Command Rules

Now you have a fleet. And now for the final ingredient. You, yes you the admiral. Every fleet has a capital ship. A capital ship must be the most expensive ship in the fleet. If that position is tied, you can pick one of the ships that qualify.

If the capital ship is destroyed, you lose cause you’re dead.

Wow that’s simple.

Morale Rules

Ever fleet has a morale rating it’s morale rating is based on how many ships it has and how large the ships are. Morale can fly to ridiculous heights and drop to ridiculous lows. Morale can never ever be 0. Starting morale is based off this chart. if your moral ever reaches 0 or below, you automatically lose the game because your remaining ships turn tail and flee

Size

Morale

Tiny

0

Small

1

Medium

2

Large

4

Huge

8

Gigantic

16

Every time a ship is destroyed the destroying side gains morale and the destroyed side looses morale according to this table.

Size

Morale Gained

Morale Lost

Tiny

1

1

Small

2

2

Medium

4

4

Large

8

8

Huge

16

16

Gigantic

32

32

Cover

the possibility of successfully navigating an asteroid field is approximately 3720 to 1

Never tell me the odds!

Conversation between Captain Solo and 3PO before flying into an asteroid field.

Certain terrain gives certain bonuses and penalties to shooting.

work in progress

Terrain

Bonus

Penalties

Asteroids

+2 to ships to hit score

every turn, roll a to hit. If it exceeds or matches your ships base to hit score roll 2d6 of damage and treat it as rolled in the damage phrase.

Carrier

Tiny ships cannot have jump drive. They must be carried by larger ships. The table below shows the number of larger ships needed to support a horde of tiny ships.

Size

Ships Capable of Supporting

Small

10

Medium

20

Large

40

Huge

80

Gigantic

160