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Asteroids

Asteroids

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Setup: Place obstacles as normal, replacing the station with 3 additional asteroid fields. There cannot be more than 2 copies of each asteroid field.

Special Rule: When one of the second player's ships overlaps an asteroid field, that obstacle has no effect.


Base Defense - Armed Station (CC)

Base Defense - Armed Station (CC)

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Setup: Place obstacles as normal, excluding the station. Then the second player places the station in the setup area beyond distance 1 of all obstacles and beyond distance 5 of the first player's edge. The station is an armed station; place the Armed Station card near the second player's ship cards.

Special Rule: The first player's ships and squadrons cannot resolve the armed station's effect to discard damage cards or recover hull points when they overlap it.

Once per round, instead of activating a ship, the second player can perform 1 attack with the armed station.


Base Defense - Armed Station (RITR)

Base Defense - Armed Station (RITR)

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Setup: Place obstacles as normal, excluding the station. Then the defending team places the station in the setup area beyond distance 1 of all obstacles and beyond distance 5 of the assaulting team's edge. The station is an armed station; place the Armed Station card near the defending team's ship cards.

Special Rule: The assaulting team's ships and squadrons cannot resolve the armed station's effect to discard damage cards or recover hull points when they overlap it.

Once per round, when it is the defending team's turn to activate, instead of activating a ship, the defending team can perform 1 attack with the armed station.


Base Defense - Fighter Wing (CC)

Base Defense - Fighter Wing (CC)

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Setup: Before deploying fleets, the second player may choose up to 40 fleet points of additional non-unique squadrons and add them to his fleet (even if this exceeds the number of fleet points he could normally spend on squadrons). Assign squadron ID tokens of a different color to these squadrons.

End of Game: The fleet point cost of the additional squadrons is added to the first player's score as normal if they are destroyed. After the winner is determined, the second player removes the additional squadrons from his fleet.


Base Defense - Fighter Wing (RITR)

Base Defense - Fighter Wing (RITR)

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Setup: Before deploying fleets, the defending team may choose up to 40 fleet points of additional non-unique squadrons and add them to the fleet of one of that team's players for the remainder of the game.


Base Defense - Ion Cannon (CC)

Base Defense - Ion Cannon (CC)

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Setup: The second player must deploy all of his ships and squadrons before the first player. After deploying fleets, the second player places 3 objective tokens anywhere in the play area.

Special Rule: At the end of the Command Phase, the second player may select 1 enemy ship at distance 1-3 of an objective token and perform an attack against that ship. The attacker is treated as if it is a ship with a battery armament of 4 blue dice, but is not friendly to any ship or squadron. The attack is treated as being at medium range, cannot be obstructed, can target any of the defender's hull zones, and has the following critical effect:

Blue T: The defender must choose and exhaust 1 of his defense tokens.


Base Defense - Ion Cannon (RITR)

Base Defense - Ion Cannon (RITR)

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Setup: After placing obstacles, the defending team places 3 objective tokens anywhere in the play area. The defending team must deploy all of their ships and squadrons before the assaulting team.

Special Rule: At the end of the Command Phase, the defending team may discard 1 command token from one of their ships, then select 1 enemy ship at distance 1-3 of an objective token and perform an attack against that ship. The attacker is treated as if it is a ship with a battery armament of 4 blue dice, but is not friendly to any ship or squadron. The attack is treated as being at medium range, cannot be obstructed, can target any of the defender's hull zones, and has the following critical effect:

Blue T: The defender must choose and exhaust 1 of their defense tokens.


Double Agent

Double Agent

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Setup: Place obstacles as normal, excluding the station. After deploying fleets, the second player chooses one of their ships to be the objective ship.

Special Rule: When the objective ship reveals a command dial, it may gain 1 matching command token without spending the command dial. When the objective ship is destroyed, the opposing fleet's owner gains 1 victory token. Then the opposin gplayer placed the objective token in the play area at distance 1 of the destroyed ship.

At the start of any round after the second round, if no player has a victory token, the first player may remove the objective token from the objective ship and place the objective token in the play area at distance 1 of that ship. When a ship overlaps the objective token, remove the token from the play area. Then that ship becomes the objective ship and that ships's owner gains 1 victory token.


Hired Scum

Hired Scum

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Setup: The second player places all obstacles, excluding the station. Then the second player chooses 3 obstacles and places 1 objective token on each. Before deploying fleets, the second player chooses up to 40 points of non-unique, irregular squadron and adds them to their fleet for this game. These squadrons are SCUM and are set aside.

Special Rule: At the start of any round after the first round, the second player can deploy up to 2 of the SCUM squadrons at distance 1 of an obstacle with an objective token. Then remove that objective token and 1 other objective token, if able.

While a scum squadron is defending, the attacker may reroll 1 die for each friendly ship or squadron at distance 1 of the defender.


Holonet Override

Holonet Override

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Setup: The second player places all obstacles. The station must be placed beyond distance 1 of all obstacles and beyond distance 5 of both players' edges.

Special Rule: The station does not have the ability to discard damage cards or revoer hull points. Each ship can resolve the following effect:

0: If you are at distance 1-2 of the station, you may spend engineering points to place (or remove) objective tokens on this card. For each 2 points you spend, you may place (or remove) 1 objective token.

When one of the second player's ships resolved this effect, that ship's owner gains 1 victory token for each objective token it removes.

End of Game: The first player gains 1 victory token for each objective token on this card.


Hyperlane Raid

Hyperlane Raid

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Setup: The 3' edges of the play area become the player edges. The second player places all obstacles. Obstacles must be placed beyond 2 range ruler lengths of both player edges, and beyond distance 1 of other obstacles.

Special Rule: The second player assigns a total of 4 objective tokens to his ships or squadrons. He must assign them to ships, if able, and no ship or squadron can have more than 1. The first player gains 1 victory token for each objective token that cannot be assigned.

When a ship or squadron with an objective token is destroyed, the first player gains 1 victory token.

End of Game: The second player gains 1 victory token for each ship (not squadron) with an objective token within 2 range ruler lengths of the first player's edge. The first player's team gains 20 resource points per victory token he gained. The winner's team also gains 40 resource points. If scores are equal, the first player wins.


Independent Station

Independent Station

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Setup: Place obstacles as normal, excluding the station and replacing the 2 debris fields with 2 dust fields. Then, the second player places the station in the setup area beyond distance 1 of all obstacles beyond distance 5 of both players' edges. The station is an armed station; place the Armed Station card near the second player's ship cards.

Special Rule: The armed station does not have the ability to discard damage cards or recover hull points for ships and squadrons that overlap it.

After the Command Phase of each round, the armed station performs 1 attack against the first player's closest ship. If there are no ships at attack range, the station performs attacks against all of the first player's squadrons that are at attack range.


Nebula Outskirts

Nebula Outskirts

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Setup: Place obstacles as normal, replacing the 3 asteroid fields with 2 dust fields.

Special Rule: The total number of command dials that must be assigned to each of the first player's ships during each Command Phase is increased by 1.

The total number of command dials that must be assigned to each of the second player's ships during each Command Phase is decreased by 1 to a minimum of 1.


Pilot Defection

Pilot Defection

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Setup: Before deploying fleets, the first player must choose 3 additional non-unique squadrons of the opposing faction with a total value of up to 40 fleet points and add them to teh second player's fleet for this battle.

Special Rule: Once per game, at the start of any Squadron Phase, the first player may assign 1 objective token to 1 of the 3 chosen squadrons. This squadron is the DEFECTOR and is added to the first player's fleet for the remainder of the game. When the defector is destroyted, the second player gains 1 victory token.

End of Game: If the defector is at distance 1 of one of the first player's ships and beyond distance 1 of enemy ships or squadrons, the first player gains 1 victory token.


Prototype Recovery

Prototype Recovery

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Setup: Before deploying fleets, the second player must choose 1 additional non-unique squadron with a total value of 8-20 fleet points. This is the PROTOTYPE, and it is set aside. After placing obstacles, the first player places an objective token in the center of the play area.

Special Rule: When a ship at distance 1 of the objective token resolves a 8 command, instead of activating squadrons, that ship's owner may roll 1 blue die. If a T icon is rolled, the prototype is added to that player's fleet for the remainder of the game. If that ship belongs to the second player, the prototype is added if a S is rolled instead. Then the controlling player deploys the prototype at distance 1 of the objective token and discards the token. While the prototype is attacking, each T icon adds 1 to the damage total.

End of Game: If the prototype is in the play area, the controlling player gains 1 victory token.


Recruit Allies

Recruit Allies

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Setup: Place obstacles as normal, excluding the station. Before deploying fleets, the first player must choose 30-50 fleet points of non-unique, irregular squadrons or ships with no upgrades equipped. These forces are ALLIES and are set aside. Then the second player places 1 objective token in the play area beyond distance 5 of both players' edges.

Special Rule: At the end of the third round, each player sums the command value of their ships at distance 1 of the objective token. The player with the highest total adds the allies to their fleet for the remainder of the game. Then that player deploys the allies at distance 1 of the objective token. If the command value totals are equal, the second player adds the allies to their fleet.

End of Game: The player controlling the allies adds the fleet value of allies remaining in the play area to their score.


Show of Force

Show of Force

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Setup: Place obstacles as normal, excluding the station. Then the second player places 2 stations in the setup area. Each station must be placed beyond distance 1 of all obstacles and beyond distance 3 of both players' edges. Both stations are Unarmed Stations; place both Unarmed Station cards near the second player's ship cards.

Special Rule: The first player's ships and squadrons cannot resolve an unarmed station's effect to discard damage cards or recover hull points when they overlap it.

End of Game: The second player gains 1 victory token for each unarmed station that is not destroyed. The first player gains 1 victory token and his team gains 40 resource pointsfor each station that is destroyed. Th winner's team also gains 40 resource points if he wins the game.


Steal Supplies

Steal Supplies

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Setup: Place obstacles as normal, excluding the station. Then the second player places the station beyond distance 5 of both players' edges and beyond distance 1 of other obstacles. Then the second player places 6 objective tokens on this card.

Special Rule: When one of the first player's ships at distance 1 of the station reveals its command dial, it may remove 1 objective token from this card and place it on the ship;s card or a friendly irregular squadron at distance 1 of that ship. A ship cannot have more objective tokens than its command value. A squadron can only hae 1 objective token on it. When a ship or squadron with at least 1 objective token is destroyed, the second player gains 1 victory token.

End of Game: The first player gains 1 victory token for each objective token on their ships or squadrons that are beyond distance 2 of enemy ships. The second player gains 1 victory token for each objective token on this card.


Volatile Cargo

Volatile Cargo

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Setup: Place obstacles as normal, excluding the station.

Special Rule: The second player chooses 3 of their ships or squadrons (at least 1 must be a ship) to be objective ships or squadrons and assigns an objective token to each. The first player gains 1 victory token for each objective token that cannot be assigned.

While an objective ship or squadron is defending, before it suffers damage, it may reduce the total damage by 1. If the defender is destroyed during that attack, each other ship and squadron at distance 1-2 of the defender suffers damage equal to half of the total number of S icons in the attack pool, rounded up. Then the first player gains 1 victory token.

End of Game: The second player gains 2 victory tokens for each objective ship or squadron at distance 1-3 of the first player's edge.