of Fighter Launches, Transfers, and Recoveries Launching Fighters From the Fighter Reserve Launching Alert Fighters Transferring Fighters Recovering Fighters and Alert Fighters 12
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Required Materials
To play Epic Engagements, you will need:
- At least 2 20sided dice (2d20 and 2 10sided dice (2d10 but having 2 20sided dice and 4 2d20) 2d10), 2d20 2d10 10sided dice available is optimal. - Models and Statistics Cards at the back of this guide, or Miniatures and Statistics Cards from Wizards of the Coasts Miniatures game, Star Wars: Starship Battles. - Any models will work for this game, provided a Statistic Card is used in conjunction with each of the models used, and they are to the proper scale. - A Star Map playing field with 2" squares printed on the surface to mark spaces. 24x36" Star Maps are recommended. Star Wars Miniatures: Starship Battles has an included play area that is sufficient. - The "Damage" and "Disabled" counters that are included counters at the back of this guide, or a suitable replacement. - A copy of this rulebook, or the Quick Reference Guide in the rear of this book, is recommended to be available at all times.
Printing Guide
Epic Engagements is a Print-and-Play publication, and you may print it as desired to play the game. The print format is designed to be printed anywhere.
- Manual: 8.5x11 on Copy Paper, printable on most every printer. Margins are set to allow easy printing, and can be scaled to the page without a problem. Sheet: -Statistic Card Sheet: 8.5x11on #32 Card Stock or thicker is optimal. Cut the sheet using a straightedge and razor for best results. - Tokens Sheet: 8.5x11 on #32 Card Stock or thicker, with pre-mounting to chipboard, binders board, or foam-core being ideal. Cut with a straightedge and razor for best results. Sheets -Ships Sheets: 8.5x11 on #32 Card Stock or thicker, with pre-mounting to chipboard, binders board, or foam-core being ideal. Cut with a straightedge and razor for best results. - Star Map: Local print shops that handle large-format printing can print this for under $30.00 US. Most Fed-Ex/Kinkos and Kwik-Kopy locations have this capability.
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These tokens are used to keep track of damage that has been sustained to a ship. These are placed on a ships Statistics Card. Disabled Tokens
These tokens are placed on Ship Statistics Cards when the ship has been damaged enough to become crippled. Ship Counter tokens
These tokens are used to keep track of ships that have been disabled and may not move. These tokens are placed directly on the ships piece on the Star Map. Asteroids Tokens
These tokens are used to keep track of individual units when 2 or more of the same type of ship is in play. These are placed both directly on the ship on the Star Map as well as having a matching token placed on the Ship Statistics Card. These can also be used to identify Victory Conditions, Waypoints, and other Scenario-Specific information. Jump Gate Tokens
These tokens are placed on the Star Map to declare a space as obstructed. Ships may fly into and through these at their peril, and hiding within asteroids provides a defense bonus. These tokens physically take up 4 spaces but are treated as one space. These are used to identify scenario objectives, such as a point to reach to meet a Victory Condition.
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Class 1 Ships:
Class 1 ships are the most powerful capital ships in Epic Engagements. Although they are limited in their movement due to their size, they make up for it with devastating firepower, superior shields and armor, and in many cases, the ability to launch multiple Fighters.
Class 3 Ships:
Class 3 ships are the smallest of all ships, being faster and far more maneuverable than their larger counterparts. These ships are of many designs, containing warships as well as transports and shuttlecraft. Some Class 3 ships have limited Fighter launch capabilities as well.
Class 2 Ships:
Class 2 ships represent the cruisers, corvettes, destroyers, as well as the largest transports in epic engagements. Faster than Class 1ships, they have strong armor, formidable weapons arrays, and many wield powerful technologies that help augment the fleets overall capabilities. Many Class 2 ships are also equipped with Fighter launch decks.
Fighters:
Fighters are the generally most numerous ships in Epic Engagements. Both the fastest and most maneuverable ships in the game, they make up for their small size and lack of armor with powerful shields and light weapons that are effective both in dogfights and against capital ships. In larger engagements, these ships remain aboard larger carrier ships until they are called into action during the engagement.
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Fleet Size:
- The standard fleet size is 300 points, a Light Battle Engagement. - Choose a fleet size to use for an engagement, with the fleet size being the sum of all ship point values. - Each player secretly selects their fleet using the Ship Statistics cards and then they are ready to begin.
Engagement Types: Use the chart below to determine which setup option to use for this engagement:
1-199 points or less = Light Skirmish engagement 200499 points = Major Battle engagement 500 points or more = Epic Engagement
Epic Engagements:
-players simultaneously place all of their class 1, 2, and 3 ships on one side of the star map, with no ship protruding more than 4 spaces beyond the rear edge of the star map. -Players may then place up to 40 points of Fighters within 2 spaces of any friendly Class 1, 2, or 3 ship anywhere on the star map. - Any remaining Fighters are held back in each players Fighter Reserves for later launch.
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- Two or more ships may NEVER occupy the same space at the same time at the end of their individual movement.
Allocations: Movement And Maneuver Point Allocations: - Class 1 ships have 2 movement and 1 maneuver point. - Class 2 ships have 2 movement and 2 maneuver points. - Class 3 ships have 3 movement points and unlimited Maneuver points. - Fighters have 4 movement points and unlimited maneuver points. - Crippled ships are limited to the use of 1 movement OR 1 maneuver point. - Disabled ships may NOT move or maneuver at all during the movement phase. 1): Class 1 Ship Movement rules (See Fig. 1):
Class Class Class Class Class Class Class Class 1 1 1 1 2 2 2 2 ships ships ships ships ships ships ships ships may only move in their fore direction, and may NEVER maneuver after moving. may move through all obstructed spaces without penalty. may never move through class 1 or 2 ships, but may move through Class 3 ships or Fighters. entering a space occupied by an enemy Fighter immediately displace that Fighter. may only move in their fore direction, but may maneuver between movements. may move through all obstructed spaces without penalty. may never move through class 1 or 2 ships, but may move through Class 3 ships or Fighters. entering a space occupied by an enemy Fighter immediately displace that Fighter.
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Epic Engagements uses a simultaneous action system to simulate both fleets attacking one another at the same time. Ships that have been damaged enough to become crippled or destroyed during one players attacks do not become crippled or destroyed until the end of the Combat Phase.
Order Of Combat:
The "Aggressor" is the last player to initiate combat during the Combat Phase. - Any ship that has a Fighter Defense System bonus listed on their Ship Statistics Card must first attack all adjacent enemy Fighters before using any of the weapons listed on their Weapons Loadout. - Once a ship has attacked enemy Fighters using Fighter Defense Systems, they may attack any legal target with the weapons listed on their Weapons Loadout. - Once a ship has attacked any target with a weapon listed on their Weapon Loadout, they may no longer attack using that ships Fighter defense systems. - Attacking ships must fire weapons in the order listed on their Weapon Loadout. - A player may attack any one individual target with each weapon listed on their weapon Loadout. - Once the first player has initiated and resolved all attacks they wish to complete, the Aggressor may then initiate and resolve their attacks. - Once both players have initiated and resolved all attacks they wish to make, resolve all damage done to ships during the round. - Once all ship damage has been resolved, the Combat Phase and the Round has concluded. - Check Victory Conditions, and if no Victory Condition has been met, a new Round begins.
Legal Targets:
- Legal targets are defined as any enemy ship that is within weapon range of the attacker and that is within the attackers line of sight. - Fighters may only be attacked by adjacent enemy ships. - Ships may never attack friendly vessels either directly or indirectly at any time. - No vessel may target an obstruction or celestial body, but can target ships within an obstruction.
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14): Attacking Into And Through Obstructed Spaces (See Fig. 14):
- Any ship that lies completely within obstructed spaces is granted a +3 Defense bonus. - When a ship is attacked and the line of sight passes through any portion of one or more obstructed spaces, the defender is granted a +1 Defense bonus per obstructed space the attack passes through.
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Obstructions / Crippled
occupies on the Star Map, to indicate that the ship has been disabled.
Immediately place a Disabled Token in a space the attackers ship occupies on the Star Map, to indicate that the ship has been disabled.
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- Fighters that have System Failures are immediately destroyed and are placed in the Scrapyard.
Resolving Attacks
- When a player wishes to initiate any attack, they must declare which ship is attacking, which ship is being targeted, which weapon is being used, and which face they are targeting. - The defender may challenge the legality of any attack, and if challenged, the attacker must indicate how the attack is legal or may not initiate that attack, forcing the attacker to select a new target or face.
Disabling Weapons:
Some weapons listed on a ships Weapons Loadout have the key words Ion or Disruptor in their name, and Ion Disruptor Ion Disruptor these weapons have the ability to disable an enemy ships engines, even if this power is not specifically listed. See Resolving An Attack to determine if an attack has disabled an enemy ship.
Declaring A Winner:
- If any Victory Conditions were set during the setup of the game and a player meets those conditions, the game is over and the player who met the Victory Conditions has won. - If one player has had all of their ships destroyed, the game is over and their opponent is declared the winner. - If both players have had all of their ships destroyed, the game is declared a draw, irrespective of the amount or value of ships fielded during the match, unless the applicable Victory Conditions state otherwise.
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Appendix 1: Figures/Examples
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Ablative Shielding - X (All Classes): This armor system reduces the amount of damage suffered by a vessel. (All Advanced Targeting - X (All Classes): Ships equipped with Advanced Targeting computers are far more adept at destroying Fighters. Broadside Weapons (All Classes): These fixed-mount weapons fire in a direct line in both broadside directions of the ship, and cannot target any ships that are not within spaces that lie in a direct line along the length of the attacking ship. Disruptor Cannons (All Classes): These weapons fire disrupting bursts of tachyons, causing little in the way of direct hull damage but are deadly against propulsion systems. Energy Shields (All Classes): This magnetic shielding system protects vessels against the disabling effects of Disruptor and Ion weapons. Fighter Launch Bays - X (Class 1, 2, and 3): These are the launch, recovery, and fighter storage systems required to field Fighters. Frontal Weapons (All Classes): These fixed-mount weapons fire in a direct line in along the fore direction of the ship, and cannot target any ships that are not within spaces that lie in a direct line along the width of the attacking ship. These weapons may target one enemy ship on either broadside face, effectively allowing two attacks. Fortification (Class 2): These vessels were designed to be towed into position, and only have small maneuvering thrusters, and thus only have 1 Movement and 1 Maneuver point. 1): Graviton Generator (Class 1): These systems emit powerful waves of gravitons, hindering all ships that attempt to launch Fighters. Interdictor (Fighters): These Fighters are not forced to stop and engage enemy Fighters that do not bear the Interdictor Special Ability. Ion Cannons (All Classes): Firing pulses of highly charged atoms, these weapons cause massive electrical damage to the target vessel, potentially disabling its power and propulsion systems. Laser Weapons (All Classes): These weapons emit beams of concentrated light, burning and melting the hulls of target ships.
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Appendix 2: Glossary
Missile Weapons (All Classes): These weapons launch guided missiles against enemy ships and deliver a small explosive warhead to rupture enemy hulls. These are generally more effective against larger targets. Minelayer - 1 (Class 1, 2, and 3): Ships equipped with a minelayer are more deadly against fighters. Class Networked Command System - X (All Classes): These systems allow adjacent units to effectively relay targeting information, allowing them more accurate firing solutions on enemy vessels. Particle Beam Weapons (Class 1 and 2): Largest of all ship-based weapons, these cannons emit scathing beams of pure energy, burning through the hulls of enemy ships with ease. Plasma Weapons (Class 1, 2, and 3): Launching projectiles blanketed in superheated gas, these weapons cause tremendous blast damage to any target vessel unfortunate enough to be caught in their path. Pulse Cannons (Fighters): Smallest of all weapons, these fighter-based offensive cannons fire bursts of small, ultra-dense projectiles, causing serious hull damage to small ships and light damage to larger, more heavily armored ships. Rail Guns (Class 1, 2, and 3): Hurling dense projectiles at incredible speeds, these inertial weapons can rupture the hulls and damage internal decks of target vessels. These weapons are very accurate, even over long distances. 3): Reflective Shielding (Class 2 and 3): These shields are the most powerful in Epic Engagements and reflect the first point of damage done to a ship back upon any non-adjacent attacker. Adjacent attacks are not reflected back and do normal damage. 3): Stasis Field Generator (Class 1, 2, and 3): These systems lock enemy vessels of equal or smaller size in a powerful magnetic field which forces enemy vessels to immediately end their movement when they become adjacent. Stealth Field Generator (Class 3 and Fighters): This system emits a light-bending sphere of magnetic energy, making it far harder to target by any non-adjacent attacker. Torpedo Weapons (All Classes): These weapons launch large guided missiles at enemy vessels and deliver huge explosive warheads designed to rupture large capital ships spines. These weapons are too large to be effective against Fighters. Wormhole Generators (Class 3): These powerful systems allow ships to instantly move from one place to another with no regard to obstructions and large ships that might block their path.
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and 3. Fighter Launch and Recoveries - The Aggressor Launches/Recovers first, then the opponent may. - Only ships with the Fighter Bay Special Ability may launch/recover. - You must complete all Launches before recovering. - You may only launch Fighters into adjacent, empty spaces. - Reserve Fighters are placed, but cannot move until next round. - Alert Fighters are placed and may move 2 spaces immediately. - You may only recover Fighters from adjacent spaces. - You may recover Fighters into the Reserve or as an Alert Fighter. - Alert Fighters are placed on a ship card; maximum 2 per ship. - Recovered Fighters are placed back in the Fighter Reserve. - Immediately remove all disabled tokens from recovered disabled Fighters. 4. Combat - The Aggressor takes the last turn in this phase. - Line of sight is determined from the center point of the attacking ship to the edge of any square the target ship occupies. - Class 1 and 2 ships always block line of sight.
Class 1 Range: 9 Spaces Class 2 Range: 6 Spaces Class 3 Range: 3 Spaces Fighters: May only attack or be attacked by adjacent ships - You may never directly or indirectly attack friendly ships. - range is determined by counting the spaces between the attacker and defender that line of sight crosses. Resolving Attacks: - Roll 2D10. - Add attack bonuses, compare against defenders face defense rating plus defense bonuses. -Attacks equal to or greater than the defense are hits, and damage is scored. -Rolling a Natural 20 is an Exceptional Shot. -Rolling a Natural 2 is a System Failure. -Rolling a 17+ with a Disabling Weapon disables the defender; add one Disabled token on top of the defenders ship. Exceptional Shots: - An Exceptional Shot is immediately a successful attack. - Damage sustained is at +1. - Add 1 Disabled Token to the defending ship. System Failures: -A System Failure is immediately a failed attack. - Ships that have System Failures may not initiate an attack until the next round. - Add a Disabled Token to the attackers ship. - Fighters that have System Failures are immediately destroyed. - Once all attacks have occurred, resolve the damage on both sides, removing destroyed ships and placing crippled tokens as appropriate. - Check for Victory Condition completion, and if no Victory Conditions have been met, begin a new round. - If Victory Conditions have been met, the game is over and you may declare a winner.
- At the end of the round, remove 1 Disabled Token from each ship that
is disabled.
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Credits: Author: Pete Ruth Illustrations: Pete Ruth Editors: Pete and Melissa Ruth Play test Group
Pete Ruth Melissa Ruth Mickey J Gibson Shawn Gibson Bailey Gibson The SisTers Crowd
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