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Map layout

1 hex is the same as 1 sector.

The map is a hexagonal grid.

Each sector is represented by a hexagonal card.

Each card is blank (showing empty space or a planet) on one side, and having

information of that sector on the other.


Long range scanners can tell you what is in that sector.

Certain quest objectives may be placed on a hex, indicating that the player(s)

know that the location is there, but still have to travel to that sector.
Planets and Space Stations (P/SS) are on the blank sides of the cards,

meaning that the player(s) know that they are there, so no random guessing of a
planets location.
In each expansion pack, new sectors are added, giving more variety to the game.

Each sector is unknown, a squadron of fighters may be in that sector, or a cargo

ship, or nothing.
(another idea for finding what is in a specific sector- the FC has control, they will

roll a dice in each sector that the player arrives in, and if it is not a quest specific sector
or a P/SS, than a d20
Enemies
Enemies always have a specific and standard set of weapons and a specific

amount of armor and health.


These static numbers can change with the class of the enemy. For example, a

squadron of one type of fighters has a different weapon and armor set than another
class.
Ranging from cargo ships to capital class warships, enemies are quite varied in

their arsenal.
You may only attack the enemies in your sector.

Combat
Turn based combat.

Check the record sheets for the vessels, highest combat speed goes first, second

highest second, so on and so forth.


When there is the same number for the speed, the player goes first.

Player combat - choose your ship. choose which weapon. choose enemy. roll 1d6

to determine if attack connects, if odd, no. equal, yes.

To find damage, subtract weapons damage from shield, then armor when the
shield is gone.
The enemies are controlled by the Fleet Commander (dungeon master) the FC

controls the enemies, who they attack, which weapon they use, etc.
Enemy combat hit rate - roll 1d6, if odd, no, if even, yes.

Leveling System
Each enemy you kill gives you a certain number of Command Points (CP).

Depending on the enemy ship, you get a different numbers of CPs.

Each quest you finish also gives you CPs, often quite a bit more than killing

enemies.
Levels are determined by rank.

Rank determines what kind of ship you can command.

Each rank has a certain number of CPs attached to it. Once you reach that

number, you move up in rank.


Rank also determines what equipment you can use.

If you receive a ship or piece of equipment for finishing a quest, and are not the

appropriate rank for that item, than it will sit in a Dry-Dock at the nearest planet until
you can use it.
Fleet Commander
The Fleet Commander (FC) is the dungeon master, he/she will control the game

and how it plays out.


The FC controls the enemies and their combat.

The FC has a FC packet, that is specific to the scenario pack.

The FC tells the player of any plot developments that occurs.

The FC also controls the plot of the game, when certain events happen, how they

happen, and sometimes why.


The FC is a backseat role, they are there to control the enemies, and describe

the current story, everything else is controlled by the players.


In a pinch (not enough people, etc.), a player can temporarily take control as a

FC, that means that they will relate the story, and control the enemies.
The previous scenario can occur, it is not recommended however.

Factions
The universe is divided into factions.

These factions have access into certain classes and varieties of ships that are
exclusive to that faction.
Factions also provide missions, usually versus another faction.

ATM, only the rules deciding factions exist, no names or backstories are decided.

Loot
Certain enemies have a chance to drop loot, these enemies are predetermined in
the FC handbook.
You can only use loot below or equal to your current rank, and also your faction

only.

Equipment
Each ship has a certain number of pods, these pods can be used to equip

equipment.
Equipment has a certain role, wether it be increasing the range of your scanners,

or beefing up the shields on your craft, etc.


Certain equipment takes up more than one pod space.

Equipment purchased requires credits.

Each piece of equipment, conversely, sells for a certain number of credits.

Weapons are treated as a certain type of equipment that is placed in weapons

slots, not equipment slots.


Only a certain number of weapon slots are available on each ship.

Credits
Ships cost credits.

Ships can be sold for credits.

Equipment costs credits.

Equipment can be sold for credits.

Credits may be found after defeating enemies.

Credits can be found during quests.

Credits may be received for the completion of a quest.

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