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Epic Engagements
Interstellar Tactical Combat Game
Game System by Pete Ruth 2010 www.superflycircus.blogspot.com

The Story So Far...


Shortly after the discovery of fasterthanlight travel, humanity reached for the stars and expanded beyond its home solar system to colonize planets throughout the Milky Way galaxy. Hundreds of planets have been inhabited, with the species seeing unprecedented growth and prosperity, all ruled autonomously and under the governance of the Free Alliance of Stars. Man had believed, after almost limitless exploration and colonization, that mankind was unique, and that no other intelligent life of any kind existed outside of humancontrolled planets. Then, the Continuum attacked the Sirius system. Human defense forces did not believe there to be a threat in the universe, and were woefully unprepared for the invasion, with nearly every man, woman, and child of the Sirius Colonies murdered by the alien menace. Three weeks after the last message was received on Earth, the human fleet dispatched from Jupiter Base reached the Sirius system only to find that every colonized planet had been bombarded from orbit, utterly devastating the colonial surfaces. No sign was left of life, human or otherwise, until a small lifeboat was recovered in space with a dying scientist, Dr. Mark Wallace, who chronicled the assault on the colonies shortly before his death. Humans were not alone in the universe, and they were being systematically eradicated. 30 years later, the war was being waged in every corner of the galaxy, and Humanity had taken advantage of its genetic predisposition of reason and their inherent ability to quickly learn and adapt. They first learned the name of the enemy via decoding communications intercepted during battles, and later reverseengineered power sources, propulsion systems, and most importantly, the highly advanced weapons systems that the enemy had used against them. Humanity now had a hope of repelling the invaders, and would stop at nothing until the Continuum was stopped. The Continuum was discovered to be a collective of enslaved worlds, made up of several hundred species native to planets outside of our galaxy, all burning with the sole desire to subjugate all habitable planets and species, or destroy them if they were deemed a threat. The only chance that humanity has to stop them is to travel to the Continuum Homeworld, located somewhere in the Crab Nebula, and to destroy their leadership and command and control structure, defeating the threat forever.

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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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CHART: CHART: Engagement Types CHART: Setup Options


C: SECTION C: Phases Of Bay Overview D: SECTION D: Initiative Phase Determining the Aggressor for the round E: SECTION E: Movement Phase Order of Movement Restrictions on Ship Facings Obstructed Spaces Movement and Maneuver Points 9 9

HART: CHART: Crippled Ship Reductions


Declaring an Attack

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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: TOPIC: Disabling A Ship with Ion, Plasma, or


10 Disruptor Weapons

HART: CHART: Movement and Maneuver Point Allocations


Class 1 Ship Movement Rules Class 2 Ship Movement Rules Class 3 Ship Movement Rules Fighter Movement Rules

TOPIC: Resolving damage at the end of the Combat phase TOPIC: TOPIC: Declaring A Winner
End Of The Round

TOPIC: TOPIC: Resolving Ship Damage At The End Of The


Combat Phase: 11

TOPIC: TOPIC: Declaring A Winner


Appendix 1: Figures And Examples Appendix 2: Glossary of Weapons and Special Abilities Appendix 3: Epic Scenarios Quick Reference Guide 17 19 21 22 23 33

CHART: Resolving A Collision Check


Displacing Fighters Ramming Attempts

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

Printable Ships/Tokens/Cards Credits

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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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Explanation of Epic Engagements Components:


Damage Tokens Crippled Ship Tokens

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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Typical Typical Game Setup

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The Anatomy Of A Ship Statistics Card:


Every vessel used in Epic Engagements requires a Ship statistics card that provides the players with vital information about their ships. Below is an image illustrating the important areas of a card:
Attack Bonus Damage Rating Fighter Defense System Bonus Ship Point Value Ship Class Ships Name Full Strength Hull Rating Crippled Hull Rating Weapons Loadout Fore Defense Rating Broadside Defense Ratings Special Abilities Aft Defense Rating

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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Ship Statistics Card

Section a Ship Statistics And Classes

Section B Game Setup


Fleet Selection:
Each player must select which faction, The Continuum or The Free Alliance, that they wish to play with for this engagement. Players may only field ships from their chosen faction. Continuum ships are notable for their blue statistics cards and the Free Alliance ships are indicated by Orange statistics cards.

Scenarios And Victory Conditions:


Epic Engagements is a versatile gaming system that allows you to create any scenario you can imagine. The default scenario for the game is to destroy the opponents force completely, but you may set other victory conditions as desired. The Standard Scenarios section at the back of this manual has several simple scenarios you can play through if you wish a more objective-based game rather than a simple skirmish. The following always applies when playing any scenario that has victory conditions: - Victory Conditions are always checked at the end of a round. - Special rules may apply and always supersede normal rules.

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

Light Skirmish Engagements:


-Each player rolls 1D20, with the highest rolling player becoming the "Aggressor" for the first round. - Ties reroll. - Starting with the Aggressor, each player alternates placing one ship or Fighter anywhere on the star map until each players entire fleet has been fielded.

Major Battle 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 20 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.

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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Setup And Fleet Selection

Section C Phases of Play Overview


Epic Engagements is played in phases, turns, and rounds. Each round of play consists of 4 phases, with 1 turn each per player within each round. Each phase is played in order until a new round begins or, if a Victory Condition has been met, the game ends. The phases within each round consist of: 1. Initiative Phase 2. Movement Phase 3. Fighter Launch Phase 4. Combat Phase

Section Section D Initiative Phase


Determining Determining the Aggressor for each round:
- Each player rolls 1D20, with the highest rolling player choosing if they wish to be the Aggressor for the round. Ties reroll. - If the player elects not to be the Aggressor, the opponent becomes the Aggressor. - The Aggressor takes the first turn during the Movement Phase for this round, but the opponent takes the first turn during the Combat Phase for this round. - The Aggressor retains their status until the end of the round.

Section E Movement Phase


Order Of Movement:
- The Aggressor moves all of the ships and Fighters they choose to move, and when the Aggressor declares that their turn has ended, the opponent may then move all of their ships and Fighters. - A player may move as many, or as few, ships or Fighters as they choose, and may expend many or as few movement and maneuver points as they choose to, up to each ships maximum allowance. - A player may only move or maneuver one ship at a time, and once a ship has completed its movement and maneuvers, it may no longer be voluntarily moved or turned until the next round. - A player may never move off of the star map with any part of their ship. The edges of the star map are considered to be solid objects and impassable. A ship forced to do so is immediately destroyed and placed in the Scrapyard. - Once all players have moved all the ships they have chosen to, remove one Disabled Token from all ships that have been disabled. - Once all players have moved and have restored their disabled ships, the Movement Phase ends and the Fighter Launch Phase begins.

Facings: Restrictions on Ship Facings:


- Epic Engagements allows for ships to change their facing during their movement turn, and Ships may face in any orthogonal direction, but may NEVER face diagonally.

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Initiative And Movement

Spaces: Obstructed Spaces:


- Any space that has printed terrain other than planets, such as asteroids, debris, or any other object, or any space containing a terrain token, are considered to be obstructed spaces. - Spaces that contain ships or Fighters are not considered to be occupied, not obstructed. - Planets, Stars, Nebulae, or any other object that is larger than one space in diameter is not considered an obstruction. - Obstructed spaces can provide certain defense bonuses, which are described in the Combat Phase rules.

Movement Points and Maneuver Points:


- Every ship has movement points and maneuver points, and this amount is based upon ship class. - Movement points indicate how many spaces a ship can travel in their current facing direction, - Maneuver points indicate how many 90 degree turns a ship may make during their turn.

- 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.

2): Class 2 Ship Movement rules (See Fig. 2):

3): Class 3 Ship Movement rules (See Fig. 3):


- Class 3 ships may move in any direction, including diagonally, but may end their movement facing in a Any orthogonal direction. - Class 3 ships may move into obstructed spaces, but must immediately stop their movement when they do, and must roll for a collision check. - Class 3 ships may never move through class 1 or 2 ships, but may move through Class 3 ships or Fighters.

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Movement Point Allocation

4): Fighter Movement rules (See Fig. 4):


- Fighters may move in any direction, including diagonally, and may end their movement facing in a Any orthogonal direction. - Fighters may move into and through obstructed spaces, but must roll for a collision check when entering an obstructed space. - Fighters may move through any ship except enemy Fighters, may not end movement in an occupied space, and must end movement immediately upon becoming adjacent to an enemy Fighter.

Resolving a Collision Check:


roll 1D20 when a class 3 or 4 ship enters an obstructed space. On a roll of 17 or higher, one point of collision damage is immediately incurred by the ship or Fighter. If any ship is crippled as a result of a collision, immediately place a Crippled Token upon Statistics Card. If any ship is destroyed as a result of a collision it is immediately destroyed and placed in the Scrapyard,

5): Displacing Enemy Fighters (See Fig. 5):


- Only ENEMY Fighters may ever be displaced. - If a Class 1 or 2 ship moves into a space occupied by an enemy Fighter, the Fighter is immediately displaced. -The owner of the displaced Fighter must move the ship A MAXIMUM of one space in any direction possible, even into an obstructed space which will result in a collision check. - If a Fighter that has been displaced cannot make a legal move to evade an encroaching ship, or is disabled, it is immediately destroyed and placed in the Scrapyard, with no damage incurred by the encroaching ship.

7): Ramming attempts (See Figs. 6 and 7):


To ram an enemy ship, a player must declare a ram attempt, be adjacent to and facing an enemy ship, and have at least 1 movement point available. Fighters may never be rammed, but may ram Class 1, 2, or 3 ships.

Resolving a Ramming Attempt By A Class 1, 2, Or 3 Ship:


The attacking player must roll 1D10 for each remaining movement point available to the attacker. On a roll of 7 or higher on each die rolled, the defending ship receives one damage point. On a roll of 36 on each die rolled, both the attacking and defending ship receive one damage point. On a roll of 12 on each die rolled, the attacking ship receives one damage point. If any ship is crippled as a result of a ramming attempt, immediately place a Crippled Token on the ships Statistic Card. The attacking ship does not move after destroying an enemy ship If any ship is destroyed as a result of a ramming attempt, it is removed immediately from the game and placed in the Scrapyard. The attacking ship does not move after destroying an enemy ship. The attacking player must roll 1D10. On a roll of 7 or higher, the defending ship receives one damage point. On a roll of 6 or lower, no damage is inflicted upon the target vessel. Fighters are always destroyed as a result of a ramming attempt and are immediately destroyed and placed in the Scrapyard.

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Fighter: Resolving a Ramming Attempt By A Fighter:

Collisions And Ramming

Section F Fighter Launch Phase


Recover, Ships Allowed To Launch, Recover, or Transfer Fighters: - Only ships with the Fighter Launch Bay Special Ability may launch or recover Fighters, and may launch up to the amount of Fighters indicated by the Fighter Launch Special Ability on the launching ships Statistics Card, -Disabled ships may NOT Launch or Recover Fighters. Launches, Transfers, Recoveries: Order of Fighter Launches, Transfers, and Recoveries: - A players Fighter launches must always be complete before any Fighter recoveries may occur. - The Aggressor" may launch any Fighters, based upon their Fighter Launch Bay Special Ability, and then may recover any amount of Fighters following normal recovery rules. - Fighter transfers may only be performed while launching Fighters, and if any recoveries have been made this round, a player may not transfer any more Fighters. - After all the Aggressors launches and recoveries are complete, the Aggressor declares their turn over and the opposing player may perform their launches and recoveries. - Only one ship may perform a launch or recovery at a time, and once a ship has stopped launching and recovering Fighters, even if it did not launch its maximum amount, it may not launch or recover any more Fighters until the next round. - Upon completion of both players launches, recoveries and transfers, the Fighter Launch Phase ends and the Combat Phase then begins. 8): Launching Fighters From The Fighter Reserve (See Fig. 8): - When launching a Fighter, select a Fighter from the Fighter Reserve simply place it into any unoccupied, unobstructed space adjacent to the launching ship. - Fighters launched from the Reserve may not move immediately after launch, but must wait until the next rounds Movement Phase to move. - If a ship has no legal spaces to launch a Fighter into, it may not launch Fighters. Fig.9): Launching Alert Fighters (See Fig.9): - Alert Fighters launched from the launching ships Statistics Card are launched exactly as Fighters from the Reserve, but Alert Fighters may immediately move up to 2 spaces, following normal movement rules. - If a ship has no legal spaces to launch an Alert Fighter into, it may not launch Alert Fighters. Transferring Fighters: - If a ship elects not to launch any Fighters, it may take one ship from the Fighter Reserve and place it on that ships Statistics Card as an Alert Fighter. 11): Recovering Fighters and Alert Fighters (See Figs. 10 and 11): - A Fighter must be in a space adjacent to a ship with the Fighter Launch Bay Special Ability to be recovered. - Disabled Fighters may be recovered and any Disabled Tokens on the recovered Fighter are immediately removed. - Fighters may be recovered as normal Fighters and returned to the Fighter Reserve, OR as Alert Fighters, which are placed onto the Ship Statistics card of the recovering ship rather than into the Fighter Reserve. - There may never be more than 2 Alert Fighters on an individual ships Statistic Card at any time.

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Fighter Launch And Recovery

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.

12): Line Of Sight Rules (See Fig. 12):


- Line of sight is an imaginary line that extends from the center of the attacking ship to any point on the target ship. - Obstructed spaces do not block line of sight, but provide bonuses to defenders within obstructions as well as to defenders who are attacked through an obstructed space. - Class 1 and 2 ships block line of sight, but class 3 ships and Fighters do not block line of sight. - If Line of Sight intersects precisely at a targets corner, the attacker may choose which face to attack.

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.

13): Weapon Range (See Fig. 13):


- The range of an opponents ship is determined by counting spaces from the first space adjacent to the attacking ship, ending with the first space that the defending ship occupies. - Fighter defense systems always have a range of 1 space, and may only attack adjacent Fighters. - Class 1 ships may attack any legal target up to 9 spaces away. - Class 2 ships may attack any legal target up to 6 spaces away. - Class 3 ships may attack any legal target up to 3 spaces away. - Fighters may only attack adjacent targets or be attacked by adjacent attackers.

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Line Of Sight / Range

Section G Combat Phase

Facings: Firing Arcs And Target Facings:


- All weapons are assumed to fire from the center of the attackers base for purposes of line of sight and to determine the point of contact with a legal target, - Weapons that are not specifically restricted are assumed to have 360 degrees of line of sight, - All ships have hash marks delineating each of the ships faces. The Attacker may only target faces of the defenders ship that line of sight crosses.

Weapons: Use Of Weapons:


- Any ship with a Fighter Defense System may attack any and all adjacent enemy Fighters. Ships that have no bonus listed are not equipped with Fighter Defense Systems. - Any weapon listed in your Weapons Loadout may attack only once per round unless indicated otherwise. - Some weapons have directional restrictions listed on their Weapons Loadout that may only be fired in the direction indicated, generally in a straight line along the axis of the attacking ship that is indicated. - Most weapons indicate both an attack bonus and a damage rating, and these are used to determine the ability to defeat a targets armor and shields, as well as to determine the amount of damage inflicted upon the target by a successful attack.

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.

Ratings: Standard Attack bonuses And Damage Ratings:


- Weapons listed in your Weapons Loadout have both an attack bonus, indicated with a "+X" in the Attack column and a damage rating indicated with a number in the Damage column. - Fighter Defense System bonuses used to attack adjacent Fighters are indicated in the Fighter Defense Bonus box on your Ship Statistics Card. If this box is absent from a ship, that ship is not equipped with a Point Defense System and may only attack targets with weapons listed on their Weapons Loadout.

Ships: Crippled Ships:


- Ships that have a Crippled Token on their Ships Statistics Card have been damaged heavily, and have a reduced fighting ability. -If the crippling of a ship causes that ships attack bonus to be less than zero, that weapon has been destroyed and may no longer be used to attack enemy ships.

Crippled Ship Statistics Reductions:


- Crippled ships ALWAYS have a -2 Attack Reduction on all attacks, including Fighter Defense System attacks. - Crippled ships ALWAYS have a -3 Defense Reduction when defending any attacks. - Crippled ships may only use 1 Movement OR 1 Maneuver point.

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Obstructions / Crippled

Attack: Declaring An Attack:

Resolving Attack: Resolving An Attack:


- The Attacker must roll 2D10. 2D10. 20, Failure, - If the Attacker rolls a 2 or a 20 The Attack was an Exceptional Shot or System Failure See charts below to resolve this attack. - On any roll other than a 2 or 20, and add any attack bonuses granted to the rolled value. This new value is the attack rating for the attack. The Defender adds the face defense rating to any bonuses granted to the defender. This new value is the defense rating for this attack. If the attackers attack rating is equal to or greater than the defenders defense rating, the attack was successful. If the attackers attack rating is less than the defenders defense rating, the attack failed. If an attack was successful, place damage tokens equal to the damage rating of the weapon on the defending ships Statistics Card, adding or subtracting any damage modifiers granted by a weapon or Special Ability. - If using a Disabling Weapon check to see if your attack has disabled the defender. See chart below to Weapon, determine if an attack has disabled the defender.

Rolling a Natural 20 Attack Roll - Exceptional Shot: Shot:


- If an attackers roll totals 20 without adding bonuses, an Exceptional Shot occurs and is immediately a successful attack. Place damage tokens equal to the damage rating of the weapon used, plus one additional damage on the defenders Ship Statistics Card, adding or subtracting any damage modifiers granted by a weapon or Special Ability. Then, immediately place a Disabled Token in a space the defenders ship

occupies on the Star Map, to indicate that the ship has been disabled.

Failure: Rolling a Natural 2 Attack Roll - System Failure:


- If an attackers roll totals 2, without adding any bonuses, a System Failure occurs and the attack immediately fails. - Class 1, 2, and 3 ships that have System Failures, may not initiate an attack until the next round.

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.

Disabling A Ship With Ion or Disruptor Weapons:


- Resolve the attack as normal, but if the sum of the attackers rolled dice is 17 or higher, the defenders ship has been Disabled regardless of whether the attack was successful or not. Disabled, - Immediately place a Disabled Token in a space the defenders ship occupies on the Star Map, to indicate that the ship has been disabled. - If a disabled ship is successfully disabled again, you may place another Disabled Token at the base of that ship. There is no limit to how many disabled tokens can be placed on a ship. - Ships may not move if they have been disabled. Disabled Tokens are normally removed after one Round, and are removed at the end of the Movement Phase.

Round: End Of The Round:


- Once both players have initiated and resolved all attacks they wish to make, resolve all damage done to ships during the round as indicated below:

Resolving Ship Damage At The End Of The Combat Phase:


- Any ship whose Full Strength Hull Rating value is exceeded by the sum of the Damage Tokens that have been placed on the card has been Crippled Remove only the Damage Tokens whose sum is equal to the value Crippled. of the Full Strength Hull Rating value and then place a Crippled Ship Token on the ships Statistics Card. Any damage tokens in excess of the Full Strength Hull Rating value remain on the Ship Statistics card. - Any ship whose Crippled Hull Rating value is exceeded by the sum of the Damage Tokens that have been placed on its card has been Destroyed Remove all Alert Fighters and tokens from the ships Statistics Destroyed. Card, remove the ship from the Star Map, and place the ship and its card in the Scrapyard. - Check for the status of Victory Conditions. - If both players have remaining ships, or if the Victory Conditions have not been met, a new Round begins, starting with the Initiative Phase. - If any Victory Conditions were met, or if one sides fleet was completely destroyed, declare a winner as indicated below:

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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Disabling / Resolving Damage

Appendix 1 Figures and Examples

Fig 1: Class 1 Movement

Fig 2: Class 2 Movement

Fig 3: Class 3 Movement

Fig 4: Fighter Movement

Fig 5: Displaced Fighters

Fig 6: Class 1-3 Ramming 1-

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Appendix 1: Figures/Examples

Fig 7: Fighter Ramming

Fig 8: Launching From Reserve

Fig 9: Launching Alert Fighters

Fig 10: Legal Recoveries

Fig 11: Recovery Types

Fig 12: Line of Sight

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Fig 13: Range

Fig 14: Firing Into Obstructions

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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

Appendix 2 Glossary of Weapons and Special Abilities

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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Appendix 3 Epic Scenarios


Scenario 1: Assassinate the Overseer
Background: FAS has intercepted a message indicating that a Continuum Overseer will be travelling from Betelgeuse back to their forward base in Sirius. You must intercept and destroy the transport ship before he escapes! FAS Victory Condition: Destroy both of the Continuum Gamma Class Transports before they can jump to Sirius. Gamma-Class Continuum Victory Condition: Get at least one Gamma : Gamma-Class Transport to the Jump Gate. ass Fleet Size: 250 Points Maximum Per Side Special Rules: 2 Gamma Class Transports are under the control of the Continuum player, but may not attack or use any weapons. These ships do not count towards the Continuum fleet size. Start them in the opposing size. corner of the Star Map as indicated, then set the game up as a normal Major Battle Engagement.

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Appendix 3: Epic Scenarios

Scenario 2: Assault on Phalanx II


Background: The Continuum has launched an attack upon the FAS Phalanx-Class Space Station orbiting the Class skies above Jupiter. Stop them from destroying the Space Station! FAS Victory Condition: Defeat all Continuum ships. Continuum Victory Condition: Destroy The Phalanx Space Station designated as Unit 1 Fleet Size: the FAS side may use 300 points of ships and the Continnum side may use 350 points of ships. Special Rules: the FAS side must field at least 1 Phalanx Class Space Station and must place a 1 unit Phalanx-Class marker on it, designating it as Unit 1. This ship is fielded as part of the normal FAS fleet points. Set the fielded game up as a normal Major Battle Engagement.

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Scenario 3: Carrier Command


Background: The Continuum has launched a full frontal assault upon the FAS border worlds, sending their largest carriers. These carriers pose a grave threat to the FAS and must be stopped. FAS Victory Condition: Defeat both Continuum Epsilon Epsilon-Class Carriers. Continuum Victory Condition: Destroy the entire enemy fleet without losing both Epsilon Epsilon-Class Carriers. Fleet Size: 500 Points per side. Special Rules: The Continuum Side must field 2 Epsilon Class carriers. These ships are fielded as part of the Epsilon-Class normal FAS fleet points. Set the game up as a normal Epic Engagement.

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Quick Reference Guide


Order Of Play
1. Initiative roll - Both players roll 1d20, high roller chooses to be the Aggressor. 2. Movement - The Aggressor moves ships, and then opponent may. Class 1: 2 Movement, 1 Maneuver Point (Cant turn after moving) Class 2: 2 Movement, 2 Maneuver Points Class 3: 3 Movement, Can move diagonally, turn any direction. Fighters: 4 Movement, Can move diagonally, turn any direction. - 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. - Class 1/2/3 Cannot move through Class 1 or 2 ships. - Class 4 must end movement when adjacent to enemy Fighters. - Class 3 must end movement when entering obstructions. - Class 3/Fighters roll a collision check when entering obstructions. roll 1D20; on a roll of 17 or higher, one point of collision 1D20; damage is immediately incurred by the ship or Fighter. - Ships that become crippled or destroyed as a result of a collision are resolved immediately. - Enemy Fighters are always displaced by Class 1&2 ships. - Immediately Move displaced ships 1 space in any direction. Ships that cant make a legal move are immediately destroyed. - Any ship can ram, but Fighters cannot be rammed. - To ram, simply declare a ram attempt by an adjacent ship that has remaining movement points.

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.

Resolving a Ramming Attempt By A Class 1, 2, Or 3 Ship:


The attacking player must roll 1D10 for each remaining movement point available to the attacker. On a roll of 7 or higher on each die rolled, the defending ship receives one damage point. On a roll of 36 on each die rolled, both the attacking and defending ship receive one damage point. On a roll of 12 on each die rolled, the attacking ship receives one damage point. If any ship is crippled as a result of a ramming attempt, immediately place a Crippled Token on the ships Statistic Card. If any ship is destroyed as a result of a ramming attempt, it is removed immediately from the game and placed in the Scrapyard. Resolving a Ramming Attempt By A Fighter: The attacking player must roll 1D10. On a roll of 7 or higher, the defending ship receives one damage point. On a roll of 6 or lower, no damage is inflicted upon the target vessel. Fighters are always destroyed as a result of a ramming attempt and are immediately destroyed and placed in the Scrapyard.

- 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

Additional References and Resources:


- A hearty Thanks to the folks at Paint.Net for the illustration software - Thanks to Wizards of the Coast for making Star Wars Miniatures: Starship Battles so badly it incited me to do a complete makeover, then to make my own game from its ashes - Thanks to Mickey Gibson for playing 40 games of Epic Engagements and providing the benefit of his wisdom as only Mickey Gibson can do! - Thanks to NASA for the free image of the Bug Nebula used for the Star Map! Support your local NASA programs!

Copyright and Trademark Information:


Star Wars Miniatures: Starfleet Battles is 2006 Wizards of the Coast Epic Engagements is 2010, Pete Ruth Check out my homepage at WWW.SUPERFLYCIRCUS.BLOGSPOT.COM Questions? Email me at superflytnt@insightbb.com

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