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Stellar Armada

Stellar Armada Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Start
  • Objective
  • Action Points
  • Markers
  • Weapons
    • Missiles
    • Armor
  • Engines
  • Reactor
  • Shields
  • Repair
  • Deluxe Edition

Components

  • 2 star cruiser mats
  • 14 marker tokens
  • At least 1 six-sided die (not included in standard edition)

Setup

Give each player a star cruiser mat. Take 7 tokens and place them on the highest value for each system. Armor is part of the missile system and is the starting point for the launchers.

Start

Each player rolls a die. Highest roll goes first. First player spends his action points followed by the second player. Players take turns until one player is eliminated.

Important Note! The second player gets an automatic +3 engine boost on the first turn. This means that the first player must roll a 5 or 6 to hit.

Objective

The goal of the game is to reduce your opponent's reactor to zero. You can also win a tactical victory if the other player is unable to fight.

Action Points

You have up to 6 action points to spend on your turn. The number of points is determined by the number of undamaged reactors.

Markers

Markers are used to track damage to systems. Each time a system takes damage the marker must be moved down. If the system is destroyed the marker should be removed from play. The marker may be destroyed if the system is repaired.

Weapons

Players may spend action points to fire missiles or masers (energy beams). Up to two missiles and three masers may be fired per turn. Missiles do 5 damage while Masers do 2 damage.

Missiles

Ammo for missiles is limited to 10 shots. The counter at the top is used to track remaining ammunition.

Armor

One point of armor is used to protect the two missile launchers. Armor is destroyed before missile launchers and may be repaired.

Engines

Spending action points on engines during your turn raises the number that the opponent must roll to damage you on his turn, i.e. evasive maneuvers. If all three engines are activated on your turn the opponent must roll a 5 or 6.

Reactor

The reactor provides action points during your turn. You have one action point for each undamaged reactor.

The reactor can only be damaged after a surrounding system has been destroyed. Damage to a surrounding system can overflow into the reactor. (e.g. A missile hit can do 3 points of damage to the masers and 2 points of damage to the reactor.)

The reactor may take a maximum of 2 points of damage per destroyed side per turn.

Shields

Ship systems may not be damaged until the shields are first destroyed. A hit on the shields never overflows to an underlying system. For example, a missile on 1 point of shielding wastes 4 points of damage.

Shields may be recharged for one action point per shield.

Repair

Any system other than the reactor may be repaired for one action point. The maximum number of repairs per turn is determined by the number of undamaged repair systems.

Deluxe Edition

  • Place a single die next to the player's engines to indicate how many engines were activated during the player's turn.
  • Do not place a die if no points have been spent on the engines.
  • Pink marker for Reactor
  • Red marker for Weapons and Ammo
  • Blue marker for Engines
  • Green marker for Repair
  • Yellow marker for Shields