A Clear and Present Danger

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A CLEAR AND PRESENT D ANGER SCIENCE-FICTION SPACE BATTLES WARGAME RULES Ezekiel Hartman (order #8401367)

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Starship Building And Battle RPG Rule!

Transcript of A Clear and Present Danger

Page 1: A Clear and Present Danger

A CLEAR AND PRESENT

DANGER

SCIENCE-FICTION SPACE BATTLES WARGAME RULES

Ezekiel Hartman (order #8401367)

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SCI-FI SPACE COMBAT RULES

Page number Contents

2 Preparation

4 Playing the game

6 Spaceship basics

7 Actions

13 Grappling

14 Special actions

15 Radiation and debris

16 Scanning

18 Energy weapons

21 Damage

23 Anomalies

26 Sample designs

29 Scenario generator

www.agema.org.uk

AGEMA ©2013 All Rights Reserved (images used with permission) Richard D. Watts

CpD

‘SCENARIOS ARE A GOOD IDEA onceyou’ve grasped how the game worksin order to prevent battles turninginto slogging matches and nothingmore!’

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THE CARD DECK

For each spaceship model in the game prepareone card – you can copy or print and use thestarship record sheets provided with these rulesand cut them out, or may prefer to design youown. The important thing is that the spaceshipcards for your own spaceships and your oppo-nent in the same game look the same. A goodidea is to get a set of traditional playing cards,print the provided record sheets and cut themout to stick onto the picture side of the playingcards. This makes them robust and guaranteesthey look the same.

If you are going to operate units of spaceshipsin a division, cards must also be prepared foreach division showing which spaceship is theflagship and which other spaceships belong tothat division.

GAME SUPPOSITIONS

1 model spaceship represents 1 real spaceship.1 inch on the tabletop = 1 million spacials ofspace.

Where a die (a singular dice) or dice are referredto in these rules they are always conventionalsix-sided dice.

SPACIALS

Spacials are the measure unit used in space.One million spacials is represented on the table-top by one inch.

Each spaceship can also move up or down,without moving it on the tabletop. Instead arelative spatial distance marker (RSD) is placedagainst it: if one million spacials moved up, a +1marker is used, or for example if a total of sevenmillion spacials, a +7 marker instead. In thesame way, if moving downward, relatively speak-

ing, a minus marker is used, so for examplemoving downward would mean the RSD markershould be -3 if moved down three million spa-cials. If however a positive RSD is in place thenthe downward RSD is deducted off it, so aspaceship with a +2 RSD moving three millionspacials downward would replace that markerwith a -1 RSD marker (2 -3 = -1).

When working at the range to a target, measureit in inches and then add the RSD value (it isalways added whether it is a minus or positive,it is never deducted off the range!). However, ifthe shooting starship and the target has an RSDmarker, work out the difference between the twoand added that to the range instead. So forexample, a spaceship with a +5 RSD shootingat one with a -1 RSD four inches away wouldadd 6 to the range (5+1) of four inches, for atotal range of 10 inches (or, to be more accurate,ten million spacials). To take another example,a spaceship with a +2 RSD shooting at one witha +4 RSD would use the difference - that is two,so at a range of four inches it would be actuallyshooting at six inches/six million spacials.

This represents the 3D nature of space andallows for that to be represented in the game.

Game tip – if youdon’t want the com-plication of repre-senting relativespatial distancethen just agree be-tween yourselvesnot to use it; then allspaceships will beon a flat surfacewith no other dimen-sion involved.

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POWER PLANTS

Each spaceship has an energy value (EV) avail-able each turn which is the same as the powerplant rating (PPR) of the spaceship at the begin-ning of the game turn:

Planetary craft – 3 PPR.Orbital vessel – 5 PPR.System ship - 7 PPR.Starship – 9 PPR.Universe class – 12 PPR.Galaxy class – 15 PPR.

Each spaceship permanently loses 1 PPR fromits rated number for each Chaff cylinder array itcarries.

If it has a drone vessel it loses 1 PPR from therated PPR number given.

A spaceship can be equipped with a tractorbeam which negates attempts to avoid beinggrappled. 1 PPR is also lost if a spaceship isfitted with a tractor beam.

System ships, starships, universe and galaxyclass spaceships can lose 1 PPR for each 1carrying capacity unit (carrying capacity unitsallow the carriage of bulk cargo or people suchas troops; in the latter case a carrying capacityunit can carry 100 troops or five vehicles, forexample).

In addition any spaceship can replace any of thefollowing with a carrying capacity unit instead:Ø Energy weapons – so the spaceship can-

not use the ‘Energise weapons’ and‘Shoot energy weapons’ actions.

Ø Missile banks – so the spaceship cannotuse the ‘Fire missile banks’ action.

Ø Point defence – so the spaceship cannotuse the ‘Point defence ready’ action.

Ø Shields – so the spaceship cannot use the‘Engage shields’ action (one carrying ca-pacity unit is gained for each counter notused, since 1,2 or 3 maximum can beusually used).

This allows freighters and troop transports to bedesigned.

Each spaceship has by default 1 energy weap-on battery, and 1 missile bank (except planetarycraft only have one, either a missile bank or anenergy weapon battery). Warships can havemultiple energy weapon batteries or missilebanks by losing 1 PPR from the ship design foreach extra one carried, then the spaceship cap-tain can choose to use either one or more ener-gy weapon batteries up to the maximum numberthe spaceship is fitted with as a single action.However for each battery or missile bank shoot-ing the EV cost has to be paid, so to ‘Shootenergy weapons’ for three energy weapon bat-teries will cost 6 EV to do instead of 2 EV, sousing less can make sense if you want to retainsome EV this turn for other things. To take asecond example, ‘Fire missile banks’ if appliedto two missile banks will cost 2 EV to do insteadof 1 EV.

The designation refers to their role, system shipsalso being called cruisers and starships alsobeing known by old hands as battlecruisers,while Universe and Galaxy class craft are knownas battleships when it relates to vessels of war.

Merchant trader spaceships have the same en-ergy values but put them to different use, asshown above.

Basically the EV or energy value depends onthe capacity of the reactor fitted to a spaceship,and the more powerful the power plant, thelarger the spaceship carrying it has to be, soavailable energy values have a direct correlationto ship size.

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For each spaceship (or division) in your fleetand that of your opponent(s) there needs to

be one card specifically for that spaceship. Allthe cards from both sides are shuffled together,and either player turns over the top card withoutknowing which spaceship is for. The player con-trolling the named spaceship can then use it;once he has done an action the next card isturned over until they all have been.

The top card is always played next. This meansa target may move out of range before yourblasters are cleared for firing, for example.

Each time your spaceship’s card is revealedfrom the deck it may carry out one action. Mostactions require the use of energy value points(EV). The number of EV available each gameturn is equal to the power plant rating (PPR) thestarship had at beginning of this game turn.

For this turn only the available EV or energyvalue of the spaceship is reduced by the EV costof the action. It is therefore vital each game turnto either have a sheet of paper to note downhow EV has been used by each your space-ships, or record these by having one or moredice next to the starship model in the game toshow how many EV are left to use this gameturn (which is our preferred method).

When the spaceship card deck has all beenplayed, reshuffle the cards and use them againin the same game turn. This continues until allplayers have done what they want this gameturn, or they have no more EV left to expend. Atthat point the game turn ends, the card deck isreshuffled and EV points are reset to their space-ship’s current PPR rating, and a new turn begins.

Any power not used that turn is not carriedforward to future turns (it is energy generated forimmediate use, any not used is lost). The power

is generated, but unless the spaceship captainuses it the energy generated is lost.

If a card is played for a spaceship which you donot want to do anything more with this turn,either out of choice or due to insufficient remain-ing EV for this turn, remove the card from thepack until the next turn (when it should be re-turned to the deck with all the other cards).

Where a spaceship is destroyed or otherwiseleaves the battle its card should be permanentlyremoved from the card deck for the rest of thegame.

SEQUENCE OF PLAY

1. Reset the EV available to each starshipto be the same as its current PPR. Placedice next to each spaceship model show-ing the available EV.

2. Shuffle the card deck of divisions and allindividual spaceships not in a division.Place deck face down.

3. Turn over the top card.4. Roll against crew drill to see if the card is

to be acted on or not used and insteadput into the discard pile.

If the crew is exhausted – fail on‘1-3’.Otherwise check against the crewdrill level:Poor – fail on ‘1-2’.Normal – fail on ‘1’.Good – No roll required.

5. If acted on, choose an action to performand do it. Deduct the EV cost which mustalways be at least 1 EV unless the cardis placed voluntarily into the discard pileafter being played instead of the used pile.

6. Put the card in the used pile for this gameturn (but if the spaceship’s player has noEV left for it for this turn, or doesn’t want

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to use any more EV in doing actions, putit in the discard pile).

7. Turn over the next card and repeat 4-6above until no cards remain in the deck.

8. Shuffle the used pile and start a newphase, repeating the sequence of playagain until all cards have been discarded.Once that has happened, shuffle the dis-card pile back into the deck and start thenext game turn.

9. This continues until one side concedesthe game.

CARD DECKS

To clarify, in the game there are three card decks:

1. The active deck. This is the face downset of cards used in the game.

2. The used pile. These are cards playedfor this phase but still in play this gameturn. When the phase ends, this carddeck is reshuffled, turned face down, andbecomes the active deck for the nextphase of the game turn. When there areno cards in the used pile, the game turnends, and the discard pile is used in-stead:

3. The discard pile. These are cards dis-carded this game turn. They are out ofplay until the end of each game turn whenthey are reshuffled, turned face down,and become the active deck for the nextgame turn.

DIVISIONS & SQUADRONS

If you prefer, instead of having a card for eachspaceship in your fleet you can form the space-ships into units called either divisions, squad-rons or flotillas. The name used is immaterial tothe rules, but the card should have listed upon itthe name of the formation and the constituentspaceships.

When it is played, all ships of the formation actrather than just individual ships, granting a moreunified series of actions.

If you really want to do so your entire fleet canhave just one card as a single formation!

For each formation a spaceship must be desig-nated as the flagship.

However, where a spaceship’s comms link tothe flagship isn’t working then individual cardsfor such ships must be used instead. If theflagship itself suffers a comms link failure thenthe formation card has to be removed and bereplaced with a card for each spaceship instead.Where during a game turn a comms link failureoccurs, the formation card is kept and vesselsnot in comms link with the flagship cannot doanything if the card is played. For example if theflagship suffers comms links failure and its for-mation card is played that would mean only theflagship itself can do an action. However oncethe deck needs reshuffling the spaceships not incomms link have their individual spaceshipcards added to the deck, and cannot do any-thing when the formation card turns up/is playedbut shall when their own spaceship card turnsup. This does mean the spaceships with brokecomms may be able to do actions this samegame turn, but only once the card deck is reshuf-fled.

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POWER PLANTS

Each spaceship has a power plant, which has arating. The power plant rating (called PPR) is theamount of energy (called EV points) which canbe produced by the spaceship each game turn.

Damage is taken off the power plant rating,permanently reducing the amount of energywhich can be produced each game turn.

If the power plant rating hits 0 or less, the star-ship is destroyed (explodes, or breaks up), andremoved from play.

CREW DRILL

While technology such as battle computers auto-mate many processes the human element maystill prove to be the weakest link, especially if thecrew either do not know how to operate thespaceship computers properly from the bridge,or they are exhausted.

To represent this, each time a spaceship card isturned over, next roll a die. If the following scoreoccurs, then the card is not acted upon thisphase but added to the discard pile of the gameturn’s deck without anything having happened:

If the crew is exhausted – fail on ‘1-3’.

Otherwise check against the crew drill level:Poor – fail on ‘1-2’.Normal – fail on ‘1’.Good – No roll required.

RUNNING OUT OF EV

If the current EV score for the starship involuntar-ily goes into a minus figure for this game turnthen it breaks up in flight and is destroyed.

This is not the same as running out of EV, sohaving none left this turn isn’t a problem, butthen taking a loss of EV due to (for example) acritical hit causing the engines to go into over-drive and making the EV go into the minus doesmean the starship will be wrecked.

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Each phase, that is each time a spaceship’splaying card is turned over (or that of the

division to which it belongs), one action can beperformed from this list:

Ø Battle stations! –Until this action is ordered the spaceshipmay not use many of the other actions. Ac-tions noted as ‘cannot be used until thespaceship is at ‘Battle Stations!’ may notbe used until this happens.

At the start of the game each spaceship onthe tabletop should have a cruising counterof some sort next to it. Once battle stationsis actioned, then the counter is removed fromplay. Before this can happen a successfulscan identifying an enemy must have beenmade by your side (not necessarily by thisspaceship). A spaceship can attempt a scanwith this in mind at the start of a phase andthen if successful go to Battle stations! Aheat signature reading is sufficient. If thescan fails another action not requiring Battlestations! can be carried out immediatelyusing the drawn card.

Ø Point defence ready –Point defence batteries against incomingmissiles and hostile ships attempting to grap-ple must be kept charged in case they areneeded. Each time point defence is used theenergy powering them is discharged. Re-charging them requires this action to be doneagain. Once charged place a countermarked ‘point defence ready’ adjacent to thespaceship; you can play it whenever a mis-sile is about to hit and an enemy tries tograpple, and then the counter is removed.Point defence batteries no not usually startthe game charged, so a spaceship taken bysurprise may not have time to charge themup!EV1. Cannot be used until the spaceshipis at ‘Battle stations!’

Ø Apply thrust -Ship can move forward, downward or up-ward 1 million spacials.EV1.The movement must be in a straight line onthe tabletop (to change direction Manoeuvreis used). However, when within 1 millionspacials of a planet (including moons but notasterioids) the movement may follow thecurve of the planet for as long as necessaryin order to change direction (so, move themodel spaceship around the planet up to itsmaximum movement rate of 2 million spa-cials, and at any point it can be moved in astraight line): this is called performing a ‘sling-shot manoeuvre’.

Ø Time Distort Ten -Ship can move forward, downward or up-ward 2 million spacials.EV2. Cannot be used by Planetary craft.The movement must be in a straight line onthe tabletop (to change direction Manoeuvreis used). However, when within 1 millionspacials of a planet (including moons but notasterioids) the movement may follow thecurve of the planet for as long as necessaryin order to change direction (so, move themodel spaceship around the planet up to itsmaximum movement rate of 2 million spa-cials, and at any point it can be moved in astraight line): this is called performing a ‘sling-shot manoeuvre’.

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Ø Engage Photonic Drive –Ship can move forward, downward or up-ward 3 million spacials.EV3. Cannot be used by Orbital vesselsor Planetary craft.The movement must be in a straight line onthe tabletop (to change direction Manoeuvreis used). However, when within 1 millionspacials of a planet (including moons but notasterioids) the movement may follow thecurve of the planet for as long as necessaryin order to change direction (so, move themodel spaceship around the planet up to itsmaximum movement rate of 2 million spa-cials, and at any point it can be moved in astraight line): this is called performing a ‘sling-shot manoeuvre’.

Ø Standard By Twelve -Ship can move forward, downward or up-ward 4 million spacials.EV4. Cannot be used by System ships,Orbital vessels or Planetary craft.The movement must be in a straight line onthe tabletop (to change direction Manoeuvreis used). However, when within 1 millionspacials of a planet (including moons but notasterioids) the movement may follow thecurve of the planet for as long as necessaryin order to change direction (so, move themodel spaceship around the planet up to itsmaximum movement rate of 2 million spa-cials, and at any point it can be moved in astraight line): this is called performing a ‘sling-shot manoeuvre’.

Ø Hyper Jump –Ship is removed off the tabletop and is re-moved from play, having ‘escaped’! On at-tempting this on a roll of ‘1-2’ it fails, and theenergy cost is used but nothing happens! Ifthe spaceship escapes, place an ion stormmarker were it had been.EV5. Cannot be used by System ships,Orbital vessels or Planetary craft.Cannot be used until the spaceship is at‘Battle stations!’

Ø Star Jump –Ship is removed off the tabletop and areremoved from play, having ‘escaped’! Onattempting this on a roll of ‘1’ it fails, and theenergy cost is used but nothing happens! Ifthe spaceship escapes, place an ion stormmarker were it had been.EV10. Can ONLY be used by Universe orGalaxy class spaceships.Cannot be used until the spaceship is at‘Battle stations!’

Ø Manoeuvre –To change direction faced (turn the modelship, swivelling it on the spot).EV1.

Ø Energise weapons –Place an ‘energise weapons’ counter againstthe spaceship; next time you get to fire ener-gy weapons then +1 modifier is applied tothe damage done as maximum energycharge used. This isn’t necessary to havebefore shooting energy weapons, but justgives a damage boost.EV1. Cannot be used until the spaceshipis at ‘Battle stations!’

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Ø Shoot energy weapons –Energy bolts/lasers can be fired at an enemytarget. Check the shooting results to see whathappens. Each energy weapon battery canfire once per game turn.EV2. Cannot be used until the spaceship isat ‘Battle stations!’

Energy weapons/lasers may not shoot at tar-gets from a spaceship which has its line ofsight blocked to a target.

Follow this procedure:

1. Locate via scanners.2. Target can be a spaceship, planet, space station,

or a launched missile.3. Scanners used are usually physical scanners for

warships, and heat signature scanners for civilianspaceships. Warships can use heat signatureswhere physical scanners aren’t working, or eithercan use visual scanners.

4. Checks on direct line of sight (necessary for ener-gy weapons).

5. Check if target found by blast (see ‘Energy Weap-ons Shooting’ section).

6. Check defensive measures (in the order shown):7. Deploy chaff played (remove counter, discard it

for the rest of this game: only usable if at BattleStations! saving throw ‘2-6’).

8. If target is at Battle Stations! it can decide toTake Evasive Action once (special action using up1 EV: saving throw ‘5-6’).

9. If target is at Battle Stations! it can decide to Roll!Roll! once (special action using up 2 EV: savingthrow ‘4-6’).

10. Engage Shields played (maximum 3. Removecounter: only usable if at Battle Stations! savingthrow ‘2-6’).

11. If target is at Battle Stations! it can decide toBrace for impact! once (special action using up 1EV: saving throw ‘6’).

12. Naval armoured spaceships (not civilian types)have a saving throw of ‘6’.

13. Check damage.14. If target is Battened down! reduces the temporary

energy loss suffered (only usable if at Battle Sta-tions!).

Ø Fire missile banks –Missile batteries fire their missiles at a chosentarget. Check missile tracking to see whathappens. Each missile battery can fire onceper game turn.EV1. Cannot be used until the spaceship isat ‘Battle stations!’

Missiles can shoot at a target out of line ofsight which a scanner on an allied spaceshipwith working comms has located.

Follow this procedure:

1. Locate via scanners (can be via a friendly space-ship in comms contact).

2. Target can be a spaceship, planet, space station,or a launched missile.

3. Scanners used are usually physical scanners forwarships, and heat signature scanners for civilianspaceships. Warships can use heat signatureswhere physical scanners aren’t working, or eithercan use visual scanners.

4. Move missile counter 5 spacials at a time directlytoward the target.

5. If not hitting target this turn, repeat in followingturns until missile destroyed or target reached.Move each time at the beginning of the game turnbefore any cards are played. Before moving amissile counter (except for the turn it is fired in),roll for each; 1 = missile runs out of propulsion orprematurely explodes, remove from play.

6. Check defensive measures (in the order shown):7. Deploy chaff played (remove counter, discard it

for the rest of this game: only usable if at BattleStations! saving throw ‘2-6’).

8. If target is at Battle Stations! it can decide toTake Evasive Action once (special action using up1 EV: saving throw ‘5-6’).

9. If target is at Battle Stations! it can decide to Roll!Roll! once (special action using up 2 EV: savingthrow ‘4-6’).

10. Point defence ready played (remove counter:only usable if at Battle Stations! saving throw‘3-6’).

11. If target is at Battle Stations! it can decide toBrace for impact! once (special action using up 1EV: saving throw ‘6’).

12. Naval armoured spaceships (not civilian types)have a saving throw of ‘6’.

13. Check damage.14. If target is Battened down! reduces the risk of

suffering a critical hit (only usable if at BattleStations!).

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Ø Attempt Cyber-attack –The spaceships battle computer attempts totake over the computer of a hostile space-ship. Only possible for warships (not for civil-ian craft).EV0. Cannot be used until the spaceshipis at ‘Battle stations!’

Follow this procedure:

1. Check range – The intended target must bewithin 5 million spacials.

2. Locate target – Physical scanners must lo-cate the target before a cyber attack can beattempted. Other types of scanner cannot beused for this purpose, which as only war-ships have physical scanners means onlythey can perform cyber attacks.

3. Activate Cyber attack – First of all check tosee that your own spaceship’s battle compu-ter is ready to carry out such an attack whencalled upon to do so. Fail-safes mean suchan attempt will be cancelled unless the sys-tem is entirely prepared: on a roll ‘1’ (‘1-2’ ifpoorly maintained) the system is not readyand the attack is cancelled. However this stillcounts as an action, so the spaceship’s deckcard is counted as having been used.

4. Pinpoint data files – The computer attemptsto lock-on to the enemy computer’s databanks and processing units. Roll a die andcompare to his table to see if the requiredscore is rolled:

The attack description refers to the tech levelof the spaceship carrying out the cyber-at-tack, the defence description the tech levelof the spaceship under attack.

5. Electronic counter-measures – The defend-ing computer will attempt to prevent the take-over. Roll a die; ‘4-6’ means it succeeds inthis and the attack fails, except the scoreneeded is improved to ‘3-6’ if the defendingcomputer possesses a superior firewall (thatis, the defending computer has a higher techlevel). However in all cases if the defendingcomputer is poorly maintained a roll of ‘5-6’is necessary.

6. Result – If the counter-measures fail to stopthe attack, the spaceship now comes underenemy control. This means that the next timeit is issued orders, the enemy player gets todecided what the spaceship will do! Aftereach action like this, roll a die:

If the crew is exhausted – ‘5-6’ problem fixed.Otherwise check against the crew drill level:Poor – ‘4-6’ problem fixed.Normal – ‘3-6’ problem fixed.Good – ‘2-6’ problem fixed.

If the problem is fixed, control of the space-ship returns to the owner player, assumingthe enemy player hasn’t already driven thespaceship into a sun or planet!

Defence type Primitive techattack

Low techattack

Normal techattack

High techattack

Superior techattack

Primitive 4 -6 5 - 6 6 FAILS FAILS

Low tech 3 - 6 4 - 6 5 - 6 6 FAILS

Normal 2 -6 3 -6 4 - 6 5 - 6 6

High tech SUCCEEDS 2 -6 3 - 6 4 - 6 5 - 6

Superior SUCCEEDS SUCCEEDS 2 - 6 3 - 6 4 - 6

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Ø Engage Shields.To dissipate incoming energy weapon fire.You can have up to three ‘engage shields’counters for each spaceship, so that at fullstrength a spaceship can end up with threesuch counters adjacent to it. Each time onehas is ‘paid for’ you put it adjacent to thespaceship in question, and can play itagainst any energy weapon fire directed atthe spaceship to try and stop it. Each time acounter is played remove it from play.Up to three ‘engage shields’ counters.EV1. Cannot be used by Planetary craft.Cannot be used until the spaceship is at‘Battle stations!’

Ø Supercharge reactor –This increases the EV available immediatelythis turn by 2 EV*. However it is not withoutrisk. Roll a die, on a ‘1’ this fails and thereactor malfunctions. All the spaceship’s re-maining EV is lost for this turn; roll again, ifanother ‘1’ is rolled the reactor has beendamaged and the spaceship can’t do any-thing until it is repaired. Each time the space-ship’s card is played from the card deck, rolla die; 4-6 means it has been repaired andnormal EV restored from next game turn(NOT this game turn!). However before thatupon initially having rolled two 1’s, roll again;a third ‘1’ means there has been a majormalfunction; a backwash of energy hascaused the reactor to explode! In that caseyour spaceship has been blown up and iscompletely destroyed!EV1*. Cannot be used until the spaceshipis at ‘Battle stations!’

* The net gain is 2 EV; so you need 1 EVavailable to supercharge the reactor, losing1 EV, but then gain +3 EV and so end up witha net gain of +2 EV.

Ø Battened down! –No more shooting is possible by the space-ship for the rest of the turn, but this reducesdamage caused by the next enemy hit takenby -1. A ‘batten down’ counter is placedagainst the spaceship until the player control-ling it decides to remove it, which is an action.Cannot be used until the spaceship is at‘Battle stations!’

Ø Auto-repair –Spacecraft have the ability to repair them-selves, but with smaller or drained space-ships this can prove difficult. If repairs areattempted, roll a die. This is the cost to repair1 PPR this phase (that is, between 1-6 EV) –it’s a random amount because different re-pairs have different requirements. If thespaceship has enough EV left to carry outthe repair, the EV is reduced by the die rollamount and 1 PPR is restored. If howeverthe die roll is greater than the available EV,the amount of remaining EV is reduced to 0but no PPR is repaired (the attempt failed,and in attempting the repair the power plantwas drained of energy for this game turn!).EV1.

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An attempt to grapple and board a hostilespaceship is an unusual action because it

can result from just moving your spaceship intocontact with the target. It costs no EV (other thanto move) and having moved the commandingplayer can just announce he is attempt to grap-ple and board.

Follow this procedure:

1. Move adjacent.

2. Defending spaceship takes any defen-sive tactical measures:

a. If target is at Battle Stations! it can de-cide to Take Evasive Action once (specialaction using up 1 EV: saving throw ‘5-6’ –useless if the enemy spaceship has atractor beam).

b. If target is at Battle Stations! it can de-cide to Roll! Roll! once (special actionusing up 2 EV: saving throw ‘4-6’ – use-less if the enemy spaceship has a tractorbeam).

3. Grapple – dock to the hostile ship if theabove countermeasures fail.

4. Check defensive measures.a. Point defence ready counter played (re-

move counter: only usable if at BattleStations!).

b. De-grapple attempt.

5. Boarding attempt.a. Repel boarders attempt.b. Check for self-destruct sequence if de-

sired (special action).

When a spaceship successfully grapples anenemy spaceship it can immediately attempt toboard it via connecting tube walkways.

Each spaceship rolls the following number ofdice. Add up the totals and if the attacker has ahigher number he has captured the enemyspaceship:

Planetary craft – 1 die.Orbital vessel – 2 dice.System ship - 3 dice.Starship – 4 dice.Universe class – 5 dice.Galaxy class – 6 dice.

ADDx1 die for every 100 troops carried on yourspaceship.x1 die if the attacking ship has a teleport facility.x1 die if you are defending.

It therefore possible for an intrepid crew of amere planetary craft to capture a starship, butextremely unlikely!

If the score comes up as a draw the defendingspaceship is about to be taken when a self-destruct sequence is activated blowing the de-fending spaceship apart! The spaceship grap-pled to it will sustain damage as if the followingnumber of missile-attacks had hit home:

Exploding ship is a -Planetary craft – x1.Orbital vessel – x2.System ship - x3.Starship – x4.Universe class – x5.Galaxy class – x6.

If a boarding attempt is thwarted the attackingship automatically degrapples.

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These are not actions done because yourspaceship’s card or its formation card is

played, but these are reactions to an enemyaction which can be done immediately. Each ofthese can be done once each against each boutof incoming fire, or in other words you can at-tempt all four if you have chaff available andsufficient EV to use the other three, but eachaction can still only be used once against eachincoming attack. However, they must be used inthe order shown if more than one is going to beattempted (you can’t take evasive action andthen deploy chaff, for instance).

Ø Deploy chaff –In return for reducing EV of a spaceship by 1,so for example a System ship would have 6EV instead of 7 EV, chaff ejector cylinderscan be carried as part of a spaceship’s de-sign. One chaff ejector cylinder deploymentis available for every EV lost. When missilesor energy weapon fire reaches a target carry-ing chaff ejectors one can be deployed to tryand destroy the missiles by prematurely ex-ploding them before they reach their destina-tion, or in the case of energy weapons bydeflecting the beam. This is done by immedi-ately announcing you are ‘deploying chaff’card, at which point a chaff counter adjacentto the spaceship is removed from play. Onecounter is available per game for each de-ployment carried (so, for example, a Systemship design having lost 2 EV to carry chaffwould have two counters available to deploy,and have 5 EV instead of 7 EV).Cannot be used until the spaceship is at‘Battle stations!’

Ø Take Evasive Action –This uses up EV1 immediately but allows asaving roll of ‘5-6’ against an incoming mis-sile or energy weapon attack. The spaceshipis not moved but is assumed by tactically

darting all over the place locally to avoidbeing hit.Cannot be used until the spaceship is at‘Battle stations!’

Ø Roll! Roll! –This uses up EV2 immediately but allows asaving roll of ‘4-6’ against every incomingmissile or energy weapon attack for the restof the turn. The spaceship is not moved butis assumed by tactically darting all over theplace locally to avoid being hit.Cannot be used until the spaceship is at‘Battle stations!’

Ø Brace for impact! –This uses up EV1 immediately but allows asaving roll of ‘6’ against every incoming mis-sile or energy weapon attack for the rest ofthe turn.Cannot be used until the spaceship is at‘Battle stations!’

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Each time a spaceship is destroyed, or mis-siles hit a target and cause damage, a radia-

tion cloud or space debris marker is placed onthe spot. In addition radiation and space debrismarkers can already be present, in the case ofradiation it may naturally occurring; space debriscould be present from previous battles or couldjust be jettisoned waste or abandoned hulks.

Radiation clouds and space debris markers canbe modelled differently but have the same effectin the game.

If you shoot with energy weapons through sucha marker then roll a die for each marker the laserbeam passes through; on a ‘1’ it deflects ormesses up the beam in some manner, the at-tack fails before it reaches the intended target.

They do not change movement rates or effectmissiles.

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Before shooting at a target in any form aspaceship scanners and sensors must

have located the target. It is possible that a formof scanner available to a spaceship becomesinoperative, in which case it can’t be used untilor unless it is fixed first!

A spaceship can also attempt a scan with this inmind at the start of a phase and then if success-ful go to Battle stations!

So, scanner contact has to be successful toeither shoot in the same phase or to go to battlestations in the same phase. If scanner contactfails when attempting to go to Battle stations!another action can be attempted without loss ofany EV for the attempt to go on Battle stations(except that no attempt can be made to eitheruse scanners again or go to battle stations untilafter the card is discarded and the pack reshuf-fled). However, if the scan fails during a shoot-ing attempt, the card is discarded and the nextone drawn.

SCANNER TYPES

1. Heat signature. Establishes the size of atarget by the heat it gives off, the largerthe heat produced the greater the signa-ture, so useful to indicate how powerfula spaceship is rather than how big it is(so shall indicate a spaceship’s PPR).Needs direct line of sight for the signal toreach target and bounce back, but canbe fooled by drones and anomalies.Long range.

2. Physical signature scan. Scans spacefor instances of a physical body in space,and judging by its form to distinguishwhat it is (or battle computers make aneducated guess). Long range, but re-quires line of sight so that scan signalcan bounce to the object and back. Hard

to fool. These are available to navyspaceships but not to civilian spaceships.

3. Visual scan. Line of sight, using tele-scopes aboard ship or via a friendly shipin comms contact with to identify to spotand observe a spaceship. Line of sightrequired, and distance is limited. Impossi-ble to fool.

Heat signature scanning –

This is deemed to be passive, meaningthat the scanning is carried out all thetime. Any spaceship on the tabletop,unless in orbit or out of line of sight, isspotted by the heat signature reading. Adrone is also spotted, but as a spaceshipnot as a drone.

If a ghost reading results then thismeans, in game terms, that a spaceshipdoes not go to Battle stations! becausethe computers have not confirmed thetarget as hostile, or when shooting thetarget is assumed to be a false targetand misses. Check below to see if this isthe case:-

Primitive tech –‘1-4’ = ghost reading shot at in-stead, discard card and no shoot-ing but the EV cost is still deducted.

Low tech –‘1-3’ = ghost reading shot at in-stead, discard card and no shoot-ing but the EV cost is still deducted.

Normal tech –‘1-2’ = ghost reading shot at in-stead, discard card and no shoot-ing but the EV cost is still deducted.

High tech –‘1’ = ghost reading shot at instead,discard card and no shooting butthe EV cost is still deducted.

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Superior tech –No ghost readings, engage target.

A ghost reading is a false sensor readingmaking the ship’s battle computer believethere is a spaceship where this is none.Instead it is a false reading from an anom-aly.

If a ghost reading doesn’t interfere, anydrone targeted must then be revealed asbeing such and is removed from play.

A successful heat signature scan is suffi-cient to attack a target or order going toBattle stations!

Physical scanning –

Before shooting a ‘physical scan’ can beattempted to clearly identify the target. Ifdone the ‘heat signature’ passive scan-ning has to be turned off, so this must beannounced before rolling to see if a ghostreading spoils the attempt attack usingpassive heat signature scanners.

Typically spacecraft intended for war arefitted out with physical scanners, but mer-chant vessels and other civilian craft usu-ally only possess heat signaturescanners (although any ship can do avisual scan).

Any spaceship on the tabletop, unless inorbit or out of line of sight, is spotted bythe physical scanner. A drone is alsospotted, and is immediately identified asbeing a drone and removed from play.However only one spaceship can be iden-tified by a scanner each time, so if theintended target was a drone, while it isremoved from the game the card playedto shoot is discarded as a false targetwas being tracked.

However before deciding that, check ifthe physical scanner is working this time:

Primitive tech –‘1-3’ = temporary malfunction, cardis discarded without shooting. NoEV used.

Low tech –‘1-2’ = temporary malfunction, cardis discarded without shooting. NoEV used.

Normal tech –‘1’ = temporary malfunction, card isdiscarded without shooting. No EVused.

High tech or Superior tech –Always works.

Visual scan –

Gunnery can employ a visual scan at atarget within 5 million special and onwhich you have line of sight. This is auto-matically successful, any drone is identi-fied and removed and if one was targetedanother target within visual scan rangecan be chosen instead.

Indirect scanning –

If your spaceship wants to fire missilesbut cannot see the intended target but afriendly spaceship is in line of sight of ourspaceship and can see a target yourspaceship cannot, you can test beforefiring missile banks using that friendlyspaceship’s scanners instead of yourown against a target it can see. If suc-cessful, missiles can then be launchedagainst the target (even though thespaceship launching them cannot see thetarget itself).

This cannot be done for energy weaponshooting.

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Range – the further away a target is, theharder it is likely to be for energy weapons

to hit it, although the size and type of the targetis also relevant.

Dispersal pattern – energy weapons can befired in three ways:

1. Concentrate fire.2. Standard fire.3. Shoot wide.

The player should announce which is being usedupon shooting, but if nothing is said is assumedto be shooting using standard fire.

Standard Fire Dispersal chance to hit:- if hits, two energy weapon hits go inagainst the target.

Target is a launched missileRange:

5 million spatials, ‘4-6’ to hit.10 million spatials, ‘5-6’ to hit.15 million spatials, ‘6’ to hit.

Target is a Planetary craftRange:

5 million spatials, ‘3-6’ to hit.10 million spatials, ‘4-6’ to hit.15 million spatials, ‘5-6’ to hit.20 million spatials, ‘6’ to hit.

Target is an Orbital vesselRange:

5 million spatials, ‘2-6’ to hit.10 million spatials, ‘3-6’ to hit.15 million spatials, ‘4-6’ to hit.20 million spatials, ‘5-6’ to hit.25 million spatials, ‘6’ to hit.

Target is a System shipRange:

5 million spatials, ‘2-6’ to hit.10 million spatials, ‘3-6’ to hit.15 million spatials, ‘4-6’ to hit.20 million spatials, ‘5-6’ to hit.25 million spatials, ‘6’ to hit.

Target is a Universe or Starship classRange:

10 million spatials, ‘2-6’ to hit.15 million spatials, ‘3-6’ to hit.20 million spatials, ‘4-6’ to hit.25 million spatials, ‘5-6’ to hit.30 million spatials, ‘6’ to hit.

Target is a Galaxy classRange:

15 million spatials, ‘2-6’ to hit.20 million spatials, ‘3-6’ to hit.25 million spatials, ‘4-6’ to hit.30 million spatials, ‘5-6’ to hit.35 million spatials, ‘6’ to hit.

Target is a Space stationRange:

20 million spatials, ‘2-6’ to hit.30 million spatials, ‘3-6’ to hit.35 million spatials, ‘4-6’ to hit.40 million spatials, ‘5-6’ to hit.45 million spatials, ‘6’ to hit.

Target is a PlanetRange:

30 million spatials, ‘2-6’ to hit.35 million spatials, ‘3-6 to hit.40 million spatials, ‘4-6’ to hit.45 million spatials, ‘5-6’ to hit.50 million spatials, ‘6’ to hit.

Target is a Gas giantRange:

35 million spatials, ‘2-6’ to hit.40 million spatials, ‘3-6’ to hit.45 million spatials, ‘4-6’ to hit.50 million spatials, ‘5-6’ to hit.55 million spatials, ‘6’ to hit.

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Shooting use Wide Dispersal chance to hit:- if hits, one energy weapon hit goes inagainst the target.

Target is a launched missileRange:

5 spatials, ‘3-6’ to hit.10 spatials, ‘4-6’ to hit.15 spatials, ‘5-6’ to hit.20 spatials, ‘6’ to hit.

Target is a Planetary craftRange:

5 million spatials, ‘2-6’ to hit.10 million spatials, ‘3-6’ to hit.15 million spatials, ‘4-6’ to hit.20 million spatials, ‘5-6’ to hit.25 million spatials, ‘6’ to hit.

Target is an Orbital vesselRange:

10 million spatials, ‘2-6’ to hit.15 million spatials, ‘3-6’ to hit.20 million spatials, ‘4-6’ to hit.25 million spatials, ‘5-6’ to hit.30 million spatials, ‘6’ to hit.

Target is a System shipRange:

10 million spatials, ‘2-6’ to hit.15 million spatials, ‘3-6’ to hit.20 million spatials, ‘4-6’ to hit.25 million spatials, ‘5-6’ to hit.30 million spatials, ‘6’ to hit.

Target is a Universe or Starship classRange:

15 million spatials, ‘2-6’ to hit.20 million spatials, ‘3-6’ to hit.25 million spatials, ‘4-6’ to hit.30 million spatials, ‘5-6’ to hit.35 million spatials, ‘6’ to hit.

Target is a Galaxy classRange:

20 million spatials, ‘2-6’ to hit.25 million spatials, ‘3-6’ to hit.30 million spatials, ‘4-6’ to hit.35 million spatials, ‘5-6’ to hit.40 million spatials, ‘6’ to hit.

Target is a Space stationRange:

30 million spatials, ‘2-6’ to hit.35 million spatials, ‘3-6’ to hit.40 million spatials, ‘4-6’ to hit.45 million spatials, ‘5-6’ to hit.50 million spatials, ‘6’ to hit.

Target is a PlanetRange:

35 million spatials, ‘2-6 to hit.40 million spatials, ‘3-6’ to hit.45 million spatials, ‘4-6’ to hit.50 million spatials, ‘5-6’ to hit.55 million spatials, ‘6’ to hit.

Target is a Gas giantRange:

40 million spatials, ‘2-6’ to hit.45 million spatials, ‘3-6’ to hit.50 million spatials, ‘4-6’ to hit.55 million spatials, ‘5-6’ to hit.60 million spatials, ‘6’ to hit.

Concentrated Fire Dispersal chance to hit:- if hits, three energy weapon hits go inagainst the target.

Target is a launched missileRange:

5 million spatials, ‘5-6’ to hit.10 million spatials, ‘6’ to hit.

Target is a Planetary craftRange:

5 million spatials, ‘4-6’ to hit.10 million spatials, ‘5-6’ to hit.15 million spatials, ‘6’ to hit.

Target is an Orbital vesselRange:

5 million spatials, ‘3-6’ to hit.10 million spatials, ‘4-6’ to hit.15 million spatials, ‘5-6’ to hit.20 million spatials, ‘6’ to hit.

Target is a System shipRange:

5 million spatials, ‘3-6’ to hit.10 million spatials, ‘4-6’ to hit.15 million spatials, ‘5-6’ to hit.20 million spatials, ‘6’ to hit.

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Target is a Universe or Starship classRange:

5 million spatials, ‘2-6’ to hit.10 million spatials, ‘3-6’ to hit.15 million spatials, ‘4-6’ to hit.20 million spatials, ‘5-6’ to hit.25 million spatials, ‘6’ to hit.

Target is a Galaxy classRange:

10 million spatials, ‘2-6’ to hit.15 million spatials, ‘3-6’ to hit.20 million spatials, ‘4-6’ to hit.25 million spatials, ‘5-6’ to hit.30 million spatials, ‘6’ to hit.

Target is a Space stationRange:

15 million spatials, ‘2-6’ to hit.20 million spatials, ‘3-6’ to hit.30 million spatials, ‘4-6’ to hit.35 million spatials, ‘5-6’ to hit.40 million spatials, ‘6’ to hit.

Target is a PlanetRange:

25 million spatials, ‘2-6’ to hit.30 million spatials, ‘3-6’ to hit.35 million spatials, ‘4-6 to hit.40 million spatials, ‘5-6’ to hit.45 million spatials, ‘6’ to hit.

Target is a Gas giantRange:

30 million spatials, ‘2-6’ to hit.35 million spatials, ‘3-6’ to hit.40 million spatials, ‘4-6’ to hit.45 million spatials, ‘5-6’ to hit.50 million spatials, ‘6’ to hit.

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If an energy weapon attack or missile strikegets through all the defences, then you need

to work out what damage has been suffered foreach hit going in against the target. If the PPRgoes to a minus score, for example a space-ship with 3 PPR left losing 3 PPR or more indamage, then the spaceship is destroyed.

DAMAGE AGAINST PLANETS

Hitting a planet is easier then hitting a target ona planet, so where a hit against a planet isachieved, the target base or city has a savingroll: on a roll of 3-6 the strike lands somewhereharmless rather than destroying the target. How-ever on a roll of 1-2 the target is deemed to havebeen destroyed (such targets could be a missilesilo, a laser defence battery, or in a wargamescampaign prior to landing serious damage toeither a targeted city, planetary headquarters,spaceport, or planetary ground forces).

Per energy weapon attack hitting home:-2 PPR off the spaceship’s power plant rating,except if target is Battened down! (then -1 PPRinstead).

Roll a die to see if a critical hit has beenachieved: 6 means yes!

Per missile hitting home:-1 PPR off the spaceship’s remaining powerplant rating.

Roll a die to see if a critical hit has beenachieved: 4-6 means yes, except if target isBattened down! the roll need is 5-6 instead.

CRITICAL HITSRoll another die:

1 = Reactor breach! PPR is reduced by 1-6PPR immediately; if the result is a zero or mi-nus PPR score, the spaceship blows up imme-diately!

2 = Weapons down! A weapon battery isknocked out – if the spaceship has more thanone, the owning player can choose which oneis no longer functioning.

3 = Engines hit! The engines go into overdrive;the spaceship is not responding to commandsbut must move straight forward at a speed of 1million spacials (automatically using 1 EV) im-mediately. Then roll a die;

If the crew is exhausted – ‘6’ problemfixed.

Otherwise check against the crew drilllevel:Poor – ‘5-6’ problem fixed.Normal – ‘4-6’ problem fixed.Good – ‘3-6’ problem fixed.

If the problem is not fixed, move thespaceship forward immediately at aspeed of 2 million more spacials (auto-matically using 2 EV). Then roll to see ifthe problem is fixed as above again, andif not move at 3 million spacials immedi-ately (at a cost of 3 EV): then again seeif it can be fixed.

This pattern is continued, increasing thespeed (and EV cost) by a factor of oneuntil either the spaceship slams into aplanet and destroys itself, or it runs outof EV and breaks up in flight, or the prob-lem is fixed.

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4 = Bridge hit! Command and control is lost, sowhile the bridge is inoperable the spaceshipcannot do anything until a secondary bridge isrigged up and working. To represent this, nofurther actions can be done this turn; next turn,when the spaceship’s card is turned over, roll adie to see if damage control has fixed the prob-lem:

If the crew is exhausted – ‘5-6’ problemfixed.

Otherwise check against the crew drilllevel:Poor – ‘4-6’ problem fixed.Normal – ‘3-6’ problem fixed.Good – ‘2-6’ problem fixed.

This counts as carrying out one action,so the spaceship card has been used(until the card deck is reshuffled).

If the bridge is not repaired, a new at-tempt can be made into time the space-ship card is turned over during play.Nothing can be done by the spaceshipuntil the bridge is operational – thespaceship is a sitting duck, crippled andso vulnerable!

5 = Hull breach! The integrity of the spaceshiphas been permanently damaged; -1 PPR extrais lost immediately.

6 = Comms link failure! Prevents the spaceshipbeing part of a formation, and if it is the flagshipof a formation causes the formation to ceasefunctioning as one.

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ION OR GEOMAGNETIC STORMS

These are deemed to be an area of intenseelectric current in space to such a degree thatpower may be disrupted aboard spaceships anddamage caused.

They can be naturally occurring, but also a mark-er should be put into play behind a spaceshipeach time it carries out a Hyper Jump or StarJump (representing an ionic backwash beingcreated).

Any spaceship or missile in or passing throughan ion storm rolls a die, on a ‘1’ all remaining EVis lost for this turn and the spaceship stopsinside the storm. Next turn it can operate asnormal unless a ‘1’ is rolled again in which itremains where it is with no EV again.

PLANETS

Planets should be represented by model planets.They block line of sight between spaceships,which while a simplification given the 3D natureof space is the easiest solution without creatingheadaches and besides makes them tacticallyinteresting.

Gas giants, also called jovian planets or giantplanets, are treated in the same manner and anyplanet which is larger than the norm for yourgames should be designated as such.

CLOSE ORBIT

A spaceship moved adjacent to a planet is con-sidered to be in Close Orbit and stops move-ment immediately for this turn. Furthermovement this turn is not possible. However aspaceship heading into Close Orbit while suffer-ing from Overdrive and crash into the planet andis destroyed!

A spaceship starting the game in Close Orbit isnot put on the tabletop until it either shoots ormoves!

TELEPORTATION

A spaceship fitted with a teleport facility cansend people in small numbers from within 3million spacials of a planet or other spaceship orbase to such a place, or can teleport back indi-viduals wearing teleport devices.

If a boarding action is attempted without grap-pling first it need just be announced, but themost the boarding party can have is one die roll(otherwise follow the procedure given under‘Boarding attempts’).

ASTEROIDS

An asteroid belt blocks line of sight. A spaceshipmoving through it loses 1 PPR for each specialit is in or passing through asteroids. If it does nothave sufficient PPR left to absorb this loss leftavailable then the spaceship is destroyed.

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However, to avoid such a fate a Point defenceready can be played to cancel 1 PPR loss, orEngage Shields cards in your spaceship’s handcan be played with 1 PPR loss cancelled foreach one used.

DETECTION BUOYS & EARLY WARNINGSTATIONS

In space a buoy, or a line of them, can be used.These are like unmanned satellites and can bedeployed on their own, say off a planet or moonfor example, or in a line to form a kind of frontierbarrier.

Each has no PPR value and if a hostile space-ship passes over a buoy model then the buoy isremoved from play immediately with no damageto the spaceship.

At the beginning of a game turn the player own-ing the buoy can carry out a heat signature scanagainst an enemy target. Assuming the buoymanages this, it can transmit scan informationabout it through this game turn to friendly space-ships to let them go to Battle stations! in theirphase without having to carry out a successfulscan of their own in order to do so.

MINEFIELDS & DEFENCE SATELLITES

Minefields are considered to be small spacestations with just enough PPR to shoot at anincoming enemy target (PPR1 if armed withmissiles, PPR2 if armed with energy weapons),and with no means of moving.

DRONES

A drone vessel is part of a spaceships design. Ifused, the spaceship having one begins thegame represented by two spaceships identicalto each other. One is the real ship but the otherrepresents the drone. Obviously the controllingplayer must know which the drone is and writethis information down somewhere as proof.

They move as they wish, dictated by the cardsplayed, although once the real spaceship shootsthe drone should be removed from play since itis then obvious that it is the false one (dronescan’t shoot!).

Drones are remote-control devices giving offsignatures to fool others that they are a space-ship.

A successful heat signature scan will not revealthat a drone is a drone, but a physical signatureor visual scan will and once such a scan recog-nises it for what it is the drone should be re-moved from play.

EQUIPMENT DEGRADATION

Scanners need regular maintenance, so if yourspaceship is a high tech sort but the scannershaven’t been serviced by fifty years it’ll makesense to treat them like a normal tech system(downgrading its ability a level, or two).

BRIDGE DETACH

For the loss of 1 PPR off the ship design, aspaceship can as part of its design have adetachable bridge.

When a spaceship with a detachable bridge istaken by an enemy boarding party action, orwhen it receives sufficient damage to destroythe spaceship, the owning player can order‘Bridge - Detach!’ This saves the captain and thebridge crew by, at the last minute, detaching thebridge. The bridge then becomes a lifeboat – aspacecraft in its own right and has an PPR of 1,and no weapons. The chances are it won’t getvery far before being picked off, unless yourenemy is feeling generous! Usually this is onlyviable if a planet or friendly spaceship is closeby to which they can escape.

The spaceship it detaches from its unaffected bythe loss of the bridge other than it no longer hasthe detachable bridge option available to it.

MOTHER SHIPS & PLANET KILLERS

Huge spaceships even bigger than Galaxy classships - while represented by a single spaceshipmodel – count as being two or more Galaxyclass spaceships. This means that part of aplanet killer vessel can be destroyed but anotherpart remain operative. The vessel has to moveas one as it is a single spaceship, but can shoot

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and fight as being several vessels in all otherregards.

The main disadvantage is that should commslinks go down then the spaceship can only actas one Galaxy spaceship since everything elsewill be crippled.

Such huge vessels can only ever have one cardin the game deck.

FIGHTER SQUADRONS

Fighter craft and interceptor types are treated asindividual spaceships. A fighter craft and launchbay uses up 1 PPR carrying capacity on a space-ship, and itself has to be a Planetary craft design(3 PPR).

RAMMING

Ramming, intentional or otherwise, will result inthe destruction of the spaceship carrying out theramming action. The other spaceship (or planet,sun, etc.) is unharmed.

This rule is intended to prevent deliberate ram-ming actions – our spaceship crews are as-sumed to not be suicidal maniacs!

It is assumed that where a spaceship involuntar-ily rams – or collides – with another what actual-ly happens is that at extremely close range (inspace terms) the out of control spaceship issubject to all kinds of point blank firing andattacks while itself unable to react well due tobeing in crisis. Or the out of control nature of thespaceship places the hull under such enormousstresses as to make it fall apart. As a result thestricken spaceship is assumed to either explodeor break up in flight, while the other spaceshipmanages to get out of the way (or in the case ofa planet or sun, absorb the impact!).

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SHIP CLASSES

Note that listed PPR reflects the design of each classof each after the modifications shown have beenapplied.

• The Federation of Planets

Police Division

Mk 1 Patrol ShipSystem ship - PPR5.Normal tech.Crew drill – normal.Chaff cylinder array.Tractor beam.

Prison ShipSystem ship - PPR3.Low tech.Crew drill – normal.Carrying capacity for 500 (400inmates and 100 troops).No energy weapons.

Fast Pursuit ShipStarship – PPR8.Normal tech.Crew drill – normal.Tractor beam.

The Navy

InterceptorPlanetary craft – PPR3.Normal tech.Crew drill – good.

Local Defence DestroyerOrbital vessel – PPR3.Normal tech.Crew drill – good.Chaff cylinder array.2 missile banks (instead of 1).

Patrol BoatSystem ship - PPR6.Normal tech.Crew drill – good.Chaff cylinder array.

Fast CruiserStarship – PPR9.Normal tech.Crew drill – good.

Attack ShipUniverse class – PPR7.Normal tech.Crew drill – good.Chaff cylinder array.Drone vessel.Tractor beam.Carrying capacity for 100 troops.2 energy weapon batteries (instead of1).

CarrierGalaxy class – PPR6.Normal tech.Crew drill – good.Drone vessel.Carrying capacity for 700 troops and15 vehicles.No energy weapons.No missile banks.

The Exploration Division

ScoutStarship – PPR8.Normal tech.Crew drill – normal.Drone vessel.

Investigator VesselStarship – PPR6.Normal tech.Crew drill – normal.Drone vessel.Tractor beam.Carrying capacity for 100 men and 5vehicles.No energy weapons.

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• The Outerworlds

Orbital Defence BaseOrbital vessel – PPR3.Normal tech.Crew drill – poor.Chaff cylinder array.This is a static station and so cannotmove.2 missile banks (instead of 1).

World fighterPlanetary craft – PPR3.Low tech.Crew drill – poor.

Archaic-designate cruiserSystem ship - PPR7.Low tech.Crew drill – poor.Carrying capacity for 100 troops.Reduced shields (2 instead of 3).

Hybrid cruiserStarship – PPR8.Low tech.Crew drill – poor.2 energy weapon batteries (instead of1).

SupercruiserStarship – PPR6.Normal tech.Crew drill – poor.Carrying capacity for 100 troops.2 energy weapon batteries (instead of1).2 missile banks (instead of 1).

• Merchants

Tramp Cargo CarrierSystem ship - PPR5.Low tech.Crew drill – poor.x5 cargo carrying capacity.No energy weapons.No missile banks.No point defence.

Bulk FreighterStarship – PPR5.Normal tech.Crew drill – poor.x9 cargo carrying capacity.No energy weapons.No missile banks.No point defence.Reduced shields (1 instead of 3).

Star LinerStarship – PPR6.Normal tech.Crew drill – poor.x6 cargo carrying capacity.No energy weapons.No missile banks.No point defence.

Gas Giant MinerGalaxy class – PPR5.Normal tech.Crew drill – poor.x12 cargo carrying capacity.No missile banks.No point defence.

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• Pirates

Convention-class RaiderStarship – PPR7.Normal tech.Crew drill – normal.Drone vessel.2 energy weapon batteries (instead of1).

Xebeca-class RaiderStarship – PPR7.Normal tech.Crew drill – normal.Drone vessel.2 missile banks (instead of 1).

Barbarian-class CruiserStarship – PPR7.Low tech.Crew drill – normal.Drone vessel.Carrying capacity for 100 troops.

Costa Galactica

Q-Mantis Attack CruiserSystem ship - PPR5.High tech.Crew drill – good.Carrying capacity for 100 troops.2 missile banks (instead of 1).

Modified SmugglerStarship – PPR6.Normal tech.Crew drill – good.Drone vessel.x3 cargo carrying capacity.No energy weapons.

Costa Galactica Assassini Mother ShipCounts as two Galaxy class – PPR9each.Hitch tech.Crew drill – good.Both sides of the shipeach have these:-Chaff cylinder array.Carrying capacity for 100 troops.x2 cargo carrying capacity.2 missile banks (instead of 1).2 energy weapon batteries (instead of1).

• Robotica Foundation

Type A KillerPlanetary craft – PPR2.Superior tech.Crew drill – good.2 missile banks (instead of 1).

Type B KillerOrbital vessel – PPR3.Superior tech.Crew drill – good.3 missile banks (instead of 1).

Type C KillerSystem ship – PPR3.Superior tech.Crew drill – good.Drone vessel.4 missile banks (instead of 1).

ExterminatorUniverse class – PPR5.Superior tech.Crew drill – good.Drone vessel.Tractor beam.Carrying capacity for 100 troops.5 missile banks (instead of 1).

• The Snickaar (aliens)

Gnat Threat (Federation designation)Planetary craft – PPR3.Primitive tech.Crew drill – poor.Carrying capacity for 100 troops.No point defence.

Beetle Threat (Federation designation)Orbital vessel – PPR5.Primitive tech.Crew drill – poor.Carrying capacity for 100 troops.No point defence.

Horned Threat (Federation designation)Starship – PPR7.Primitive tech.Crew drill – poor.Tractor beam.Carrying capacity for 200 troops.No point defence.

Leviathan Threat (Federation designation)Galaxy class – PPR11.Primitive tech.Crew drill – poor.Tractor beam.Carrying capacity for 400 troops.No point defence.

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GAMES CAN BENEFIT from either following a sto-ryline which you’ve concocted, or by otherwiseusing a scenario. Where inspiration is lacking, oryou want to give it a go, the following scenariogenerator can be employed to provide interestingand varied games.

To make things really interesting, you could haveeach player have a fleet chosen to a set pointsvalue, using these values as a guide:-

Planetary craft – 2 points.Orbital vessel – 5 points.System ship - 7 points.Starship – 10 points.Universe class – 14 points.Galaxy class – 18 points.

The idea is that not all the fleet is used in eachgame, but that damage caused to spaceships isretained from game to game. Each time you losea game, one spaceship from each loser’s fleet isremoved from the campaign (loser chooseswhich!), until he concedes the campaign (a cam-paign being any number of games linked in thismanner). Observe that because each side has itsown mission it is possible that both may ‘lose’ agame, or both may ‘win’ it each time!

For each individual game ach player rolls threedice, and compares the result against the follow-ing list to discover their relevant missions. Exceptwhen rolling a ‘3’ you must use at least onespaceship, or you will have to concede that youhave lost the campaign if you can’t or won’t!

3 = This region of space is a red area and soconsidered off limits. High command refuses torisk any spaceships. Result: roll again for a newmission, this one isn’t going to happen and in thatsense you’ve automatically lost! (You thereforelose a spaceship from your fleet). Note that un-less your opponent rolls a ‘3’ or ‘18’ he doesn’thave to roll again uses the roll made already forthe next game.

4 = Rescue people or materials from a crippledcivilian spaceship, a space station, or a populat-ed planet, or someone important. Place it in thecentre of the tabletop, with the aim of having aspaceship adjacent to it (or in the case of a planet,in orbit) for at least three game turns in order totake on board survivors or important data, mer-chandise or equipment. The spaceship doing somust then escape (once a spaceship has beenannounced as attempting this, no other space-ship can try to as well; you can use a really smallone for this if you want, but of course it will beeasier for the enemy to destroy it if you do!). Ifthis is not managed, you lose.

5 = The enemy spaceships are carrying vitalpersons, or data, or cargo and must be de-stroyed! Attack! Attack! Attack! You win by de-stroying at least half of their spaceships. If this isnot managed, you lose.

6 = One of your spaceships is carrying mineswhich it must lay anywhere on the enemy’s halfof the tabletop. It must do so for four game turns,and while doing so may not use energy weaponsor missiles. You must specify which spaceshiphas the mines on board. Failure to lay the minesyou lose.

7 = You are to scout this region of space in orderto gather information. A spaceship must spend atleast five game turns on the enemy side of thetabletop and then escape safely. If this is notmanaged, you lose.

8 = You are given (for free) an unarmed civilianspaceship, which is carrying an important cargoor very important person on board. You mustescort it from your edge of the tabletop to off thetabletop edge opposite (the civilian spaceshipwill not have Hyper Jump or Star Jump capability,an example would be a mining ship carryingprecious ore, or a luxurious carrying a princessor governor). If this is not managed, you lose.

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Page 31: A Clear and Present Danger

9 = A planet has rebelled; place it anywhere onthe enemy side of the tabletop. You must escortup to three unarmed troop transport ships (forfree) which must get into orbit of the planet andremain there for at least three game turns. If onetransport manages it, roll a die, on a 5-6 for therebellion is crushed, if two transports managed it,the rebellion is beaten on 3-5, if all three, on 2-6(so even in the best scenario on a roll of ‘1’ youfail your mission!). If this is not managed, or isdone and the die roll fails to show the rebellionhas been crushed (you can only roll once pergame!), then you have lost.

10 = Patrol. Your ships are to move from yourown tabletop edge into the enemy half of thetabletop, and then get off the tabletop via anyedge (or by Jump). If all of your spaceshipssurvive the mission counts as successful. If not,you lose.

11 = The aim is to blockade this sector of spaceto deny it to the enemy (or screen some otheroperation going on elsewhere). That means noenemy spaceships must get off your own table-top edge; if any manage to do so (not by Jumpsince that wouldn’t be off any table edge), thenyour mission has failed.

12 = Place an asteroid on the enemy side of thetabletop, and a planet on your own side. At thevery start of each game turn, move the asteroid2 million spacials toward the planet. Your objec-tive is to destroy the asteroid before it slams intothe planet doing untold damage! Shooting at theasteroid counts as if trying to hit an orbital craft,each time it is hit roll a die; a roll of ‘6’ means ithas been ‘neutralised’ (remove from play). If theasteroid reaches the planet, you have lost.

13 = A space anomaly has been reported, andyou must investigate. Only one spaceship maybe used. Place an anomaly (which can signifiedby a planet, or cotton wool, take your pick!)anywhere on the enemy side of the tabletop.Your spaceship must manage a visual scan ofthe anomaly, and then get off the tabletop. If thisis not managed, you lose.

14 = In order to secure mining rights to a planetor asteroid belt, you are to escort a mining space-ship (unarmed, free) to the planet (or asteroids)which is placed anywhere on the enemy’s half ofthe tabletop. The mining spaceship must bemoved into orbit, and once the enemy either failtheir mission or leave the tabletop (or are de-stroyed), if the mining spaceship is still in orbit

then you have succeeded. If this is not managed,you lose.

15 = Your own spaceships may not shoot at theenemy spaceships at all until they are shot at(because we are operating under the wrong im-pression that there is a truce in place, and theenemy fleet is coming to talk to us!). Your space-ships must remain on the tabletop until at leastone is fired at; if they are never fired at by theenemy then you can claim a success, but if youare fired at at all of your spaceships must thenattempt to get off the tabletop (if all do, you canclaim a success).

16 = One of your spaceships (you choose) hasdeveloped a critical failure and has to be ‘towed’by another one of your spaceships from yourtable edge to off the enemy table edge. While‘towing’ the towing spaceship cannot Jump. If youget the crippled spaceship (which is from yourfleet but can do nothing but be towed by the otherspaceship) off the enemy tabletop edge you havesucceeded (if not, you have lost).

17 = A massive space event is occurring! A greateruption of energy, perhaps from an explodingstar or other huge and possibly unexpectedevent, is going to blast out from your tabletopedge and move across the tabletop. Move yourspaceships on via the tabletop edge; they cannotattempt to Jump (because of problems causedby the space event) until on the enemy’s side ofthe tabletop. Roll at the beginning of each gameturn after the first; 1 = the energy wave hasarrived on the tabletop! Roll another die, thatshows how many million spacials the energywave moves on to the tabletop via your tableedge. It covers the entire width and at the start ofeach following game turn advances 1-6 millionspacials. Any planet, spaceship (or either side) oranything else caught by the advancing energywave (which will eventually cover the entire areaof space) is immediately destroyed, no excep-tions! You succeed by getting all your spaceshipsaway, you lose if any are destroyed.

18 = Our intelligence service manages to ex-plode an enemy spaceship while it is in space-dock or otherwise well away from us! Onespaceship is removed from the enemy fleet – andthe really nasty bit is you choose which one isdestroyed! Then roll again for a new mission.Note that unless your opponent rolls a ‘3’ or ‘18’he doesn’t have to roll again but uses the rollmade already for the next game.

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CpDwww.agema.org.uk

Ø Battle stations! –

Ø Point defence ready –EV1. Cannot be used until the spaceshipis at ‘Battle stations!’

Ø Apply thrust - 1 million spacials.EV1.

Ø Time Distort Ten - 2 million spacials.EV2. Cannot be used by Planetary craft.

Ø Engage Photonic Drive – 3 million spacials.EV3. Cannot be used by Orbital vesselsor Planetary craft.

Ø Standard By Twelve - 4 million spacials.EV4. Cannot be used by System ships,Orbital vessels or Planetary craft.

Ø Hyper Jump – ‘1-2’ it fails.EV5. Cannot be used by System ships,Orbital vessels or Planetary craft.Cannot be used until the spaceship is at‘Battle stations!’

Ø Star Jump – ‘1’ it fails.EV10. Can ONLY be used by Universe orGalaxy class spaceships.Cannot be used until the spaceship is at‘Battle stations!’

Ø Manoeuvre –EV1.

Ø Energise weapons – Energy +1 to damage.EV1. Cannot be used until the spaceshipis at ‘Battle stations!’

Ø Engage Shields.Up to three ‘engage shields’ counters.EV1. Cannot be used by Planetary craft.Cannot be used until the spaceship is at‘Battle stations!’

Ø Supercharge reactor –Immediately available +2 EV (net gain).‘1’ this fails and all EV lost for this turn; rollagain, ‘1’ reactor damaged, spaceship can’tdo anything until repaired. Each time thespaceship’s card played; 4-6 means it hasbeen repaired and normal EV restored fromnext game turn (NOT this game turn!). How-ever before that upon initially having rolledtwo 1’s, roll again; a third ‘1’ means therehas been a major malfunction; a backwashof energy has caused the reactor to ex-plode! In that case your spaceship has beenblown up and is completely destroyed!EV1 (see rules). Cannot be used until thespaceship is at ‘Battle stations!’

Ø Battened down! –No more shooting possible for rest of turn,but damage caused by next enemy -1.Cannot be used until the spaceship is at‘Battle stations!’

Ø Auto-repair –If repairs are attempted, roll a die. This isthe cost to repair 1 PPR this phase (that is,between 1-6 EV) – it’s a random amountbecause different repairs have different re-quirements. If the spaceship has enough EVleft to carry out the repair, the EV is reducedby the die roll amount and 1 PPR is restored.If however the die roll is greater than theavailable EV, the amount of remaining EV isreduced to 0 but no PPR is repaired (theattempt failed, and in attempting the repairthe power plant was drained of energy forthis game turn!).EV1.

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Page 34: A Clear and Present Danger

Ø Shoot energy weapons –EV2. Cannot be used until the spaceshipis at ‘Battle stations!’Line of sight blocked to a target.

1. Locate via scanners.2. Target can be a spaceship, planet, space sta-

tion, or a launched missile.3. Scanners used are usually physical scanners

for warships, and heat signature scanners forcivilian spaceships. Warships can use heat sig-natures where physical scanners aren’t working,or either can use visual scanners.

4. Checks on direct line of sight (necessary forenergy weapons).

5. Check if target found by blast (see ‘EnergyWeapons Shooting’ section).

6. Check defensive measures (in the order shown):7. Deploy chaff played (remove counter, discard it

for the rest of this game: only usable if at BattleStations! saving throw ‘2-6’).

8. If target is at Battle Stations! it can decide toTake Evasive Action once (special action usingup 1 EV: saving throw ‘5-6’).

9. If target is at Battle Stations! it can decide toRoll! Roll! once (special action using up 2 EV:saving throw ‘4-6’).

10. Engage Shields played (maximum 3. Removecounter: only usable if at Battle Stations! sav-ing throw ‘2-6’).

11. If target is at Battle Stations! it can decide toBrace for impact! once (special action using up1 EV: saving throw ‘6’).

12. Naval armoured spaceships (not civilian types)have a saving throw of ‘6’.

13. Check damage.14. If target is Battened down! reduces the tempo-

rary energy loss suffered (only usable if at Bat-tle Stations!).

Ø Fire missile banks –EV1. Cannot be used until the spaceshipis at ‘Battle stations!’

1. Locate via scanners (can be via a friendly space-ship in comms contact).

2. Target can be a spaceship, planet, space sta-tion, or a launched missile.

3. Scanners used are usually physical scannersfor warships, and heat signature scanners forcivilian spaceships. Warships can use heat sig-natures where physical scanners aren’t working,or either can use visual scanners.

4. Move missile counter 5 spacials at a time direct-ly toward the target.

5. If not hitting target this turn, repeat in followingturns until missile destroyed or target reached.Move each time at the beginning of the gameturn before any cards are played. Before movinga missile counter (except for the turn it is firedin), roll for each; 1 = missile runs out of propul-sion or prematurely explodes, remove from play.

6. Check defensive measures (in the order shown):7. Deploy chaff played (remove counter, discard it

for the rest of this game: only usable if at BattleStations! saving throw ‘2-6’).

8. If target is at Battle Stations! it can decide toTake Evasive Action once (special action usingup 1 EV: saving throw ‘5-6’).

9. If target is at Battle Stations! it can decide toRoll! Roll! once (special action using up 2 EV:saving throw ‘4-6’).

10. Point defence ready played (remove counter:only usable if at Battle Stations! saving throw‘3-6’).

11. If target is at Battle Stations! it can decide toBrace for impact! once (special action using up1 EV: saving throw ‘6’).

12. Naval armoured spaceships (not civilian types)have a saving throw of ‘6’.

13. Check damage.14. If target is Battened down! reduces the risk of

suffering a critical hit (only usable if at BattleStations!).

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Page 35: A Clear and Present Danger

Ø Attempt Cyber-attack –The spaceships battle computer attempts to take over the computer of a hostile spaceship. Onlypossible for warships (not for civilian craft).EV0. Cannot be used until the spaceship is at ‘Battle stations!’

Follow this procedure:

1. Check range – The intended target must be within 5 million spacials.

2. Locate target – Physical scanners must locate the target before a cyber attack can be attempted.Other types of scanner cannot be used for this purpose, which as only warships have physicalscanners means only they can perform cyber attacks.

3. Activate Cyber attack – First of all check to see that your own spaceship’s battle computer isready to carry out such an attack when called upon to do so. Fail-safes mean such an attemptwill be cancelled unless the system is entirely prepared: on a roll ‘1’ (‘1-2’ if poorly maintained)the system is not ready and the attack is cancelled. However this still counts as an action, so thespaceship’s deck card is counted as having been used.

4. Pinpoint data files – The computer attempts to lock-on to the enemy computer’s data banks andprocessing units. Roll a die and compare to his table to see if the required score is rolled:

The attack description refers to the tech level of the spaceship carrying out the cyber-attack, thedefence description the tech level of the spaceship under attack.

5. Electronic counter-measures – The defending computer will attempt to prevent the takeover. Rolla die; ‘4-6’ means it succeeds in this and the attack fails, except the score needed is improvedto ‘3-6’ if the defending computer possesses a superior firewall (that is, the defending computerhas a higher tech level). However in all cases if the defending computer is poorly maintained aroll of ‘5-6’ is necessary.

6. Result – If the counter-measures fail to stop the attack, the spaceship now comes under enemycontrol. This means that the next time it is issued orders, the enemy player gets to decided whatthe spaceship will do! After each action like this, roll a die:

If the crew is exhausted – ‘5-6’ problem fixed. Otherwise check against the crew drill level:Poor – ‘4-6’ problem fixed.Normal – ‘3-6’ problem fixed.Good – ‘2-6’ problem fixed.

If the problem is fixed, control of the spaceship returns to the owner player, assuming the enemyplayer hasn’t already driven the spaceship into a sun or planet!

Defence type Primitive techattack

Low techattack

Normal techattack

High techattack

Superior techattack

Primitive 4 -6 5 - 6 6 FAILS FAILS

Low tech 3 - 6 4 - 6 5 - 6 6 FAILS

Normal 2 -6 3 -6 4 - 6 5 - 6 6

High tech SUCCEEDS 2 -6 3 - 6 4 - 6 5 - 6

Superior SUCCEEDS SUCCEEDS 2 - 6 3 - 6 4 - 6

Ezekiel Hartman (order #8401367)

Page 36: A Clear and Present Danger

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