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0.0 Introduction ............... 3 0.1 0.2 0.3 0.4 0.5 Game Components .......... 4 Glossary ........................... 5 A Brief History of Starmada.......................... 7 Change Log...................... 8 Design Credits .................. 8 1.0 The Starship Display Sheet .............. 9 1.1 1.2 1.3 1.4 1.5 Identifying Characteristics ................. 9 Structural Components ..................... 9 Weapons ........................ 10 Starship Systems ........... 11 The Game Turn Record............................ 11 2.0 Playing the Game .....12 2.1 2.2 2.3 2.4 2.5 Choosing the Scenario ......................... 12 Assembling the Fleet ...... 12 Deploying the Fleet ........ 12 The Game Turn .............. 12 Victory! ........................... 13 3.0 Movement .................15 3.1 3.2 3.3 3.4 Movement Orders........... 15 Engine Requirements ..... 15 Moving on the Game Board.............................. 16 Special Maneuvers ......... 17 4.0 Combat ......................18 4.1 4.2 4.3 4.4 4.5 Declaration of Targets .... 18 The To-Hit Roll ............... 20 The Impact Roll .............. 20 The Damage Roll ........... 21 Applying Damage ........... 21 5.0 Fighters .....................22 5.1 5.2 5.3 5.4 Including Fighters in a Fleet ............................... 22 The Fighter Phase .......... 22 Fighter Movement .......... 22 Fighters in Combat ......... 23 Appendix A: Starship Construction .............24 A.1 The Design ..................... 24 A.2 The Combat Rating ........ 26 A.3 The Starship Display Sheet .............................. 26 A.4 Technology Levels ......... 27 A.5 Starship Systems Table .............................. 28 A.6 Drake Notation ............... 29 Appendix B: Starship Systems .....................30 B.1 Anti-Fighter Batteries...... 30 2 B.2 B.3 B.4 B.5 B.6 B.7 B.8 B.9 B.10 B.11 B.12 B.13 B.14 B.15 B.16 B.17 B.18 B.19 B.20 B.21 B.22 B.23 B.24 Auxiliary Services ........... 30 Boosters.......................... 31 Carrier ............................. 31 Cloaking Device .............. 31 Countermeasures ........... 32 Directional Shielding ....... 32 Fire Control ..................... 32 Flares .............................. 33 Hyperdrive ...................... 33 Ionized Hull ..................... 33 Launch Tubes ................. 33 Long Range Sensors ...... 33 Marines ........................... 34 Mines .............................. 34 Overthrusters .................. 35 Probes ............................ 35 Screens........................... 35 Shockwave ..................... 36 Shuttlecraft...................... 37 Solar Sails....................... 37 Stealth............................. 37 Stutterdrive ..................... 38 Tractor Beam .................. 38 Appendix C: Weapon Options..................... 39 C.1 C.2 C.3 C.4 C.5 Alternate Firing Arcs ....... 39 Dual-Mode Weapons ...... 39 Multi-Weapon Mounts ..... 39 Seeking Weapons ........... 40 Weapon Traits ................ 41 Appendix D: Movement Options .. 44 D.1 D.2 D.3 D.4 D.5 D.6 D.7 D.8 D.9 Emergency Thrust .......... 44 Etheric Drag .................... 44 Evasive Action ................ 44 Floating Game Board ...... 45 Freeform Turns ............... 45 Graded Turns .................. 46 Rolls ................................ 46 Sequential Movement ..... 46 Towing ............................ 47 Appendix E: Combat Options..................... 48 E.1 E.2 E.3 E.4 E.5 E.6 E.7 Damage Control .............. 48 Directed Damage ............ 48 Explosions ...................... 48 Partial Victory Points ....... 49 Sequential Combat ......... 49 Shield Reinforcement...... 50 Target Acquisition ........... 50 Appendix F: Fighter Options..................... 51 F.1 F.2 F.3 F.4 F.5 Launch & Recovery ........ 52 F.6 Long Range Fighters ...... 53 F.7 Random Fighter Initiative .......................... 53 Appendix G: Terrain........ 54 G.1 G.2 G.3 G.4 G.5 G.6 Asteroids ........................ 54 Black Holes .................... 55 Comets ........................... 55 Nebulae .......................... 56 Planets ........................... 56 Three-Dimensional Play ................................ 57 Appendix S: Scenarios..... 58 S.1 S.2 S.3 S.4 S.5 S.6 S.7 S.8 S.9 S.10 S.11 S.12 Alone in the Dark ............ 59 Breakout ......................... 59 The Chase ...................... 60 Fleet Action .................... 60 Hide & Seek ................... 61 Hit & Run ........................ 61 On Patrol ........................ 62 The Shakedown Cruise ............................. 62 Storms in Space ............. 63 Tin Can Dustup .............. 63 To the Rescue ................ 64 The Trap ......................... 64 Appendix T: Campaigns ................ 65 T.1 Objectives Campaign ..... 65 T.2 Rotating Campaign ......... 66 T.3 Tournament System ....... 66 Appendix X: Backwards Compatibility ............ 68 X.1 Admiralty Edition ............ 68 X.2 Nova Edition ................... 69 Appendix Z: Player Resources.................. 71 Z.1 Designer’s Notes ............ 71 Z.2 Starmada Drydock Instructions ..................... 73 Z.3 Consolidated Tables....... 77 Z.4 Rules Index .................... 82 The Starmada Universe ... 83 A Timeline of History ............... 83 The Terran Empire .................. 84 The Arcturan Federation ......... 88 The Negali............................... 91 The Kalaedinese Expanse ...... 93 Starship Display Sheet Index............................... 96 Combat Space Patrol ...... 51 Dogfights......................... 51 Fighter Screens .............. 51 Fighter Variants .............. 52 MJG-0140 Version 2.0 – April 2020 Copyright ©2007-2020 Majestic Twelve Games. All rights reserved. “Starmada,” “Unity Rulebook,” “Majestic Twelve Games,” and related indicia are trademarks of Majestic Twelve Games 5620 Spruce Avenue Castle Rock, CO 80104-2188 Printed in the United States of America. April 2020 – www.mj12games.com
0.0 INTRODUCTION Starmada™ is a miniatures board game of starship combat. At its most basic level, players take command of space fleets in a general attempt to reduce each other to just so much space junk. At its most advanced, the game can be customized to breathe life into any science fiction background players might imagine. Novices shouldn’t fret; the core set of rules has been designed with ease of play in mind, accessible even to beginners. On the other hand, seasoned veterans should find the concise nature of the rules quite refreshing. Starmada allows players to concentrate on the finer points of squashing their opponent rather than arguing over rules interpretations, without sacrificing any of the flavor or excitement of more complex games. Simple, but not simplistic, is the guiding principle. Take some time now to look over the rules, then find an opponent, cue up your favorite sci-fi soundtrack, and lead your Starmada to victory! The Unity Edition The Unity Rulebook represents what we expect will become the definitive version of a game that has gone through several updates over more than two decades. In that time, players around the world have grown to love Starmada for its shallow learning curve, depth of experience, and ease of play, even as they differ over which release represents the One True Vision. The goal of this edition, designated PROJECT UNITY, was to draw from the best parts of each incarnation of the game, from the Compendium and Starmada X, through the Admiralty Edition and 2012’s Nova Rulebook, and unify those concepts in a way that allows experienced starship captains to continue enjoying the game they love while drawing new players into the fold. Long-time players will be thrilled to learn there is no need to convert existing starship designs to this new edition: comprehensive rules are included which allow players to use both Admiralty and Nova ship display sheets with a minimum of modification. With the release of the Unity Rulebook, we hope to revitalize the game and introduce the thrills of tabletop battles in deep space to a whole new generation. The Universal Game of Starship Combat is back, and better than ever! Rulebook Structure Starmada should not be seen as merely a traditional wargame, simulating a particular battle or series of battles against a fixed backdrop; instead, it is more of a toolkit, with which players can build settings to mimic their favorite movies and television shows, or create universes of their own design, all sharing a common rules framework. In this way, combat can be staged not only within a given context, but between worlds as well. Those who have always wanted to see a Federation heavy cruiser take on an Imperial star destroyer now have the chance! The Starmada rulebook consists of three main sections: 1) By way of providing a baseline from which deviations can be measured, the first section (chapters 1 through 5) describes the basic game engine: what can be called “essential” Starmada (p.9). While these rules form the core upon which alternatives can be layered, they are not necessarily inviolable. Many can be modified or replaced by optional rules and additions. 2) Following the essential rules are several lettered appendices outlining a multitude of additional rules (p.24). Players should not see this collection as all-inclusive, nor should it be taken as a whole. The intent is not for players to make use of every option (this would be impossible in any event, as some contradict each other). Instead, if “essential” Starmada is seen as raw material, the appendices contain the tools with which players can mold that material into a desired form. 3) Finally, a brief introduction to the Imperial Starmada universe is provided, along with 30 sample starship display sheets are provided by way of helping new players hit the ground running (p.83). Despite the number of optional rules and additions available, players should not feel any obligation to expand beyond the basics. A fully enjoyable game can be had using nothing but “essential” Starmada, and many players never have the urge to expand any further. Others feel shortchanged if they aren’t making use of every possible option. There is nothing wrong with either approach; each has its devotees, although most players will fall somewhere in the middle. The reality is no game is inherently better or worse than another: each meets the needs of its players. Starmada is meant to accommodate everyone. Unity Rulebook – Version 2.0 3
0.1 Game Components In addition to the items listed below, players will need to provide pens or pencils and some dice. All dice used in this game are six-sided, like those found in family board games. It would be best to have a halfdozen or more on hand. Some optional rules require a standard deck of playing cards. Four of these sections fit together to complete a standard game board, as shown below: Many of these components can be downloaded for free from the Majestic Twelve Games web site: www.mj12games.com/starmada Game Board As with most board games, the Starmada playing area is subdivided into spaces which regulate movement and distances. These spaces are arranged into a hexagonal grid; thus, each space is referred to as a “hex”. A larger playing surface can be obtained simply by adding more sections. Below is a 3 × 2 game board (measuring 32 hexes by 27 hexes): While most any size of hex will suffice, it is recommended players use hexes measuring between 3cm and 5cm from edge to edge (1¼” to 2”), depending on the size of the models being used (see below). The minimum recommended playing area is a board 32 hexes across and 18 hexes wide. Several manufacturers produce game boards ideal for use with Starmada. One excellent choice would be the felt game mats produced by Hotz ArtWorks. Anatomy of a Hotz Mat www.hotzmats.com Either the full-size Hotz Mat with 2” hexes or the halfsize mat with 1½” hexes would work well for a standard Starmada scenario (p.12). Players without access to a suitable hexgrid will find a sample game board section at the Majestic Twelve Games web site. Once printed onto 11”×17” paper, the white margins should be carefully trimmed using a pair of scissors or hobby knife. 4 April 2020 – www.mj12games.com Alternatively, Starmada can be played on an open tabletop (i.e. without hexes); when doing so, players will also need to supply at least one yardstick or tape measure. The basic rule of thumb is one hex equals a distance of 5cm (2”) on the tabletop; this requires a playing surface at least 100cm wide and 150cm across (approximately 3’×5’). When measuring distances on the tabletop, always round up to the next “hex”; e.g. if two starships are 12cm apart, they are considered to be at a range of 3 hexes (12cm ÷ 5cm/hex = 2.4 hexes, rounded up). Models Each starship is represented by a model placed on the game board. Typically, a model is a metal or resin miniature, suitably painted and mounted on a “flying” stand. Such figures add an important aesthetic dimension to the game. Many different manufacturers produce ship miniatures, some with ties to Starmada. Visit the Majestic Twelve Games web site for more details.
Double-sided markers are considered “face up” if the side with a colored background is showing; if the white background is showing, the marker is considered “face down”. 0.2 Glossary Miniatures by Brigade Models www.brigademodels.co.uk Players without access to suitable miniatures will find a sheet of sample starship counters at the Majestic Twelve Games web site. Once printed onto cardstock, these counters should be carefully separated using a pair of scissors or a hobby knife. For extra durability, the counters may be glued onto thicker stock, such as a cereal box or mat board, prior to being cut out. Whatever is used, each model must have some method of indicating its “front”; e.g. the sample counters have a small arrow on one edge. On the game board, models must be placed so each is completely within a single hex and clearly facing one of the sides. Accuracy: The number a player needs to roll or better on a single die in order to score a hit with a weapon; e.g. “4+” indicates a roll of 4, 5, or 6 is required to score a hit. Abbreviated as “ACC”. Bank: The set of weapons within a battery which can fire into a given firing arc (or arcs). Battery: A group of identical weapons on a starship, all with the same range, rate of fire, accuracy, impact, and damage values. Campaign: A series of linked games, in which the outcome of one battle has a direct impact upon the initial conditions of the next. Class: The template to which a particular starship conforms. Most ships are not unique designs, but one of a number of identical (or nearly so) vessels. Combat Rating: A number indicating a starship’s ability to inflict and endure punishment relative to other ships in the game. The higher this number, the more powerful the design. Damage: There are two meanings: 1) The number of dice a weapon uses when making a damage roll. Abbreviated as “DMG”; 2) The effect of a damage roll on a target. In the above example, only Ship (C) is placed correctly. Ship (B) overlaps multiple hexes, while Ship (A) is not clearly facing one side of the hex it occupies. Starship Display Sheets In addition to the model used to represent it on the game board, each starship has an associated starship display sheet. This sheet contains all of the information necessary to define the ship’s capabilities, as well as to track damage inflicted by the enemy. The various parts of the display sheet, and how each impacts game play, are described in the following chapter (p.9). Markers Many of the options included in this book require the use of markers during the game. Players may use coins, beads, rare jewels, or any other suitable items for this purpose. A full-color copy of this sheet of sample markers can be downloaded from the Majestic Twelve Games web site. Once printed onto cardstock, the sheet should be folded as indicated (along the red line), and the two halves glued together. Finally, the individual markers should be carefully separated using a pair of scissors or a hobby knife. Damage Roll: The act of rolling dice to determine what effect an attack has on the target. Defensive Arc: One of four arcs surrounding a starship which define the area covered by certain types of defensive systems. Contrast with “firing arc”. Defensive Rating: One component of the combat rating; a quantification of how many points of damage, on average, it will take to destroy the starship. Element: A term that includes both starships and fighter flights. It is used to avoid having the phrase “starship and/or fighter flight” occur repeatedly throughout these rules. Engine Hit: A type of damage representing the loss of engine power. When all of a starship’s engine boxes have been checked off, it can no longer maneuver. Engine Rating: The amount of power provided by a starship’s main propulsion system. Each point in the engine rating represents enough thrust to increase or decrease the ship’s speed by one hex per game turn. Engine Requirement: A quantification of the amount of energy needed from a starship’s engines in order to complete a given set of movement orders. Unity Rulebook – Version 2.0 5
Equipment: Starship systems that only provide benefit while operational. Equipment can be destroyed by damage. Contrast with “munitions” and “traits”. Facing: The direction in which the front of a starship is pointed. Contrast with “heading”. Faction: The political entity to which a side’s forces belong. Depending on the setting in which your games are set, a faction may represent anything from a small mercenary cartel to a galaxy-spanning empire. Fighter: A small, fast attack craft used to harass enemy starships and defend against opposing fighters. Fighter Capacity: A quantification of the amount of space a starship has set aside for the storage and maintenance of fighter flights. Fighter Flight: A group of fighters operating as a single unit. The terms “fighter flight” and “flight” should be considered interchangeable. Firing Arc: A segment of the imaginary circle surrounding a starship which defines the direction(s) in which a weapon can make an attack. Contrast with “defensive arc”. Fleet Limit: The limiting factor when assembling a fleet for a scenario; defined as the highest allowable total combat rating for all starships on a side. Game Turn: The period of time during which each phase in the sequence of play is conducted once. Contrast with “turn”. Game Turn Record: The bottom portion of the starship display sheet, used to record movement orders and other bits of information throughout the game turn. Heading: The direction in which an element is moving. Contrast with “facing”. Hull Hit: A type of damage representing the weakening of a starship’s superstructure. When all of a ship’s hull boxes have been checked off, it is destroyed. Hull Size: A quantification of the size of a starship; the number of hull hits the ship can take before destruction. Impact: The number of dice a weapon uses when making an impact roll. Abbreviated as “IMP”. Impact Roll: The act of rolling dice to determine whether a weapon hit is blocked by the target’s shields. Line of Sight: An imaginary line traced from the center of an attacker’s hex to the center of the target hex; used to determine if an attack is obstructed or obscured by intervening terrain. Movement Allowance: The maximum number of hexes a fighter flight may move when activated. Abbreviated as “MA”. Movement Orders: The system of notation allowing players to simultaneously plot where their starships are going to move. Munitions: Consumable starship systems which are discarded after use. Contrast with “equipment” and “traits”. Offensive Rating: One component of the combat rating; a quantification of how many points of damage, on average, the starship can inflict in a single game turn, weighted by an “engagement radius”. Phase: One of several divisions in each game turn, organized in such a way as to bring order to the chaos of battle. Pill Bug: Armadillidiidae is a family of woodlice, a terrestrial crustacean group in the order Isopoda. Unlike members of other woodlouse families, members of this family can roll into a ball, an ability they share with the outwardly similar but unrelated pill millipedes and other animals. It is this ability which gives woodlice in this family their common names of pill bugs, roly polies, or doodle bugs. The best known species in the family is Armadillidium vulgare, the common pill bug.1 Pivot: A maneuver by which a starship changes its facing by one or more hexsides while its heading remains unaltered. Range: There are two meanings: 1) The distance between two objects, as determined by counting the number of hexsides crossed along the shortest path between the two; 2) A weapon characteristic defining the distance at which it may be used to attack a target. Range is divided into three equal bands: short, medium, and long. Abbreviated as “RNG”. Rate of Fire: The number of dice a weapon uses when making a to-hit roll. Abbreviated as “ROF”. Scenario: A specific collection of rules for setting up the game, the forces to be used, and conditions under which victory may occur for either side. Sequence of Play: The order in which the phases of a game turn are conducted. Shield Hit: A type of damage representing the degradation of a starship’s shield rating. When all of a ship’s shield boxes have been checked off, it is no longer protected by shields (although it may possess other forms of defense). Shield Rating: The amount of protection provided by a starship’s shield generators; given as a number from 0 to 5. Loss Limit: A restriction placed on how many weapons from a given battery may be chosen as losses due to damage before those from other batteries are damaged. Model: The playing piece representing a specific element on the game board. 6 April 2020 – www.mj12games.com 1 www.wikipedia.org. Be advised circumstances may pill bugs wheel. that under no
Side: Collectively, all of the players controlling the starships of one faction in a game. In a two-player game, players are considered to be “sides” unto themselves, while multi-player games may involve more than one player per side. Starmada Sideslip: A maneuver by which a starship moves forward while “slipping” to either the left or the right. Starmada was first posted to the rec.games.board Usenet group on January 22, 1994, at 7:36 PM (GMT). A search on groups.google.com should still turn up the original posts (there were four in all). This version was re-released as an appendix to the Starmada X rulebook. Speed: The number of hexes of forward movement contained in a starship’s most recent set of movement orders. Extremely primitive as compared to more modern evolutions of the game, very little of the original Starmada has been retained over the years. Starship: An independent space-faring vessel; the basic combat unit in Starmada. The terms “starship” and “ship” should be considered interchangeable. Starmada 2.0 Starship Display Sheet: The sheet on which all of a starship’s capabilities and weapon systems are noted. It is also used to record damage suffered by the ship. Starship Systems: Any apparatus or machinery possessed by a starship which is not otherwise represented by the basic descriptors (hull, engines, weapons, and shields). Ship systems are subdivided into three types: equipment, munitions, and traits. Tiny: A tiny target is significantly smaller than even the lightest starship; e.g. fighters, shuttlecraft, etc. Such targets are more difficult for normal weapons to acquire and engage. To-Hit Roll: The act of rolling dice to determine whether a weapon hits its intended target. Trait: There are two meanings: 1) A type of starship system which represents an intrinsic quality of a starship. Due to their nature, traits are unaffected by damage. Contrast with “equipment” and “munitions”; 2) A characteristic of a weapon that enhances or modifies its operation within the rules. Turn: A maneuver by which a starship alters its heading by one hexside (60°). Contrast with “game turn”. U-Turn: A type of turn by which a starship reverses course, changing its heading by three hexsides (180°). Contrast with “game turn”. Victory Point Target: The number of victory points that must be scored by one side in order to win a scenario. Victory Points: The method by which a winner is determined. Victory points are usually scored by destroying enemy starships, although some scenarios provide for different methods by which they may be earned. Weapon: An object mounted on a starship used to inflict damage upon enemy ships. Each weapon is part of a battery. Weapon Hit: A type of damage representing the loss of a starship’s weaponry. If the ship carries equipment, this is also affected by weapon hits. 0.3 A Brief History of Starmada As of 2019, Starmada is 25 years old. In that time, the game has gone through a number of iterations. An updated version of the rules was posted in February 1995 on the author’s student web page (sadly, no longer reachable) at the University of Illinois. Many concepts from the first version were discarded or significantly altered; the most important change was the introduction of the shield rating. This version still exists as a text file, and was much more fun to play than the first: perhaps it will see the light of day again. Starmada 3.0 The first printed version of Starmada, this was a “shareware” release in 1996; the rules were available as a free download (again, from an extinct web site) with an encouragement to “register” them by sending $10 to the author, who would then send a hard copy via return post. Registrations were steady despite the poor quality of said hard copies. This version was the first to include weapon firing arcs, as well as introduce the concept of “space units” as a limiting factor in starship construction. Starmada - Fourth Edition Released in 1998, the fourth edition made some notable improvements to version 3.0; the most transformative of which was the specification of different ranges and to-hit values for each type of weapon carried by a starship. (Prior to this, all weapons on a ship had the same range and to-hit values.) The Starmada Compendium Originally billed as Starmada - Fifth Edition, this edition followed the fourth relatively quickly, appearing in late 1998. It bears the distinction of being the first version with artwork, and becoming (in 2000) the first professionally-printed version of the rules. Initially put out as a 96-page rulebook and three 64page expansions, the material was eventually collected in the Starmada Compendium. This version is likely the one to which most long-time players were first introduced. Starmada X Intended to mark the game’s tenth anniversary (hence the “X”), this version got off to a rocky start in late 2003. The initial release as a “box set” was not wellreceived; however, after being re-issued in traditional book form in early 2004 (allowing players to focus on game play instead of packaging), Starmada X held strong for nearly four years, cementing its place as one of the pre-eminent games of starship combat on the market. Unity Rulebook – Version 2.0 7
Among the several improvements introduced were fully-customizable weapons and the implementation of a damage allocation track tailored to each individual starship design. It also became the first version with tie-ins to miniature manufacturers. 0.4 Change Log April 2017: Initial release. Starmada: The Admiralty Edition June 2017: Removed Defensive weapon to-hit penalty (p.42); modified description of Proximity weapon trait (p.43); renamed three Arcturan starship classes (p.86). October 2018: Adjusted Range-Based weapon trait construction multipliers (p.25). April 2020: Updated to v2.0. Visit www.mj12games.com/starmada to download a complete description of all changes. Early in 2007, a group of veteran players came together to discuss the future of Starmada. This group was given the name of “The Admiralty”, and tasked with developing a new edition of the game. The result was The Admiralty Edition, the culmination of nearly a year of collective effort to update, streamline, and otherwise improve upon the game. This was the most successful edition of Starmada ever, with a number of supplements released over the years, expanding the game into both historical wetnavy and far-future space-navy settings. Star Fleet Armada In 2009, Majestic Twelve Games began a joint venture with Amarillo Design Bureau, Inc. The first book, Klingon Armada, included display sheets for 40 starships representing the empires of the Star Fleet Universe, along with updates and additions to the Starmada rules to simulate battles in that setting. To date, five books in this series have been released, containing hundreds of ship designs. Starmada: Fleet Ops Not exactly a new edition, Fleet Ops was instead an attempt to “scale up” Starmada to allow for even larger battles. Published in 2011, it was meant to coexist alongside the Admiralty edition, but introduced a number of concepts that would make their way into the next iteration of the core game. Starmada Nova Rulebook Released in 2012, in many ways Nova represented a departure from earlier versions of the game. Most notably, this version moved away from representing each individual weapon on the starship display sheet in favor of abstract “attack dice”. Combat modifiers increased or decreased the number of attack dice rather than adjusting the chance of scoring a hit on each to-hit die. Although these changes did speed up combat resolution, additional simplification (such as the introduction of generic “damage boxes”) resulted in a “love it or hate it” split among long-time players. Starmada Unity The first version of this rulebook was released in April 2017. Drawing from all the best bits of the editions that preceded it, Unity is meant to be the definitive incarnation of the game. It can be seen in some ways as a return to Admiralty, although this edition retained some of the more useful innovations from Nova. 8 April 2020 – www.mj12games.com This section summarizes all substantive changes made to the Starmada rulebook. 0.5 Design Credits It would be impossible to give full credit to everyone who has contributed to the development of Starmada over the years. Nevertheless, even an incomplete accounting is better than none. Game Design & Rules Text Daniel Kast Unity Edition Development Assistance Ken Burnside, Ken Rodeghero, Noel Weer The Admiralty (2007) Jim Callahan, Matt Curtis, Peter Drake, James M. Dugan, K. David Ladage, Brendan Mayhugh, Rich Oden, Todd Pote, John Voysey, Noel Weer Playtesting (All Editions) John Acar, Daniel Baker, Kyle Barton, Devin Callahan, Richard Colwell, Symon Cook, Stephen Cooper, Andrew Damon, John Davidson, Klaus Deckenbach, Brian Dyck, Ben Frayser, Steven Gabriel, Eric Garvue, Mark Giebler, Steven Gilchrist, Kevin Gray, Dean Gundberg, Chris Gunning, Keeton Harrington, Sam Hart, Garrick Herbst, Garrett Hunter, Darren Kehrer, Kyle Koskinen, Don Kuehn, Tyrel Lohr, Brad McElhaney, Jeff Miller, Robb Minneman, Thomas Nicar, Jason Noble, Bob Norman, Darren O’Connell, Deric Page, Eric Parker, Jonathan Pike, Juha Pohjalainen, James Pridemore, Sam Pullen, Joshua Rasey, Jerry Robinson, Demian Rose, Peter Schutze, Matthew Siedl, Mark Siefert, Brad Sweet, Ken Taborek, Brian Trotter, Bas Van Der Meer, Jay Waschak, Martin Wilför, Chad Wilson, Timothy Wolfe Special Thanks Thomas Bartkowiak, Scott Franklin, Brian Jurczyk, W. Gregory Klett, Brendan Mayhugh, Chris Mazurek, John Richert, Derek Rompot, Kevin Smith, Timothy Swenson, and all the members of the Majestic Twelve Games discussion forum: forum.mj12games.com
1.0 THE STARSHIP DISPLAY SHEET Before players can begin the process of blasting each other’s fleets out of existence, some understanding of starships and the way they are defined within the game is necessary. This chapter explains these details by introducing the starship display sheets, which keep track of all required information for each ship in the game. 1.1 Identifying Characteristics The top section of the starship display sheet consists of descriptive information. Faction, Class, & Type At the top of the starship display is a line with (up to) three distinct bits of information: The faction is the political entity which primarily operates the starship. Depending on the setting in which your battles are being fought, a faction may be anything from a pirate cartel to a galaxyspanning empire. A starship’s class is the designation given to the group of ships with which it shares its design and capabilities. Within the game, all ships in a given class have the same operational parameters, and therefore use identical display sheets. The starship’s type provides a general idea of the role it fulfills within its fleet and command structure. In many cases, ships are assigned types with a naval analogue (e.g. “battleship”, “destroyer”, etc.) although this is not always true. Combat Rating Following the starship’s class is its combat rating: a number indicating the ship’s ability to give and receive punishment relative to other ships in the game. The higher the combat rating, the more effective the ship will be in battle. The starship display sheet above is for an Imperial Majestic-class battlecruiser. The Majestic has a combat rating of 185. Starship Name Below the starship class is an empty space reserved for the ship’s name. This should be unique, as it serves to distinguish individual ships, and link the display to a specific model on the game board. Alternatively (or in addition) a unique letter or number can be written in the “ID” box. 1.2 Structural Components The next section of the starship display constitutes four “tracks” which are used to mark the effects of damage as it occurs. Hull The number of boxes on the hull track corresponds to the starship’s hull size. As the ship suffers hull hits, these boxes will be checked off; the number in the first unchecked box indicates how many hull hits can be taken before destruction. Once the last hull box has been checked, the ship is destroyed and removed from the game. A starship’s hull size is not reduced by hull hits; e.g. a hull size 6 ship is always considered hull size 6, regardless of the number of hull hits taken. Some starships have a group of boxes above the hull track; this indicates the presence of B.18: Screens (p.35). Four sets of boxes represent Directional Screens (p.36). The Majestic is hull size 8. Unity Rulebook – Version 2.0 9
Engines (ENG) A starship’s engine rating indicates the relative power of its main propulsion unit. The number of boxes on the engine track is equal to one-half the starship’s hull size, rounded up. As the ship suffers engine hits, these boxes will be checked off; the number in the first unchecked box indicates the ship’s current engine rating. Once the last engine box has been checked, the ship can no longer maneuver (engines may be repaired if using E.1: Damage Control, p.48). There are four boxes on the Majestic’s engine track. The starship begins with an engine rating of 5; after two engine hits have been taken, this drops to 2. Weapons (WPN) The number of boxes on the weapons track is equal to the one-half the starship’s hull size, rounded up. As the ship suffers weapon hits, these boxes will be checked off; the number in the first unchecked box indicates how many weapons are currently functional (any equipment carried by the ship is also included in this total, but not traits or munitions). Once the last weapons box has been checked, the ship has no remaining functional weapons (or equipment; weapons/equipment may be repaired if using E.1: Damage Control, p.48). There are four boxes on the Majestic’s weapons track. The starship has a total of 17 weapons (and equipment items); after the first weapon hit has been taken, the ship must choose four weapons (and/or equipment items) to be damaged. “Shields” is used as a generic term for starship defenses that can absorb or deflect a certain percentage of incoming weapons fire: it is possible the “shield” rating may in fact be due to point-defense lasers, neutronium reactive armor, reflective hull paint, magic beans, or any number and/or combination of different systems. There are four boxes on the Majestic’s shield track. The starship begins with a shield rating of 3; after two shield hits have been taken, this drops to 2. 1.3 Weapons Most starships have one or more weapon batteries. Each battery consists of a number of weapons of the same type and with the same capabilities. The types of weapon carried by a starship are listed down the right side of the starship display sheet. A weapon’s characteristics are given in the following format: S-M-L where S (short), M (medium), and L (long) are the weapon’s range bands (see below). A weapon’s range (RNG) is divided into three bands: short, medium, and long. For example, a weapon whose RNG is given as “3-6-9” has a short range of 1-3 hexes; a medium range of 4-6 hexes; and a long range of 7-9 hexes. Some batteries have a movement allowance (MA) listed instead of range bands; this indicates the battery is made up of C.4: Seeking Weapons (p.40). Rate of Fire (ROF) indicates the frequency with which the weapons in the battery can attack. This may be due to a high cyclical rate (e.g. a machine gun), several projectiles in each attack (e.g. a shotgun), or other factors. Weapons with higher ROF values have more chances to score hits against the target. Accuracy (ACC) determines the chance weapons in the battery have of hitting the target. As it denotes the minimum result that must be rolled on a die in order to score a hit, a lower ACC is better (i.e. weapons with ACC 3+ are twice as likely to score hits as those with ACC 5+). Impact (IMP) and Damage (DMG) reflect the destructive power of the weapons in the battery. The higher these numbers, the more damage the weapons are able to inflict on the target. The distinction between the values has to do with timing: IMP is applied when attempting to pierce the target’s shields, while DMG comes into play if/when the shields have been penetrated. Shields (SHLD) Most starships have some amount of energy shielding, if only to protect them from the impact of meteors and other debris. However, the main function of a ship’s shield rating is to defend against enemy weapons. The number of boxes on the shield track is equal to one-half the starship’s hull size, rounded up. As the ship suffers shield hits, these boxes will be checked off; the number in the first unchecked box indicates the ship’s current shield rating. Once the last shield box has been checked, the ship is no longer protected by shields (although it may possess other forms of defense; shields may be repaired if using E.1: Damage Control, p.48). It is possible for a starship to have no shield track at all; for example, in settings where B.18: Screens (p.35) are the primary defensive measure. In such cases, the engine and weapons tracks are extended to cover the space on the starship display sheet normally occupied by the shield track. 10 Some starships have four sets of boxes above the shield track; this indicates the presence of B.7: Directional Shielding (p.32). April 2020 – www.mj12games.com ROF×ACC/IMP/DMG If there is anything listed on the right side of a battery’s display, this indicates the weapons possess one or more C.5: Weapon Traits (p.41).
1.4 Starship Systems The Lightning Turret has range bands of 4, 8, and 12 hexes; its ROF is 2; its ACC is 5+; and its IMP and DMG values are each 1. It has the Piercing-1 (Pr1) trait. Below the starship’s engine, weapons, and shield tracks is a section showing the number of weapons carried and the firing arcs into which they can be brought to bear (p.19). Each set of squares denotes a separate bank of individual weapons which can fire into the indicated arc(s). For example, “AB ▢▢▢| BD ▢▢▢” indicates two banks of three weapons each, one firing into the [AC] firing arc and the other firing into the [BD] arc. As the starship suffers weapon damage, these squares will be filled in, reducing the number of weapons available. Following the firing arcs is a number encased in parentheses. This is the battery’s loss limit, used when assigning damage due to weapon hits (p.21). Any characteristics or special equipment possessed by the starship, not encompassed by the other sections of the starship display sheet, are listed below the ship’s weapons. Ship systems are divided into three types: equipment, munitions, and traits. Equipment is listed first, followed by traits (printed on a shaded background), and finally munitions, with each class of munition listed on a separate line. Systems are described in Appendix B: Starship Systems (p.30). Any equipment carried by the starship (but not traits or munitions) also has a loss limit, which operates in the same manner as the loss limits for weapon batteries (p.21). The Majestic has two pieces of special equipment: Countermeasures, and a Hyperdrive. The loss limit for this equipment is (1). The Majestic does not have any traits or munitions. 1.5 The Game Turn Record The Majestic has three weapon batteries: Lightning Turrets, Laser Cannons, and Fusion Torpedoes. There are four Lightning Turrets, two firing into each of the [ACE] and [BDF] arcs. The loss limit of the battery is (2). At the bottom of each starship display sheet is a game turn record, used to track different things throughout the course of the game turn. One box is used for each game turn. Here players can record the starship’s movement orders (p.15) as well as any additional information as described throughout the rules. The checkbox at top left is used to indicate when a ship has made its attacks. Unity Rulebook – Version 2.0 11
2.0 PLAYING THE GAME This chapter is intended to give an overall picture of how the game is played; further details can be found in following chapters. After a few games, players should be able to dispense with the rulebook entirely; every effort has been made to keep the process as intuitive as possible. 2.1 Choosing the Scenario A dozen scenario templates are given in Appendix S: Scenarios (p.58). Alternatively, scenarios may be designed from scratch, although this should not be attempted until players have gained some familiarity with the game. Once a few games have been completed, many players will likely want to try their hand at a campaign, or a series of linked scenarios. There are a nearly infinite number of ways to conduct a campaign; some easy-to-implement possibilities are discussed in Appendix T: Campaigns (p.65). 2.3 Deploying the Fleet After choosing the starships making up their fleets, players may either make copies of the appropriate ship display sheets, or else write the necessary information onto blank display sheets, which can be obtained from the Majestic Twelve Games web site. Next, set the game board within reach of both sides on a level playing surface, such as a table or the floor. Determine the total number of starships on each side. The side with more ships places one model within four hexes of one short edge of the game board. The other side then places one model within four hexes of the opposite edge. If both sides have the same number of ships, roll a die to determine who places first. Players who wish to jump right in may elect to play a “standard” scenario, which is merely a no-frills engagement on an open game board between two evenly-balanced sides. This chapter describes the process for setting up and playing a standard scenario. 2.2 Assembling the Fleet The first step in playing a game (aside from finding an opponent) is to decide what size battle to fight. There are five standard sizes: Battle Size Very Small Small Medium Large Very Large Fleet Limit 400 700 1000 1500 2000 VP Target 240 420 600 900 1200 The fleet limit determines how big each fleet will be, while the victory point (VP) target indicates how much damage players must inflict in order to win the game (p.13). To begin, select a faction and build a fleet by selecting starships available to that faction. The only limitation is that the total combat rating of all ships selected by either side may not exceed the fleet limit. Sides typically choose different factions, although it is possible for both sides to select the same faction: think of it as a training exercise, or the opening battle of a civil war. 12 April 2020 – www.mj12games.com Sides alternate placing models within their setup areas until all starships have been placed. No more than three ships may be placed in a single hex. Once all starships have been placed, total the number of fighter flights on each side (p.22). Beginning with the side that has more flights, alternate placing one flight at a time until all flights have been placed (if using F.5: Launch & Recovery, p.52, some or all of a side’s flights may be held onboard their carrier). Each fight flight must begin the game within two hexes of its carrier. No more than three flights may be placed in a single hex. 2.4 The Game Turn Starmada is played in a series of game turns, each of which is made up of five distinct parts, or phases. The order in which these phases are conducted is referred to as the sequence of play. When all five phases have been completed, one game turn is over, and the next begins with the Orders Phase.
Each phase requires players to perform specific tasks, thus bringing some semblance of order to the chaos of battle. These tasks must be completed during the indicated phase, and may not be performed in another. For example, if a player forgets to make attacks with a starship during the Combat Phase, the opportunity is lost and cannot be recovered during the End Phase. During the Orders Phase sides record movement orders for each of their starships, according to the rules on p.15. During the Movement Phase sides move their starships across the game board, according the rules on p.16. During the Fighter Phase sides alternate activating individual fighter flights, according to the rules on p.22. (If no fighter flights are present, players may skip this phase.) During the Combat Phase sides make attacks with their starships, according to the rules on p.18. The End Phase serves primarily to mark the end of the game turn. At this time, both sides should determine whether their conditions for victory have been met (see rule 2.5: Victory! below). A detailed sequence of play, describing all of the potential actions that may be conducted during the course of a single game turn, can be found on the following page. 2.5 Victory! Winning the game is as simple as accumulating enough victory points (VPs). In most cases, VPs are awarded for the destruction of enemy forces. VPs may also be awarded for other achievements (or for preventing the other side from achieving something), as specified by the scenario. Eliminating a starship awards the opposing side a number of VPs equal to the ship’s combat rating; e.g. the destruction of a ship with a combat rating of 100 would be worth 100 VPs to the opposing side. If, during the End Phase, one side has scored enough VPs to win, the game is over and that side is the victor. If both sides have scored the necessary number of VPs, the game is a draw. Unity Rulebook – Version 2.0 13
Sequence of Play This outline summarizes all potential actions to be conducted during the course of a game turn, and the order in which they should occur. See the relevant rule for details on each entry. 1) Orders Phase a. If using random movement initiative, assemble and shuffle activation deck (D.8). b. If using sequential movement, alternate proceeding through steps (1d) through (2c) with one starship at a time; if one side has more than twice as many ships, that side moves multiple ships at a time; unless using random movement initiative (D.8). c. If not using sequential movement, conduct steps (1d) through (2c) simultaneously for all ships. d. Record movement orders (3.1); determine engine requirements (3.2); expend boosters (B.3). i. Record use of secondary weapon modes (C.2); record shield reinforcement (E.6). e. Reveal movement orders; confirm orders are valid (3.2). 2) Movement Phase a. Remove cloaked starships from game board; return uncloaked and detected cloaked starships to game board (B.5). b. Make hyperdrive warmup rolls; remove starships entering hyperspace from game board (B.10). c. Move all starships on game board according to movement orders (3.3). i. Apply damage due to minefields (B.15) and asteroid fields (G.1); resolve explosions (E.3). ii. Float game board as necessary (D.4). iii. Resolve stacking (3.3). iv. Utilize overthrusters (B.16). 3) Fighter Phase a. If using random fighter initiative, assemble and shuffle activation deck (F.7). b. Alternate activating one fighter flight at a time; if one side has more than twice as many flights, that side activates multiple flights at a time (5.2); unless using random fighter initiative (F.7). i. Selected LRF flight may attempt to enter hyperspace (F.6). ii. Move selected flight on game board (5.3); or place on combat space patrol (F.1). iii. Interrupt flight’s movement with opposing flight on combat space patrol (F.1). iv. Declare attack by selected flight against adjacent target (5.4); or declare dogfight (F.2); or declare screening (F.3); or recover flight (F.5). 14 April 2020 – www.mj12games.com v. Resolve defensive fire from target starship’s tractor beams (B.24) and/or Defensive weapons (C.5). vi. Resolve declared attack and apply effects immediately (5.4); resolve explosions (E.3). 4) Combat Phase a. If using random combat initiative, assemble and shuffle activation deck (E.5). b. Alternate making attacks with one starship at a time; if one side has more than twice as many ships, that side attacks with multiple ships at a time (4.0); unless using random combat initiative (E.5). i. Declare all targets, confirming range, firing arc, and line of sight restrictions (4.1); declare directed damage (E.2). ii. For each target of each weapon battery, resolve effects of stealth (B.22); make tohit roll (4.2). iii. For each hit scored, make impact roll (4.3). iv. For each point of impact inflicted, make damage roll (4.4). v. If using sequential combat (E.5), apply effects of weapons damage (4.5); resolve explosions (E.3). c. Resolve starship systems/options used at the same time as weapons fire: i. Launch flares (B.9); launch probes and/or fire probes as weapons (B.17). ii. Resolve marine boarding attempts (B.14); trigger shockwave (B.19); use tractor beams (B.24). iii. Place seeker flights (C.4). iv. Make target acquisition (TAG) attempts (E.7). 5) End Phase a. Apply gravitational pull due to black holes (G.2). b. Apply effects of weapons damage (4.5); resolve explosions (E.3). c. Evaluate victory conditions (2.5). d. Resolve damage from emergency thrust (D.1); perform damage control (E.1). e. Reverse pivots (3.4); activate stutterdrives (B.23); declare towing (D.9). f. Remove face-up flare/probe/TAG markers; flip face-down flare/probe/TAG markers to face up (B.9/B.17/E.7). g. Deploy mines (B.15); launch shuttlecraft (B.20); launch fighter flights (F.5).
3.0 MOVEMENT Movement in Starmada is governed by the first of Newton’s Laws: an object in motion will remain in motion unless acted upon by an external force. In game terms, the object is a starship, and the force is the thrust provided by its engines. A starship’s movement orders are “2P2”. As a result, the ship will move two hexes forward (2), turn one hexside to port (P), and then move another two hexes forward (2), as shown below: The procedure for completing a starship’s movement consists of three steps: 1) Movement orders are written for the starship during the Orders Phase. 2) The engine requirement is determined and compared to the starship’s current engine rating; if this requirement does not exceed the engine rating, the orders are legal. 3) The starship’s model is moved on the game board according to its orders during the Movement Phase. For those players who are looking for a different “feel” in their games, Starmada can handle any number of alternative movement systems; some possibilities are described in Appendix D: Movement Options (p.44). 3.1 Movement Orders During the Orders Phase, players secretly record movement orders for each starship under their control. Orders consist of forward movement and/or turns; these are written in the appropriate box of the game turn record, using the following notation: A number indicates forward movement; e.g. “3” means the starship is to move forward three hexes. “P” indicates a one-hexside (60°) turn to port (left/counter-clockwise). “S” indicates a one-hexside (60°) turn to starboard (right/clockwise). “U” indicates a three-hexside (180°) turn (a “uturn”). Movement orders may include up to three onehexside turns, or a single u-turn; all one-hexside turns must be in the same direction. Thus, “4P2” and “1S2S” are examples of valid movement orders, while “2P1S” and “2U1P” are not. Those who have played other games using vector or inertial movement systems should note that what is being plotted in Starmada is not the thrust being applied by a starship, but the actual movement to be completed. Thus, a movement order of “4” does not mean the ship is accelerating by four hexes per turn; it means the ship intends to move four hexes straight ahead. Speed At the end of the starship’s movement orders, the controlling player should write the ship’s speed in parentheses. A ship’s base speed is the sum of all forward movement included in the ship’s orders. For example, “4P2” indicates a speed of 6 (4 + 2); thus, the final movement orders would be “4P2(6)”. Speed is the primary factor in determining the engine requirement of the movement being performed (see below). 3.2 Engine Requirements Each set of movement orders has an associated engine requirement, defining the minimum engine rating needed to complete the orders. If the ship’s current engine rating is less than the engine requirement for the ship’s recorded movement orders, the orders are illegal and cannot be completed. Any ship discovered to have illegal orders will not complete those orders, and instead move forward a number of hexes equal to its speed in the previous game turn. Unity Rulebook – Version 2.0 15
The engine requirement for a given set of movement orders depends upon the number of turns to be performed: If the starship is performing no turns, the engine requirement is the difference between the ship’s speed in the previous game turn and its current speed. When determining the difference, always subtract the smaller value from the larger. If both values are the same, the engine requirement is zero. This is the only way to achieve an engine requirement of zero; thus, a starship without a current engine rating will continue to move at the same speed, and in the same heading, indefinitely. If the starship is performing a single one-hexside turn, the engine requirement is the ship’s speed in the previous game turn or its current speed, whichever is greater. If the starship is performing two or three onehexside turns, or a single u-turn, the engine requirement is the sum of the ship’s speed in the previous game turn and its current speed. The engine requirements for each type of movement order are summarized on the following chart: Turns None One Two or Three or U-Turn Engine Requirement Difference between previous and current speeds Greater of previous and current speeds Sum of previous and current speeds Due to the above requirements, a starship with a previous speed greater than its engine rating cannot perform any turns. Unless otherwise specified by the scenario, during the first game turn players should assume each starship’s previous speed was equal to its engine rating. After all movement orders have been recorded, they are no longer secret, and may be inspected by all players. 3.3 Moving on the Game Board Once movement orders have been recorded for all starships, play proceeds to the Movement Phase, during which the ship models are moved on the game board according to those orders. If a starship’s movement orders cause its model to leave the game board, it is immediately removed from play and the ship may not return. Unless scenario rules state otherwise, ships leaving the board are considered destroyed, and the opposing side receives the normal amount of VPs. Starship Maneuvers Many options provide additional maneuvers and/or notations that may be included in a starship’s movement orders. The table below provides a summary. See the relevant rule for details on each entry. Code Maneuver Standard Maneuvers # Move forward # hex(es) P Turn one hexside (60°) to port (left/counter-clockwise) S Turn one hexside (60°) to starboard (right/clockwise) U Turn three hexsides (180°/“u-turn”) Special Maneuvers L Sideslip one hex to the left R Sideslip one hex to the right … +# Pivot # hexside(s) clockwise … -# Pivot # hexside(s) counter-clockwise Starship Systems C/… Activate cloaking device H/… Hyperdrive warmup Movement Options E/… Emergency thrust Z/… Evasive action @/… Roll T/… Towing Terrain [#] Planetary orbit for # hex(es) Increase one altitude level Decrease one altitude level Rule 3.1 3.1 3.1 3.1 3.4 3.4 3.4 3.4 B.5 B.10 D.1 D.3 D.7 D.9 G.5 G.6 G.6 Stacking Starships may move through hexes occupied by other ships without incident: space is big enough for them to pass. Further, two or more ships from the same side may end their movement in the same hex. However, if ships from opposing sides end their movement in the same hex, the situation must be resolved. Roll a die for each starship, and add its current engine rating (re-roll any ties between opposing ships). The ship with the lowest total remains in place; then, in ascending order of their totals, each ship either remains in place (if on the same side as the first ship) or is moved to one of the adjacent hexes, maintaining its current heading. A cruiser has ended its movement in the same hex as two opposing destroyers. A die is rolled for each starship, adding its current speed. The cruiser (engine rating 4) rolls a 3, for a total of 7; the destroyers (engine ratings 5 and 6, respectively) roll a 4 and a 2, for respective totals of 9 and 8. As the cruiser’s total is lowest, it remains in place. The two destroyers are then moved to adjacent hexes; neither can remain in place, as that would fail to resolve the situation. The destroyers can both be moved into the same hex, or they can be split between separate hexes. If a starship is relocated to a hex within a minefield (B.15: Mines, p.34) or asteroid field (G.1: Asteroids, p.54), the ship is “attacked” as if it had moved into the hex. 16 April 2020 – www.mj12games.com
Starships from opposing sides may not be placed into the same hex during this process, nor may a ship be placed into a hex containing terrain with which it cannot coexist, such as an asteroid (G.1: Asteroids, p.54), event horizon (G.2: Black Holes, p.55), cometary nucleus (G.3: Comets, p.56), or planet (G.5: Planets, p.56). In the rare event there are no available hexes adjacent to the contested hex, the ship is moved two hexes, maintaining its current heading. 3.4 Special Maneuvers In addition to forward movement and turns, starships may also include the following maneuvers in their movement orders. Sideslips A starship may plot sideslips during its movement orders, using “L” and “R” to indicate a one-hex slip to the left or right, respectively. When performing a sideslip, a ship is moved forward and to the left or right, without changing its heading, as illustrated below: In addition to increasing the engine requirement of a starship’s current movement orders, sideslips may reduce the engine requirement in the next Orders Phase. If a ship’s movement orders contain a single one-hexside turn, the engine requirement is reduced by -1 for each slip conducted in the previous Movement Phase, provided those slips were in the same direction as the plotted turn (port=left; starboard=right). The engine requirement for movement orders containing two or three one-hexide turns, or a single u-turn, is unaffected by sideslips in the previous turn. In our example, the starship has conducted movement orders of “P2L2(5)”. In the next Orders Phase, the ship wishes to carry out orders of “3P1(4)”. Normally, this would result in an engine requirement of 5 (max{5,4} = 5); however, because the ship conducted a single slip to the left in the previous Movement Phase, the engine requirement is reduced by -1, for a final requirement of 4. The primary application of this rule is to spread the engine requirement of a one-hexside turn across multiple Orders Phases. For example, a starship with an engine rating of 3 and a previous speed of 6 could not normally conduct a turn without first slowing down. However, it may turn while maintaining its speed by first plotting movement orders of “2R1RR(6)” (engine requirement 6 - 6 + 3 = 3) and then “3S3(6)” (engine requirement max{6,6} = 6 - 3 = 3). Pivots Each sideslip counts as one hex of forward movement for purposes of determining speed, and adds an additional +1 to the engine requirement of the starship’s movement orders. A starship with a previous speed of 4 has movement orders of “P2L2(5)”; this indicates the ship will turn one hexside to port, move forward two hexes, slip left for one hex, and move forward two more hexes, for a new speed of 5. Because the orders contain a single one-hexside turn, the engine requirement is equal to the greater of the ship’s previous and current speeds, plus one for the sideslip, for a total of 6 (max{4,5} = 5 + 1 = 6). A starship may perform two or more sideslips consecutively. Ships may only slip in one direction per Movement Phase; in addition, sideslips must be in the direction corresponding to any one-hexside turns conducted (port=left; starboard=right). For example, movement orders of “1L2R(5)” are invalid, because they contain slips in both directions, while orders of “R3P(4)” are also invalid, because the sideslip is in the opposite direction from the one-hexside turn. By default, a starship’s facing (the direction in which its nose is pointed) is the same as its heading (the direction in which it is traveling). However, a ship may alter its facing by plotting a pivot at the conclusion of its movement orders. This is done by writing a plus (+) or minus (-) followed by a number from 1 to 3. A plus sign indicates a clockwise pivot; a minus sign indicates a counter-clockwise pivot; the value indicates the number of hexsides turned. For example, “+2” indicates a pivot of two hexsides clockwise; “-1” indicates a pivot of one hexside counterclockwise. Pivots of “+3” and “-3” are identical, as they both result in a 180° facing change. A pivot is written at the conclusion of the starship’s movement orders. For example, “3P1(4) +1” indicates a move of three hexes forward, a one-hexside turn to port, and another hex of forward movement, for a final speed of 4, followed by a one-hexside clockwise pivot. Pivots have no effect on the ship’s speed; however, the number of hexsides turned is added to the engine requirement. Thus, if the ship performing the above movement orders had a previous speed of 5, the engine requirement would be 6 (max{5,4} = 5 + 1). Any starship including a pivot in its movement orders must reverse the pivot during the End Phase. For example, if a ship pivots two hexsides clockwise in the Movement Phase, its model must turn two hexsides counter-clockwise in the End Phase. This is necessary to ensure the ship’s proper heading is retained for the next Movement Phase. Unity Rulebook – Version 2.0 17
4.0 COMBAT The Combat Phase will be the heart of most game turns, as it is during this time when starships unleash their fury upon one another. 3) For each die that equals or exceeds the weapon’s accuracy (ACC), a number of dice is rolled equal to the weapon’s impact (IMP) value. To begin, determine the total number of starships on each side of the battle. The side with more ships resolves the attacks of a single ship. Play then alternates between sides until all ships have had an opportunity to resolve their attacks. 4) For each die that exceeds the target’s shield rating, a number of dice is rolled equal to the weapon’s damage (DMG) value, and the result of each recorded on the target’s display sheet. 5) The effects of damage are applied during the End Phase. Side A has three starships, while Side B has five. Therefore, Side B will attack with one of its ships, followed by Side A. They will alternate until Side A has attacked with all of its ships, at which time Side B will attack with its remaining two ships; this is illustrated by the following progression: B-A-B-A-BA-B-B. If both sides have the same number of starships, roll a die to determine which side goes first. If one side has more than twice as many starships, it resolves the attacks of two ships at a time; if one side has more than three times as many ships, it resolves three at a time; and so on. Side A has five starships, while Side B has two. Therefore, Side A will attack with two of its ships, followed by Side B. They will alternate until Side B has attacked with its second ship, at which time Side A will attack with its remaining ship; this is illustrated by the following progression: A-A-B-A-AB-A. The ratio between the two sides is only relevant at the start of the Combat Phase. Thus, if one side begins with more than twice as many starships as the other, it will continue to attack with two (or more) ships at a time even if the ratio is altered as the phase progresses. Strictly speaking, as damage does not take effect until the End Phase, the order in which starships make their attacks is largely irrelevant; however, by alternating in this manner all players remain involved throughout the Combat Phase. The procedure for resolving a starship’s combat opportunity consists of five steps: 18 1) A declaration is made of the target(s) to be attacked and the weapon(s) to be used against each. 2) For each weapon, a number of dice is rolled equal to its rate of fire (ROF) value. April 2020 – www.mj12games.com The order in which a starship’s weapons fire is resolved is entirely up to the controlling player. The game turn record contains a checkbox to indicate when each starship has made its attacks and ensure no ship mistakenly attacks twice in a single Combat Phase. 4.1 Declaration of Targets When a starship has been selected to make its attacks, the controlling player must first declare the target(s) to be attacked and the weapon(s) to be used against each, keeping in mind the target of a weapon must be within the appropriate range and firing arc, and the attacker must have a line of sight to the target (p.19). All declarations for the firing ship must be made before any dice are rolled. If, after the starship’s attacks have begun (i.e. after any dice have been rolled), it is discovered the player has failed to declare a target for a weapon, or a weapon cannot attack the declared target due to range or arc restrictions, that weapon will not fire during the current Combat Phase. Range A weapon’s long range band indicates the maximum distance at which a target can be attacked. For example, a weapon with RNG 5-10-15 may attack targets at a distance of up to 15 hexes. Count the number of hexsides crossed along the shortest path between the attacking starship and the target. If this distance is equal to or less than the weapon’s long range band, the attack may proceed.
Any given target will occupy at least two of these component arcs: one from the A-F group, and one from the G-L group. If a target occupies a hex bisected by an arc boundary, it is considered to occupy both of those arcs. For example, the hex directly in front of a starship falls within the ship’s [A], [B], and [G] arcs. In the above illustration, Ship (A) is four hexes away from Ship (B), and two hexes away from Ship (C). Firing Arcs Starmada utilizes a unique notation system to identify firing arcs. Each starship has twelve “component” arcs, which can be combined in hundreds of ways to simulate most any weapon configuration players may require. The component firing arcs are divided into two groups. The first group, labeled A-F, is bounded by the hex rows extending from the ship’s position: In the example from above, Ship (B) occupies Ship (A)’s [G] (shown) and [B] arcs; Ship (C) occupies the [C] (shown), [H], and [J] arcs. A weapon may only attack a target if it is able to fire into one of the arcs occupied by that target; e.g. if the target is in the [C] and [H] arcs, only those weapons with a “C” or “H” in their arc designations may be used to attack. Line of Sight By default, all starships are able to target all others on the game board. However, some options and advanced rules introduce objects which can obstruct line of sight. Intervening elements expressly do not obstruct line of sight. Line of sight is determined by tracing an imaginary line between the center of the attacker’s hex and the center of the target hex. If this line crosses any portion of an intervening hex, the line of sight is considered to pass through that hex. If the line crosses directly between two hexes, line of sight is considered to pass through one (but not both) of them; the choice is up to the attacker. The second group, labeled G-L, is bounded by the hex “spines” rather than the hex rows: In our example, the line of sight between Ship (A) and Ship (B) crosses through all four of the shaded hexes. Further, the line of sight between Ship (A) and Ship (C) will cross through either hex X or Y, but not both. The choice is up to the attacking player. Unity Rulebook – Version 2.0 19
Line of sight is never considered to pass through the hex occupied by the attacker, but always passes through the target’s hex. Line of sight is considered to be blocked, and an attack impossible, in one of two cases: Any intervening hex contains an object that blocks line of sight (e.g. G.5: Planets, p.56). Intervening hexes contain objects which, when combined, apply a -4 or greater to-hit penalty (e.g. four or more B.9: Flares, p.33). 4.2 The To-Hit Roll When attacking with a weapon, roll a number of dice equal to the weapon’s ROF. For example, a weapon with ROF 2 would roll two dice. Compare the result of each die separately to the weapon’s ACC; each die that equals or exceeds this value scores a hit on the target. A weapon with ROF>1 may not divide its dice between multiple targets. To-hit rolls may be modified by the distance to the target: If the distance to the target is equal to or less than the weapon’s short range, a +1 bonus is applied to the result of each to-hit die. If the distance to the target is greater than the weapon’s short range, but equal to or less than the weapon’s medium range, the result of each tohit die is unmodified. If the distance to the target is greater than the weapon’s medium range, a -1 penalty is applied to the result of each to-hit die. In our example, Ship (A)’s laser cannons have RNG 36-9. Therefore, attacks against any target within three hexes will receive a +1 bonus to the to-hit dice, while attacks against any target further than six hexes will suffer a -1 penalty. As Ship (B) is four hexes away, the to-hit rolls are unmodified. Ship (A)’s laser cannons have ROF 1. Since two weapons are able to attack Ship (B), a total of two dice are rolled (2 × 1), coming up 2 and 6. The cannons have ACC 4+, which means one hit is scored on Ship (B). When a starship is attacking a tiny target (such as a fighter flight, p.23), a -1 penalty is applied to the result of each to-hit die, in addition to any modifier for range. Minimum/Maximum Rolls Modifiers may result in a situation where a to-hit roll cannot fail; e.g. a +2 modifier for a weapon with ACC 3+. In such cases, any die that comes up 1 (before modifiers) is a miss. Likewise, modifiers may create a situation in which a to-hit roll cannot succeed; e.g. a -2 modifier for a weapon with ACC 5+. In such cases, re-roll any die that comes up 6 (before modifiers) and add 5, along with any other modifiers. 20 April 2020 – www.mj12games.com To-Hit Modifiers Many options provide for further adjustments to the to-hit roll. These modifiers are summarized on the table below. See the relevant rule for details on each entry. Condition Range Modifiers Short Dfs weapon Fcs weapon Dfs+Fcs weapon Gid weapon Medium Long Dfs weapon Fcs weapon Dfs+Fcs weapon Gid weapon Target Modifiers Tiny Acr weapon Inc or NPr weapon Anti-Fighter Batteries (attacked by seeking weapons) Cloaked (if detected) Countermeasures Adjacent to hex targeted by Prx weapon Fire Control Modifiers Fire Control Probe within 3 hexes of target Evasive Action (attacker or target) Directed Damage Line of Sight Modifiers Flares Explosion Fighter screen Asteroid field Cometary coma/tail +/- Rule +1 +2 -1 -2 0 0 -1 -2 +1 +2 0 4.2 C.5 C.5 C.5 C.5 4.2 4.2 C.5 C.5 C.5 C.5 -1 0 -2 -1 -1 -1/level -1 4.2 C.5 C.5 B.1 C.4 B.5 B.6 C.5 +1/level* +1 -1/-2/-3 -1 B.8 B.17 D.3 E.2 -1/flare -1/hex -1/-2/-3 -1/hex -1/hex B.9 E.3 F.3 G.1 G.3 *Only if negative modifiers also apply. A weapon with ROF 3 and ACC 5+ is being used to attack a tiny target (-1) at long range (-1). This results in a total modification of -2 to the result of each to-hit die. Three dice are rolled, coming up 2, 6, and 6. Although the 6’s do not initially score hits (having been modified to 4’s), they can be re-rolled. The second rolls come up 1 and 5, for final results of 4 (1 + 5 - 2) and 8 (5 + 5 - 2). As a result, one hit is scored. 4.3 The Impact Roll In order to score damage, a hit must penetrate the target’s shields. For each hit scored as a result of the to-hit roll, roll a number of dice equal to the weapon’s IMP. For example, if a weapon with IMP 2 scores two hits, a total of four impact dice are rolled (2 × 2). Compare the result of each die separately to the target’s shield rating; each die that exceeds this value scores a point of impact on the target. In our example, Ship (A)’s laser cannons are IMP 2. One hit was scored, so two dice are rolled against the target’s shields, which have a rating of 3. The dice come up 3 and 4, causing one point of impact on Ship (B).
Against a target without shields (either by design or as the result of damage), the impact roll is unnecessary; each hit automatically inflicts a number of points of impact equal to the weapon’s IMP value. Minimum/Maximum Rolls Modifiers may result in a situation where an impact roll cannot fail; e.g. a +1 modifier against a target with a shield rating of 1. In such cases, any die that comes up 1 (before modifiers) fails to cause impact (provided the target has a non-zero shield rating). Likewise, modifiers may create a situation in which an impact roll cannot succeed; e.g. a -1 modifier against a target with a shield rating of 5. In such cases, re-roll any die that comes up 6 (before modifiers) and add 5, along with any other modifiers. Two hits have been scored by a Non-Piercing weapon (-1; C.5: Weapon Traits, p.43) on a starship with a shield rating of 5. Two dice are rolled, coming up 3 and 6. Although the 6 does not initially penetrate the shields (having been modified to 5), it can be re-rolled. The second roll comes up 3, for a final result of 7 (3 + 5 - 1). As a result, one point of impact is scored on the target. 4.4 The Damage Roll The final step in an attack is to determine the type(s) of damage inflicted. For each point of impact scored on the target, roll a number of dice equal to the weapon’s DMG. For example, if a weapon with DMG 3 penetrates the target’s shields with one point of impact, a total of three damage dice are rolled (1 × 3). The result of each damage die is considered separately: Roll 1-3 4 5 6 Result Hull Hit: Check off one box on the hull track of the target’s display sheet. Engine Hit: Check off one box on the engine track of the target’s display sheet. Weapon Hit: Check off one box on the weapons track of the target’s display sheet. Shield Hit: Check off one box on the shield track of the target’s display sheet. In our example, Ship (A)’s laser cannons are DMG 1. One point of impact was scored, so one die is rolled. It comes up 4, indicating an engine hit. As a result, one box is checked off of Ship (B)’s engine track. Hull Hits Hull hits are resolved by checking off one box on the target’s hull track per hit; make sure to check boxes off from left to right. Once the last hull box has been checked, the starship is destroyed (although it remains on the board until the End Phase; see below). Engine Hits Engine hits are resolved by checking off one box on the target’s engine track per hit; make sure to check boxes off from left to right. Once the last engine box has been checked, further engine hits are ignored. Weapon Hits Weapon hits are resolved by checking off one box on the target’s weapons track per hit; make sure to check boxes off from left to right. Once the last weapons box has been checked, further weapon hits are ignored. As the number in the first unchecked box on the weapons track is reduced, the controlling player must remove the appropriate number of weapons as losses. For example, if the number on the weapons track drops from 12 to 9, three weapon squares must be filled in on the ship’s display sheet. Players are free to select any weapons as losses, with the following limitation: no battery may lose more weapons than indicated by its loss limit until all batteries have reached their loss limits. A starship has three weapons batteries with loss limits of (2), (3), and (4). Therefore, the ship cannot lose a fifth weapon from its third battery until at least two weapons in the first battery and three weapons in the second battery have been damaged. As noted on p.11, equipment can also be damaged as the result of a weapon hit. For purposes of this rule, all equipment items carried by the starship, but not traits or munitions, are considered to form a separate “battery”, with its own loss limit. Shield Hits Shield hits are resolved by checking off one box on the target’s shield track per hit; make sure to check boxes off from left to right. Once the last shield box has been checked, further shield hits are ignored. If a starship has no shield track (because it was designed without shields at all), any damage roll of 6 is considered to have no effect. 4.5 Applying Damage As stated on p.18, damage inflicted during the Combat Phase is not applied immediately; instead, it takes effect at the start of the End Phase. An easy method for remembering this is to mark damage with a slash (“/”) on the target’s display sheet when it occurs, and then add a second slash (completing an “X”) once the Combat Phase is concluded. Any starship with all of the boxes on its hull track checked off is removed from the game during the End Phase, and the opposing side is awarded the appropriate number of VPs. Unity Rulebook – Version 2.0 21
5.0 FIGHTERS Starfighters, attack craft, gunboats: whatever the terminology, many science fiction backgrounds include small, fast, short-ranged, and surprisingly powerful units used to harass enemy starships and protect the fleet from their opposing counterparts. In Starmada, these small craft are given the collective label of fighters. 5.1 Including Fighters in a Fleet Fighters are grouped into flights, each of which is represented by its own model. They do not have display sheets, as the only important information about a fighter flight is how many fighters it has left. Each flight starts with six fighters, and once all are destroyed, the flight is removed from play. The easiest way to indicate damage to a fighter flight is by placing a small die next to the flight’s model; the number showing on the die indicates the number of fighters remaining in the flight. (Be sure to use dice of a different size and/or color for this purpose, to prevent players from accidentally picking them up to roll.) In order for a fleet to include fighter flights, at least one starship on that side must be designated as a B.4: Carrier (p.31). Each fighter flight requires a rating of 1. Therefore, if a fleet includes carriers with a total rating of 10, it could field up to ten flights. When assembling forces to a particular combat rating total, these flights are “free”; i.e. their combat rating is included in that of their carrier(s), and does not need to be accounted for separately. Unless otherwise noted by the scenario, fighter flights begin on the game board, within two hexes of their carrier; they are assumed to have been “scrambled” before the first game turn. (See also F.5: Launch & Recovery, p.52). 5.2 The Fighter Phase Fighter flights move and attack during a separate phase, called (unsurprisingly) the Fighter Phase. This phase occurs between the Movement and Combat Phases. To begin the Fighter Phase, determine the total number of fighter flights on each side of the battle. The side with more flights activates a single flight. Play then alternates between sides until all flights have been activated. 22 April 2020 – www.mj12games.com Side A has seven fighter flights, while Side B has five. Therefore, Side A will activate one of its flights, followed by Side B. They will alternate until Side B has activated all of its flights, at which time Side A will activate its remaining two flights; this is illustrated by the following progression: A-B-A-B-AB-A-B-A-B-A-A. If both sides have the same number of fighter flights on the board, roll a die to determine which side activates first. If one side has more than twice as many fighter flights, it activates two flights at a time; if one side has more than three times as many flights, it activates three at a time; and so on. Side A has nine fighter flights, while Side B has four. Therefore, Side A will activate two of its flights, followed by Side B. They will alternate until Side B has activated all of its flights, at which time Side A will activate its remaining flight; this is illustrated by the following progression: A-A-B-A-A-B-A-A-B-A-A-BA. The ratio between the two sides is only relevant at the start of the Fighter Phase. Thus, if one side begins with more than twice as many fighter flights as the other, it will continue to activate two (or more) flights at a time even if the ratio is altered as the phase progresses. When activated, a fighter flight is first moved across the game board, after which it may attack a single target, as described below. Each flight may only be activated once per Fighter Phase. 5.3 Fighter Movement Fighter flights are moved directly on the game board; i.e. no movement orders are necessary. Flights have a movement allowance (MA) of 8. A flight is not required to use its entire MA; however, any portion of the MA not used is lost. A flight may not “save” MA for use in the next Fighter Phase. When a fighter flight is selected for activation, the controlling player first declares how many onehexside turns the flight will perform, up to a maximum of three. The number of turns dictates the cost of each hex of forward movement: if the flight will turn once (or not at all), each hex costs 1MA; if the flight will turn twice, each hex costs 2MA; if the flight will turn three times, each hex costs 3MA.
The fighter flight is then moved on the game board. Flights may perform sideslips; each slip requires twice as much MA as one hex of forward movement. Flights may not pivot (nor would they gain any benefit from doing so). As with starships, flights may only turn (and sideslip) in one direction per activation. There is no requirement that a flight move forward between turns and/or sideslips. Fighter flights may move through any occupied hex, and may end their movement in the same hex as one or more elements from the same side; however, a flight may not end its movement in the same hex as an opposing element (unless initiating a dogfight; see F.2: Dogfights, p.51). If a starship ends its movement in the same hex as an opposing fighter flight (or flights), the flight(s) must move when activated to resolve the situation, or else be eliminated from the game. 5.4 Fighters in Combat After a fighter flight has finished moving, it has the option of immediately attacking any opposing element in an adjacent hex. Flights may not divide their attacks between multiple targets. If the target interrupts a fighter flight’s attack to perform defensive fire (e.g. B.24: Tractor Beams, p.38) all such fire must be declared before any dice are rolled. Damage inflicted by fighter flights is applied immediately. This means fighters destroyed before their flight is activated will not be able to move or attack in the current game turn, while starships must apply damage from fighters as it occurs. A starship takes a shield hit from a fighter attack. Checking off the next box on the shield track reduces the shield rating from 3 to 2. The new rating takes effect for the remainder of the Fighter Phase as well as the upcoming Combat Phase. Each fighter flight is considered a separate target: thus, if there are multiple flights in a hex, one must be selected as the target of an attack before any dice are rolled. VPs are not scored when a fighter flight is eliminated; the combat rating of each flight is included in its carrier’s total. Thus, a carrier must be destroyed in order to score VPs for its fighters. Fighter Attacks on Starships In order to attack a starship with a fighter flight, roll one die for each fighter in the flight. Each die that comes up 5 or 6 scores one hit on the target. To-hit modifiers (p.20) do not apply to fighter attacks. The IMP and DMG values for fighter attacks are each 1. Fighter Attacks on Fighters When attacking another fighter flight, roll one die for each fighter left in the attacking flight. Each die that comes up 5 or 6 destroys one fighter in the target flight. In addition, because it is assumed the target is fighting back, any die that comes up 1 destroys one fighter in the attacking flight. The number of hits scored on the attacking flight cannot exceed the number of fighters in the target flight. A full-strength fighter flight attacks a target flight of two fighters. Six dice are rolled, coming up 1, 1, 1, 3, 3, and 6. Normally, this would indicate the loss of three attacking fighters; however, as there are only two fighters in the target flight, two hits are scored on the attacking flight, while a single fighter is removed from the target flight. Starship Attacks on Fighters When a starship attacks a fighter flight, the process is the same as when attacking other ships. However, fighters are considered tiny targets: therefore, the result of each to-hit die is modified by a -1 penalty. Each hit scored on a fighter flight automatically destroys one fighter; no impact or damage rolls are necessary. Thus, weapons with IMP and/or DMG values greater than 1 waste these capabilities when attacking fighters. Unity Rulebook – Version 2.0 23
APPENDIX A: STARSHIP CONSTRUCTION As mentioned in the introduction, Starmada is not just an individual game, but a toolkit with which any number of science fiction universes can be simulated. Obviously, the critical component of any such setting is the starships with which the fighting is to be done. This chapter describes how players may design their own ships to be pitted against adversaries from prepublished settings, or thrown into battle with other players’ creations. While every effort has been made to reduce the complexity of this system, the help of a sturdy calculator will be invaluable. Players may also utilize the Starmada Drydock: a downloadable spreadsheet available from the Majestic Twelve Games web site. Instructions for its use can be found in Appendix Z: Player Resources (p.73). A.1 The Design These construction rules have two complimentary goals: 1) To ensure starships are constructed in a consistent and “realistic” manner. Although this is a science fiction game, and many things are possible, a ship with two hull points and fortyseven laser cannons should not be one of them. 2) To provide a method by which different designs may be evaluated for comparison. This section is concerned with the former, while A.2: The Combat Rating (p.26) is intended to achieve the latter. While we believe this appendix constitutes the most comprehensive and balanced construction system in any game currently available, there’s nothing to prevent players from digging in and adjusting some of the numbers to fit their own experience and preferred style of gameplay. All we ask is if you stumble across something you think works particularly well, please share it with us. As has been said by others before us, “Starmada is made for tinkerin’!” Hull Size The first decision in starship construction is the hull size of the ship; i.e. how many hull points does it have? This decision is entirely up to the designer, but will have an impact on all of the steps which follow. Valid hull sizes range from 1 through 35. 24 April 2020 – www.mj12games.com Space Units The limiting factor in starship construction is space. In this sense, “space” is an abstract combination of volume and mass. Each part of a ship takes up a certain amount of space units (SUs), and the sum of the requirements for all of a ship’s components cannot exceed the total number of SUs available. The number of SUs a starship has to fill is determined by the following formula: Total Space Units = Hull × (Hull+30) × 5 Engines & Shields Once the number of SUs has been determined, the starship’s engine and shield ratings must be chosen. The number of SUs required by a starship’s engines and shield generators is determined by the hull size of the ship, as shown in the following formulas: Engine Factor = Hull × (Hull+5) Shield Factor = (Hull+4) × 9 The desired engine and/or shield rating is then multiplied by the relevant factor to determine the total number of SUs required. Thus, on a hull size 5 starship (engine factor 50), an engine rating of 4 would require a total of 200 SUs (4 × 50). There is no upper limit to a starship’s engine rating (aside from space constraints). No ship may have a shield rating greater than 5. If the starship has B.7: Directional Shielding (p.32), it is necessary to compute an “equivalent shield rating,” which is dependent upon the shield rating in each of the four defensive arcs (p.30): A = 2 B = 1.5 C = 1.5 D = 1 ÷ ÷ ÷ ÷ (6-Fwd) (6-Port) (6-Stbd) (6-Aft) Equivalent Shield Rating = 6 - (6÷(A+B+C+D)) Round the result to the nearest tenth. The equivalent shield rating is then multiplied by the shield factor to determine the number of SUs required, rounding up to the next integer. Although no hard limitations are imposed, most starships will have identical directional shield ratings in the port and starboard arcs; the forward rating will not be less than the port/starboard ratings; and the aft rating will not be more than the port/starboard ratings.
Weapons As described on p.10, each weapon battery is defined by a set of five characteristics: RNG, ROF, ACC, IMP, and DMG. The base SU requirement for a weapon battery is determined as follows: Base SU Requirement = Long Range × ROF × ACC Factor × (IMP+0.25) × (DMG+0.60) ACC 2+ 3+ 4+ 5+ 6+ Factor 0.43 0.35 0.25 0.15 0.10 Seeking/Defensive 0.50 0.40 0.30 0.20 0.10 This result is rounded to the nearest tenth. For example, a weapon battery with RNG 5-10-15, ROF 2, ACC 4+, IMP 1, and DMG 2 would have a base SU requirement of 24.4 (15 × 2 × 0.25 × (1+0.25) × (2+0.60)). When designing C.2: Dual-Mode Weapons (p.39), the base SU cost is computed separately for each mode; the final value is equal to the larger value plus one-half the smaller, again rounded to the nearest tenth. For C.4: Seeking Weapons (p.40), some changes are made to this computation. No RNG is selected; instead, the weapon is given a movement allowance (MA) between 4 and 12. The long range value is equal to the selected MA. The ACC factor used is taken from the “Seeking/Defensive” column of the chart above. Finally, an addition is made to the base SU requirement: Seeking Weapon BSUR Addition = MA × ROF ÷ 3 A seeking weapon has the following characteristics: MA 8; 2× 4+/1/2. Its initial base SU requirement is 15.6 (8 × 2 × 0.30 × (1+0.25) × (2+0.6)). To this is added 5.3 (8 × 2 ÷ 3), for a final value of 21.9. If the weapon battery is to have any traits (C.5: Weapon Traits, p.41), apply the modifiers from the first chart below to the base SU requirement, prior to rounding. If the weapon battery has two range-based traits (p.42), do not apply the individual modifiers listed on the first chart below; instead, consult the second chart to determine the modifier to be applied. “n/a” means the traits cannot be combined; e.g. Dfs/Gid is an invalid combination. A weapon battery may not have more than two range-based traits. Weapon Trait Accurate (Acr) Ballistic (Bls) Carronade (Crn) Catastrophic (Cts) Deadly (Dly) Diffuse (Dfs) Disruptive (Dsr) Expendable (Exp) Fire-Linked (FrL) Focused (Fcs) Guided (Gid) Incapacitating (Inc) Kinetic (Knt) Modulating (Mdl) Non-Piercing (NPr) Piercing-1 (Pr1) Piercing-2 (Pr2) Proximity (Prx) Repeating (Rpt) Scatter (Sct) Slow (Slw) Telescopic (Tls) Volatile (Vlt) Bls Crn Dfs Fcs Gid Sct Crn ×0.5 Dfs ×0.6 ×0.9 Modifier ×1.3 ×0.8 ×0.8 ×2.0 ×2.0 ×0.9 ×2.0 ×0.2 ×1.0 ×1.3 ×1.1 ×0.7 ×3.0 ×2.5 ×0.7 ×1.5 ×2.0 ×2.0 ×1.4 ×1.7 ×0.6 ×1.9 ×3.5 Fcs ×1.1 ×0.7 ×1.4 Gid ×0.9 ×0.8 n/a n/a Sct ×1.1 ×1.8 ×1.7 ×1.8 ×1.7 Tls ×1.7 ×1.2 ×1.5 ×2.8 ×2.3 n/a Defensive weapons (p.42) do not apply a multiplier. Instead, an addition is made to the base SU requirement: Defensive Weapon BSUR Addition = ROF × ACC Factor* × 2 * Use the “Seeking/Defensive” factor Weapons with the Volatile trait may not have ROF>1. Weapons with the Scatter or Telescopic traits may not have IMP>1. A weapon may not be Ballistic/Defensive, Catastrophic/Incapacitating, Expendable/Slow, or NonPiercing/Piercing. C.4: Seeking Weapons (p.40) may not be given range-based traits (p.42), nor may they be Defensive. Trait multipliers are applied before Seeking and Defensive additions (if any) except Accurate, Expendable, and/or Slow, which are applied after. Finally, the number of weapons in each bank is chosen, along with the firing arc designation. To determine the final SU cost of the bank, multiply the base SU requirement by the number of weapons and the number of firing arcs covered, plus one. Weapon Bank SU Cost = Base SU Requirement × Weapons × (Arcs+1) This result is rounded up to the next integer. For example, a bank with a base SU requirement of 24.4, consisting of three weapons with a [GHI] firing arc, would have a total SU cost of 293 (24.4 × 3 × (3+1)) = 292.8, rounded up). Unity Rulebook – Version 2.0 25
If using C.1: Alternate Firing Arcs (p.39), use the standard arc equivalents to determine the total SU cost. Defensive arcs used as a firing arcs count as 1.5 standard arcs each; thus, a bank of two weapons with a [Fwd] firing arc would multiply the base SU requirement by 5 (2 × (1.5+1)). C.3: Multi-Weapon Mounts (p.39) apply a modifier to the SU cost based on the size of the mount: Weapon Mount Single Double Triple Quad Modifier ×1.0 ×1.5 ×2.0 ×2.5 Starship Systems Hull Size 1-2 3-5 6-9 10-14 15-20 21-27 28-35 Exp Factor ×2.00 ×1.75 ×1.50 ×1.25 ×1.00 ×0.75 ×0.50 Some starship systems also contribute to a starship’s ORAT, as shown in the chart on p.28. The Defensive Rating The final step in designing a starship is to determine what types of systems it will carry (Appendix B: Starship Systems, p.30). The chart on p.28 summarizes the available systems, along with their SU requirements. A starship’s DRAT is based upon the average number of hits it will take to destroy the ship. The formula is: A.2 The Combat Rating Round the starship DRAT up to the next integer. For example, a hull size 7 ship with a shield rating of 1 would have a DRAT of 17 (7 × 12 ÷ (6–1) = 16.8, rounded up). Once the starship design has been finalized, it is possible to evaluate its potential effectiveness in relation to other ships. This is done by computing the design’s combat rating. The combat rating itself is a product of two components: the offensive rating (ORAT) and defensive rating (DRAT). ORAT/DRAT calculations are provided below. The final combat rating formula is: Combat Rating = (ORAT×DRAT)0.5 The result is rounded up to the next integer. For example, a starship with an ORAT of 200 and a DRAT of 10 would have a combat rating of 45 ((200×10)0.5 = 20000.5 = 44.7, rounded up). The Offensive Rating A starship’s ORAT is the sum of the ORATs of all weapon banks on the ship. A bank’s ORAT is determined as follows: Weapon Bank ORAT = Total SU Cost × (Engine Rating+Long Range) ÷ Long Range Round each weapon bank ORAT up to the next integer. For example, if the bank from earlier (RNG 510-15, Total SU Cost 293) were installed on a starship with an engine rating of 5, the ORAT would be 391 (293 × (15+5) ÷ 15 = 390.7, rounded up). When designing C.2: Dual-Mode Weapons (p.39), use the higher long range value for the ORAT computation; e.g. if the weapon’s primary mode has RNG 6-12-18, while its secondary mode is RNG 3-69, the ORAT is computed using a long range value of 18. As before, the long range value used in the calculation for C.4: Seeking Weapons (p.40) is equal to the weapon’s MA. 26 Weapons with the Expendable trait (C.5: Weapon Traits, p.43) have their ORAT multiplied by a factor based on the starship’s hull size: April 2020 – www.mj12games.com Starship DRAT = Hull Size × 12 ÷ (6–Shield Rating) If the starship has B.7: Directional Shielding (p.32), use the equivalent shield rating from p.24 to compute the DRAT. Some starship systems apply additions or multiplications to the DRAT, as shown in the chart on p.28. All multiplications should be applied before any additions are made. Thus, on a ship with a base DRAT of 20, an addition of +100 and a multiplication of ×1.5 results in a final DRAT of (20×1.5) + 100 = 130, not (20+100) × 1.5 = 180. A.3 The Starship Display Sheet The last step in construction is to lay out the starship display sheet. Hull Track The hull track is the easiest part of the display sheet. Write the starship’s hull size in the first box, and then reduce the number in each subsequent box by one until there are a number of boxes equal to the hull size (i.e. the last box will always have a value of 1). Engine Track The engine track is a bit more complicated. First, divide the starship’s hull size in half, and round up to the next integer. Call this value N. Write the starship’s engine rating in the first box. For the value in the second box, multiply the engine rating by N minus one, and then divide by N, rounding up to the next integer. For the third box, do the same, but multiply by N minus two, and so on. Continue until the number of boxes in the engine track is equal to N. The minimum value for N is 2; i.e. any starship of hull size 4 or less will have two boxes in its engine track.
Weapons Track The process for creating the weapons track is identical to that for the engine track. First, divide the starship’s hull size in half, and round up to the next integer. Call this value N. The value in the first box is equal to the total number of weapons on the ship. For the value in the second box, multiply the total number of weapons by N minus one, and then divide by N, rounding up to the next integer. For the third box, do the same, but multiply by N minus two, and so on. Continue until the number of boxes in the weapons track is equal to N. The minimum value for N is 2; i.e. any starship of hull size 4 or less will have two boxes in its weapons track. Any equipment carried by the starship (but not traits or munitions) is included in the total number of weapons when creating the weapons track. Each multiple of a given type of equipment is treated as a separate item; e.g. “Countermeasures ▢▢” is considered to be two equipment items, and adds +2 to the total on the weapons track. Shield Track The process for creating the shield track is identical to that for the engine and weapons tracks. First, divide the starship’s hull size in half, and round to the nearest integer. Call this value N. Write the starship’s shield rating in the first box. For the value in the second box, multiply the shield rating by N minus one, and then divide by N, rounding up to the next integer. For the third box, do the same, but multiply by N minus two, and so on. Continue until the number of boxes in the shield track is equal to N. The minimum value for N is 2; i.e. any starship of hull size 4 or less will have two boxes in its shield track. If the starship has B.7: Directional Shielding (p.32), the sum of the shield ratings in all four defensive arcs is used to compute the shield track. Starship Systems Any equipment and/or traits are listed below the weapons, on separate lines: one for equipment, the other for traits. Each class of munitions is listed on a separate line, with a separate “track”: write the number of that class of munitions carried by the starship in the first box, and then reduce the number in each subsequent box by one. The last box on each line will always have a value of 1. Loss Limits Finally, the loss limit for each weapon battery must be determined. This is simple: a battery’s loss limit is equal to one-half the number of weapons in the battery, rounded up. For example, a battery of five weapons has a loss limit of 3 (5 ÷ 2 = 2.5, rounded up). Any equipment carried by the starship (but not traits or munitions) also has a loss limit: this is one-half the number of equipment items on the ship, again rounded up. Each multiple of a given type of equipment is treated as a separate item; e.g. “Countermeasures ▢| Fire Control ▢▢” is considered a “battery” of three equipment items, with a loss limit of 2 (3 ÷ 2 = 1.5, rounded up). A.4 Technology Levels Players may wish to represent the advantages and/or disadvantages of different races with varying levels of technological sophistication. Alternatively, the technology levels option can used to differentiate an advanced prototype from the rest of a fleet. To keep things as simple as possible, this option assumes all technologies (or reasonable facsimiles thereof) are available at any technology level (TL); what differs is the efficiency of the technology, and by extension, the amount of space needed to achieve the desired effect. There are five TLs available, with TL -2 being the “lowest”, or least advanced, and TL +2 being the highest. Each TL provides a modifier to the SU cost of particular systems, as shown below: Technology Level +2 +1 0 -1 -2 SU Modifier 50% 70% 100% 140% 200% A given fleet or prototype will have a separate TL in each of four different categories: The Engines Technology Level modifier is applied to the starship’s engine factor, prior to rounding. The Fighter Technology Level modifier is applied to the SU cost of the starship’s fighter capacity, rounding up to the next integer. The Shields Technology Level modifier is applied to the starship’s shield factor, prior to rounding. The Weapons Technology Level modifier is applied to the base SU requirement of the starship’s weapon batteries, prior to rounding. For example, Engines TL +1 would reduce the SU cost of the starship’s engines to 70% of normal, while Weapons TL -2 would double the SU cost of the ship’s weaponry. The combat rating calculation (A.2: The Combat Rating, p.26) is unaffected by TLs, as this value is based upon the actual capabilities of the starship; TLs simply change how much “stuff” a ship may fit into a given hull. Specifically, it is necessary to “un-apply” the Weapons TL modifier when computing the offensive rating. This is done by dividing the weapon battery’s total SU cost by the appropriate TL modifier. Unity Rulebook – Version 2.0 27
A.5 Starship Systems Table The following table summarizes the available starship equipment, traits, and munitions, along with their effects on the construction process. If using A.4: Technology Levels (p.27), the appropriate TL category is also listed. See Appendix B: Starship Systems (p.30) for details on how each of these systems operates. Starship System Anti-Fighter Batteries Auxiliary Services (Cargo/Hospital/Repair/ Science/Transport) Boosters Type Trait Trait Space Units Shield Factor × 1 Capacity × 50 ORAT - DRAT ×1.2 - Tech Shields N/A Munitions Note [1] - Engines Carrier Launch Tubes Cloaking Device Countermeasures Directional Shielding Fire Control Flares Trait Trait Equipment Equipment Trait Equipment Munitions Engine Factor × 0.25 50/Flight +10/Flight Shield Factor × 3 Shield Factor × 2 Note [2] Note [3] 5/Flare +10/Flight ×2.0 ×1.5 Note [2] - Fighter Fighter Shields Shields Shields Weapons Weapons Hyperdrive Ionized Hull Equipment Trait Engine Factor × 1 Shield Factor × 2 250/Flight +50/Flight Note [3] (Engine Rating+10) × 0.5/Flare - Engines Shields Long Range Sensors Marines Equipment Munitions Note [5] 10/Squad ×1.2 ×1.5 Note [4] +1/Squad Weapons Weapons Mines Overthrusters Probes Munitions Equipment Munitions 5/Mine Engine Factor × 1 5/Probe +1/Mine ×1.3 - Fighter Engines Fighter Trait Trait Trait 30/Screen 15/Screen Shield Rating × 100 [Note 8] 10/Shuttle Shield Factor × 1 Engine Rating × Engine Factor × 0.5 3 Screens Directional Screens Shockwave Shuttlecraft Solar Sails Stealth Stutterdrive Munitions Trait Equipment Equipment Tractor Beam Equipment Note [5] (Engine Rating+5) × 2/Squad 25/Mine (Engine Rating+6) × 1/Probe Shield Rating × (Engine Rating+3) × 33 [Note 8] 50/Shuttle Note [9] Note [6] Note [7] - Shields Shields Shields +2/Shuttle ×1.2 - Fighter N/A Shields Engines (Engine Rating+1) × 3 - Weapons [1] Increase the engine rating by 0.25 per Booster when computing all ORATs. [2] Use the equivalent shield rating, computed on p.24. [3] Increase the SU cost and ORAT of all weapon batteries by 30%. [4] The listed modifier applies only to hull points; not to Screens. [5] Increase the SU cost and ORAT of all weapon batteries by 50%. [6] Each Screen counts as 0.75 hull boxes when computing the DRAT. A starship may not have both standard and Directional Screens. [7] Each forward Directional Screen counts as 0.67 hull boxes when computing the DRAT; each port/starboard Directional Screen counts as 0.50 hull boxes; each aft Directional Screen counts as 0.33 hull boxes. A starship may not have both standard and Directional Screens. [8] If the starship also has Directional Shielding, use the equivalent shield rating, computed on p.24. [9] Increase the engine rating by 50% when computing all ORATs. 28 April 2020 – www.mj12games.com
A.6 Drake Notation “Drake notation” is a method for writing out the information contained on a starship display sheet using plain text. Suggested by long-time player and friend of Starmada Peter Drake, this system is useful for sharing designs via e-mail, storing them in and retrieving them from a database, and other similar purposes. In addition, some players find it more elegant than the standard display sheet. The format of a starship display sheet in Drake notation is as follows (any line that does not apply to a particular design is simply omitted): <FACTION> <CLASS>-class <TYPE> (<COMBAT RATING>) --ID: NAME: --Screens: <#> -Fwd: <#> -Port: <#> -Stbd: <#> -Aft: <#> --Hull: <HULL TRACK> Engines: <ENGINE TRACK> Weapons: <WEAPONS TRACK> Shields: <SHIELDS TRACK> -Fwd: <#> -Port: <#> -Stbd: <#> -Aft: <#> --<WEAPON BATTERY 1> | <BANKS> // (<LOSS LIMIT>) <RNG or MA> | <ROF>×<ACC>/<IMP>/<DMG> (<TRAITS>) <WEAPON BATTERY 2> | <BANKS> // (<LOSS LIMIT>) <RNG or MA> | <ROF>×<ACC>/<IMP>/<DMG> (<TRAITS>) <WEAPON BATTERY 3> | <BANKS> // (<LOSS LIMIT>) <RNG or MA> | <ROF>×<ACC>/<IMP>/<DMG> (<TRAITS>) {etc.} --Equipment: <EQUIPMENT> // (<LOSS LIMIT>) Traits: <TRAITS> <MUNITIONS 1>: <#> <MUNITIONS 2>: <#> <MUNITIONS 3>: <#> {etc.} And, an example: Imperial MAJESTIC-class Battlecruiser (185) --ID: NAME: --Hull: 8-7-6-5-4-3-2-1 Engines: 4-3-2-1 Weapons: 17-13-9-5 Shields: 3-3-2-1 --Lightning Turret | ACE [][]| BDF [][] // (2) 4-8-12 | 2x5+/1/1 (Pr1) Laser Cannon | AB []| AC [][]| BD [][]| EF [] // (3) 3-6-9 | 1x5+/1/1 Fusion Torpedo | AB [][][][] // (2) 5-10-15 | 1x4+/3/1 --Equipment: Countermeasures []| Hyperdrive [] // (1) Unity Rulebook – Version 2.0 29
APPENDIX B: STARSHIP SYSTEMS This appendix contains two dozen options allowing players to add special capabilities to their starships. The systems in this section are categorized into three types: Equipment represents discrete items that only provide benefit while operational. They may be damaged as the result of a weapon hit (p.21). Munitions refer to “consumable” equipment that is discarded after use. Traits describe an intrinsic quality of the starship. Traits remain active as long as the ship is in existence. Unless otherwise indicated, starships may not possess multiples of the same type of equipment and/or duplicate traits. Defensive Arcs Some starship systems require the use of defensive arcs, which are different than weapon firing arcs (p.19). Each starship has four defensive arcs, as illustrated below; whenever an attack is made against a target, the location of the attacking element determines which defensive arc applies. The direction of an attack by C.4: Seeking Weapons (p.40) is determined by the hex exited by the seeker flight when it enters the target hex. An “attack” by a minefield (B.15: Mines, p.34) or an asteroid field (G.1: Asteroids, p.54) is always considered to have come from the forward defensive arc. B.1 Anti-Fighter Batteries (Trait) Many starship designers, not content to rely on friendly flights to protect their starships from enemy fighters, have chosen to equip their designs with antifighter batteries (AFB), tiny weapons which can only attack at extremely close quarters. Whenever a fighter flight attacks a starship equipped with AFB, it loses a fighter on a roll of 1, just as if it were attacking another fighter flight (p.23). A fighter flight with five individual fighters is attacking a starship with Anti-Fighter Batteries. Five dice are rolled, coming up 1, 3, 3, 5, and 5. As a result, two hits are scored on the target, while the flight suffers one loss in response. B.2 Auxiliary Services (Trait) While the focus of this game is on warships, many vessels have significant non-combat functions as well. These capabilities are included under the heading of “auxiliary services”. There are five types of auxiliary service, each of which is written on the starship display sheet, along with a capacity; e.g. “Transport (4)” indicates a ship with a transport capacity of 4. In most cases it should be self-evident into which arc an attacker falls. When tracing the arc boundary for questionable situations, move out from the target’s hex along the appropriate row for three hexes, “sideslip” one hex, and repeat. Unlike weapon firing arcs, defensive arcs do not bisect any hexes; each individual hex falls into a single defensive arc. 30 April 2020 – www.mj12games.com Cargo: The starship can carry freight, whether civilian or military. Hospital: The starship is equipped with extensive medical facilities. Repair: The starship can perform limited field repairs, both on itself and other ships. Science: The starship has sophisticated research equipment and laboratory facilities. Transport: The starship can carry ground troops and vehicles.
As none of these have a direct impact on Starmada, the effect of these capacities is completely abstract, varying with the setting in which the game occurs. Indirect effects are possible; for example, a scenario may award extra VPs based on the total cargo capacity of starships which survive the battle. If playing a campaign, players may decide for themselves what additional impact (if any) these auxiliary services will have. B.3 Boosters (Munitions) Some starships are provided with additional propulsive power which can only be used sparingly and in relatively short bursts. Such boosters can provide extra acceleration at critical moments, but are used up in the process. Boosters are fired during the Orders Phase. Check off one box for each booster expended. A starship may use any number of boosters in a single game turn. When expended, a booster increases the starship’s engine rating by +1 for the current game turn only. A starship may not fire its boosters while cloaked (B.5: Cloaking Device, p.31) or while warming up its B.10: Hyperdrive (p.33). Boosters expended by a starship during the same Orders Phase in which it performs D.1: Emergency Thrust (p.44) are not doubled. B.4 Carrier (Trait) A starship designated as a carrier has devoted space to the storage, maintenance, and operation of fighter flights. See p.22 for details on fighter operations. B.5 Cloaking Device (Equipment) The most advanced form of defensive equipment ever devised is the cloaking device. While activated, a cloaking device will effectively remove a starship from opposing sensors. Use of a starship’s cloaking device is noted with a “C” at the start of its movement orders; e.g. “C/1R2(4)”. Once all movement orders have been recorded, place a cloak marker in its hex, oriented so the arrow is pointed in the direction of the ship’s heading, and remove the ship’s model from the game board. So long as the ship remains cloaked (and undetected; see below) its location will remain unknown to the opposing side. While cloaked, a starship may not be attacked by enemy starships or fighter flights. Any C.4: Seeking Weapons (p.40) targeting the ship are immediately removed from the board. Cloaked ships ignore minefields (B.15: Mines, p.34), unless detected. The effects of moving through asteroid fields (G.1: Asteroids, p.54) are deferred until the ship uncloaks or is detected (see below). While cloaked, a starship may not attack with any of its weapons. It also may not fire B.3: Boosters (p.31), launch B.9: Flares (p.33), warm up its B.10: Hyperdrive (p.33), deploy B.14: Marines (p.34), lay B.15: Mines (p.34), launch B.17: Probes (p.35), activate its B.19: Shockwave (p.36), use a B.24: Tractor Beam (p.38), or perform D.3: Evasive Action (p.44) or D.9: Towing (p.47). While cloaked, starships may not launch or recover any fighter flights (F.5: Launch & Recovery, p.52). Fighter flights, B.20: Shuttlecraft (p.37) and seeker flights (C.4: Seeking Weapons, p.40) already on the game board are unaffected when their launching/firing ship activates its cloaking device; however, no additional flights may be launched while the cloak is active. To uncloak a starship, the controlling player simply does not record a “C” in the ship’s movement orders. At the start of the Movement Phase, before any ships are moved across the game board, place the ship’s model in the hex containing its cloak marker, and move it according to all orders recorded while it was cloaked, before then carrying out the ship’s current movement orders. Remove the cloak marker from the game board. Any “attacks” by asteroid fields (G.1: Asteroids, p.54) along the ship’s path are resolved immediately. In the Orders Phase of Game Turn 1, a starship records movement orders of “C/2P1(3)”. At the start of the Movement Phase, a cloak marker is placed in the ship’s hex and its model is removed from the game board. In the Orders Phase of Game Turn 2, the starship records movement orders of “C/4(4)”. It remains cloaked, so no further steps are required (although see Detection, below). In the Orders Phase of Game Turn 3, the starship records movement orders of “2R1(4)”. The ship is no longer cloaked, so at the start of the Movement Phase, the ship’s model is returned to the hex containing its cloak marker and is then moved according to the orders recorded while it was cloaked, before finally carrying out the current set of movement orders. The cloak marker is then removed from the game board. Detection At the start of the Movement Phase, before any starships are moved across the game board, roll one die per cloaked ship: if the result is less than the number of consecutive turns the ship has been cloaked, enemy sensors have pierced the cloak and identified the ship’s general location. (This means a ship is not at risk of detection during its first turn under cloak.) If a starship is detected, place its model in the hex containing its cloak marker, and move it according to all orders recorded while it was undetected, before then carrying out the ship’s current movement orders. Move the cloak marker to the ship’s new location. Any “attacks” by asteroid fields (G.1: Asteroids, p.54) along the ship’s path are resolved immediately. Unity Rulebook – Version 2.0 31
A detected cloaked starship may be attacked, although there is an additional -1 to-hit penalty. A cloaked ship remains subject to all restrictions listed above, even if detected. A detected ship may not be targeted by C.4: Seeking Weapons (p.40). A detected cloaked starship is not automatically detected again; however, the detection roll for a ship that was detected in the previous game turn is made with a -1 modifier. In the Orders Phase of Game Turn 4, a starship records movement orders of “C/2P1(3)”. This is the third consecutive game turn in which the ship has been cloaked. At the start of the Movement Phase, a die is rolled, coming up 2. As this is less than the number of game turns the ship has been under cloak, it has been detected. The ship’s model is returned to the game board. The ship is then moved according to its movement orders, and the cloak marker is moved to the ship’s current location. During the subsequent Combat Phase, the ship is subject to enemy attacks at a -1 to-hit penalty. The cloaked ship remains unable to make any attacks of its own. During the Orders Phase of Game Turn 5, the controlling player has a choice to make. If the starship remains cloaked, it has a 4-in-6 chance of being detected again; if it spends one game turn uncloaked and then cloaks again in Game Turn 6, there will be no chance of detection until Game Turn 7. Cloaked starships are detected if they enter a cometary coma or tail (G.3: Comets, p.55). Likewise, cloaked ships are automatically detected during battles fought inside G.4: Nebulae (p.56). B.7 Directional Shielding (Trait) A starship with directional shielding does not have a single shield rating in all directions; instead, it is better-protected in some directions than in others. This is not noted with the ship’s other traits; a ship with directional shielding has a separate rating for each defensive arc: forward, port, starboard, and aft (Defensive Arcs, p.30). These four ratings are listed above the ship’s normal shield track. When the ship is attacked, the applicable shield rating depends upon the direction of the attack. The numbers listed in the shield track of a starship with directional shielding is equal to the sum of the ratings in each arc. As the total is reduced due to damage, the ship’s four shield ratings must be reduced accordingly. A starship possessing directional shielding has shield ratings of 3, 2, 2, and 1, for a total of 8. After the starship takes two shield hits, the number in the next unchecked box of the shield track is 6, which means the controlling player must reduce the ship’s arc ratings by 2 (8 - 6). The player elects to reduce the port and aft shield ratings by -1 each, as shown below: B.6 Countermeasures (Equipment) The most effective means of preventing damage from enemy weapons is for a starship to avoid getting hit in the first place. Such efforts to interfere with opposing tracking systems can take any number of forms: in Starmada, these are combined under the general heading of “countermeasures”. The effect of countermeasures is to apply a -1 penalty to the result of each to-hit die from attacks made by opposing starships. Attacks by fighter flights are unaffected by countermeasures. A starship may be given multiple levels of countermeasures; each level incurs an additional -1 to-hit penalty. B.8 Fire Control (Equipment) Fire control does not refer to the targeting systems inherent in all starship weaponry; rather, it is a catchall designation for any number of different systems enabling the ship to counteract obstacles to a firing solution. A starship equipped with fire control is able to counteract any single -1 penalty to the result of each of its weapons’ to-hit dice. For example, a player may ignore the penalty for attacking a target at long range, or for attacking a tiny target, but not both. This ability can be used to minimize a greater penalty; e.g. if there is a -2 penalty due to the effects of evasive action (D.3: Evasive Action, p.44), fire control can be used to reduce this to -1. This is subtly different than applying a +1 bonus to the result of each to-hit die, as fire control is only applicable if negative modifiers also apply. 32 April 2020 – www.mj12games.com
A starship may be given multiple levels of fire control; each level allows the ship to counteract a separate -1 to-hit penalty. B.9 Flares (Munitions) Flares release a short, concentrated burst of electromagnetic radiation, useful for disrupting enemy weapons fire through an area of space. Flares are launched at the same time a starship makes its attacks. First, declare how many flares are being launched, and check off that number of flares on the starship display sheet. For each flare launched, select a target hex within 10 hexes of the launching ship, in any direction, and roll a die: Roll 1 2-4 5-6 Effect None. The flare was a “dud”. Place a flare marker face down in a random hex adjacent to the target hex. Place a flare marker face down in the target hex. During the End Phase, remove all face-up flare markers and flip all face-down flare markers to face up. The effect of flares is to reduce the effectiveness of weapons fire. If the line of sight (p.19) passes over any part of a hex containing a face up flare marker, apply a -1 penalty. This penalty is cumulative; e.g. if the line of sight passes through two flares, the penalty is -2. A face-down flare marker has no effect. While a starship is warming up its hyperdrive, it may only move straight ahead; it may not perform any turns, sideslips, pivots, D.3: Evasive Action (p.44), D.7: Rolls (p.46), or changes in altitude (G.6: ThreeDimensional Play, p.57). A ship may not warm up its hyperdrive in the same game turn as it fires B.3: Boosters (p.31) or while cloaked (B.5: Cloaking Device, p.31). If using E.4: Partial Victory Points (p.49), a starship that jumps into hyperspace is considered to have lost two-thirds of its hull boxes for victory purposes. This means a ship that has lost one-third of its hull boxes will award 20% of the normal VPs when jumping into hyperspace, while a ship that has already lost twothirds of its hull boxes will award no additional VPs when entering hyperspace. B.11 Ionized Hull (Trait) A starship’s primary method of defense is its shield rating. Unfortunately, even the most powerful shielding allows a fraction of enemy fire to penetrate to the ship. Therefore, some ships have an additional line of defense. An ionized hull represents an electromagnetic barrier around the “skin” of a starship, capable of deflecting or absorbing damage as it occurs. The effect is to negate any damage roll result of 1, eliminating 33% of potential hull damage. B.12 Launch Tubes A starship may not launch flares while cloaked (B.5: Cloaking Device, p.31). If using G.6: ThreeDimensional Play (p.57), flares exist at all altitude levels. (Trait) B.10 Hyperdrive Some starships are designed to deploy their fighter contingents very quickly; such carriers can be deadly to unsuspecting opponents. (Equipment) All of the action in Starmada is considered to be taking place in the “normal” Newtonian universe. However, many science fiction settings include faster than light travel. In order for this to be possible, the concept of hyperspace has often been postulated. The exact nature of hyperspace (and even its name) will vary depending upon the universe within which the game is being played; its role in Starmada is to give ships an escape route from battle. This system requires the use of F.5: Launch & Recovery (p.52). The effect of launch tubes is to double the launch maximum given in the table on p.53; e.g. a ship of hull size 8 possessing launch tubes would be able to launch four fighter flights in a single game turn, rather than two. Launch tubes have no effect on recovery rates. B.13 Long Range Sensors Activation of the hyperdrive is a multi-game-turn process. The hypderdrive “warmup” is recorded by writing an “H” at the start of the starship’s movement orders; e.g. “H/4(4)”. When the ship is moved, roll one die and record the result in the game turn record. In subsequent turns, roll another die and add it to the previous result. Once this running total reaches 10, the ship enters hyperspace. If a ship fails to continue its hyperdrive warmup for any reason, the running total is lost, and it must begin again from zero. The running total is likewise reduced to zero if the ship suffers an engine hit. (Equipment) A starship entering hyperspace is considered to be destroyed for purposes of the current scenario; however, the opposing side receives only 50% the normal amount of VPs, rounded up. This range modification only applies so long as the LRS is operational; if a starship’s LRS is damaged, the range to its targets is determined normally. Long range sensors (LRS) is a catch-all term for any mechanism by which a starship is able to extend the reach of its targeting systems and thereby strike targets further away than would otherwise be possible. A starship equipped with LRS may reduce the effective range to any target by one-third of the actual range (rounded down). For example, a target at an actual range of 7 hexes would be at an effective range of 5 hexes (7 - (7÷3, rounded down)). Unity Rulebook – Version 2.0 33
B.14 Marines (Munitions) Marines are troops trained in the art of shipboard combat. Their role in Starmada is to assault opposing starships in an attempt to capture them. They can also be useful in preventing the same thing from happening to their own ship. Marines are assigned to starships in “squads”: each squad represents a group of individual soldiers who fight as a unit. Marine squads are “fired” during the Combat Phase, at the same time a starship’s weapons are fired (it is assumed the marines are furnished with teleporters, jetpacks, or other means for boarding enemy ships). A ship can only attempt to land marine squads on a single target per Combat Phase. The target of a marine attack must be declared at the same time as targets for the ship’s weapons. The maximum range for marine boarding attempts is 5 hexes; there are no firing arc restrictions. Roll one die per marine squad being “fired”; no range modifiers are applied to this roll, although other to-hit modifiers apply. Each die that exceeds the range to the target is then re-rolled. Each of these dice that exceeds the target’s shield rating results in one boarding party landed on the target. An unmodified roll of 1 always fails; rolls higher than 6 are handled as described on p.20. The maximum number of marine squads which can be used to attack in a single Combat Phase is limited by the starship’s hull size: Hull Size 1-3 4-8 9-15 16-24 25-35 Max Marines Two Three Four Five Six A starship may choose to sacrifice two screens (B.18: Screens, p.35) to prevent one enemy boarding party from landing. A starship struck by weapons with the Deadly trait (C.5: Weapon Traits, p.41) may sacrifice one marine squad to cancel one crew casualty. Shipboard Combat (Optional) The primary focus of Starmada is on ship-to-ship combat; for this reason, the effect of boarding parties within the game is highly abstracted. However, some players may wish to simulate the furious firefights and desperate last stands of shipboard combat. When using this option, defending marine squads are not sacrificed in order to destroy boarding parties on a 1:1 basis; instead, the opposing forces engage in shipboard combat until one or the other has been eliminated. Only after all defending marine squads have been removed can the starship be captured. During the End Phase, the defending player rolls a number of dice equal to the number of marine squads on the starship. The result of each die is then compared to the following table: Roll 1-2 3-5 6 Number of Hits None One Two Each hit results in the elimination of an attacking boarding party. After casualties are removed, roll one die on the above chart for each surviving boarding party; each hit eliminates one defending marine squad. A marine squad that is successfully transferred to the target should be checked off the attacking starship’s display sheet; however, any squad that fails to successfully transport is not lost. It may try again in a subsequent Combat Phase. Five boarding parties have landed on an opposing starship with three marine squads onboard. The defender rolls three dice, coming up 1, 5, and 6. As a result, three hits are scored (0 + 1 + 2), eliminating three attacking boarding parties. Once landed on an opposing starship, a marine squad becomes a “boarding party”. If the target has its own marines on board, they may be sacrificed on a 1:1 basis to eliminate enemy boarding parties as they land. The attacker next rolls two dice, coming up 1 and 4. Thus, the attacker scores one hit (0 + 1), removing one defending marine squad. During the End Phase, if the number of enemy boarding parties is equal to or greater than the number of unchecked boxes remaining on a starship’s hull track, the ship has been captured by boarders and is removed from the game board. It is considered destroyed for victory purposes, although in Appendix T: Campaigns (p.65) captured vessels may have a different fate than those destroyed by weapons fire. A starship of hull size 5 has taken two hull hits, and has no friendly marine squads onboard. Two enemy boarding parties have been landed. Therefore, one more hull hit or enemy boarding party will result in the ship’s capture. 34 Starships currently under cloak (B.5: Cloaking Device, p.31) may not attempt to land marines on enemy ships, nor may they be boarded unless they have been detected. April 2020 – www.mj12games.com B.15 Mines (Munitions) Mines, while primarily a strategic defense, can have an impact in tactical situations as well, by denying freedom of movement to opposing forces. In Starmada, mines are not handled individually, but are used en masse to create minefields. Mines are deployed during the End Phase. First, declare how many mines are being used, and remove that number of mines from the ship. For each mine used, place one mine marker in any adjacent hex. Mines cannot be placed in a hex occupied by an enemy ship. Starships currently under cloak (B.5: Cloaking Device, p.31) may not deploy mines.
All of the mine markers in a given hex are collectively referred to as a “minefield”. Whenever an element (friendly or otherwise) enters a hex containing or adjacent to a minefield, the element is immediately attacked. The number of to-hit dice rolled is equal to the number of markers in the minefield. Starships are hit on any roll of 5 or 6; fighter flights and detected cloaked ships are hit only on rolls of 6; no modifiers (p.20) apply. The IMP and DMG values of minefield hits are each 1. Damage from minefields is applied immediately (i.e. do not wait until the End Phase). However, a starship will always complete its movement orders as written, regardless of any engine hits that might result. If the moving starship has B.7: Directional Shielding (p.32) or directional screens (B.18: Screens, p.36), hits from mines are applied against the forward defensive arc (p.30). B.22: Stealth (p.37) has no effect on minefield “attacks”. If using E.3: Explosions (p.48), a starship destroyed by a minefield has its explosion resolved at the conclusion of its movement, rather than during the End Phase. If using G.6: Three-Dimensional Play (p.57), minefields are considered to exist at all altitude levels. Minesweeping Minefields may be reduced in size and/or destroyed. Minefields are considered tiny targets; i.e. there is a -1 to-hit penalty unless the attacking weapon has the Accurate trait (C.5: Weapon Traits, p.42). Each hit scored on a minefield removes one mine marker; there is no need for impact or damage rolls. B.16 Overthrusters (Equipment) Some starships are equipped with powerful maneuvering thrusters, allowing them to quickly rotate to bring their weapons to bear. After all starships have been moved in the Movement Phase, any ship equipped with overthrusters rolls one die: if the result is 4-6, the ship may make a onehexside turn to port or starboard. Record the direction in the game turn record. During the End Phase, any ships that used their overthrusters are turned one hexside in the opposing direction, so that they will retain their proper heading in the subsequent game turn. For example, a ship that used its overthrusters to turn one hexside to port in the Movement Phase is turned one hexside to starboard in the End Phase. B.17 Probes (Munitions) Probes are scientific instruments, carried by starships for survey and scouting purposes. They may also be used to help starships locate their targets. Probes are launched during the Combat Phase, at the same time that a ship makes its attacks. First, declare how many probes are being launched, and remove that number of probes from the starship display sheet. For each probe launched, select a target hex within 10 hexes of the launching ship, in any direction, and roll a die: Roll 1 2-4 5-6 Effect None. The probe was a “dud”. Place a probe marker face down in a random hex adjacent to the target hex. Place a probe marker face down in the target hex. During the End Phase, remove all face-up probe markers and flip all face-down probe markers to face up. Probe markers have two effects: 1) First, instead of tracing line of sight (p.19) directly to a target, a starship may trace line of sight from itself to any face-up probe marker it launched, and then from that marker to the target. In this way, probes may be used to circumvent intervening obstructions such as B.9: Flares (p.33), E.3: Explosions (p.48), Appendix G: Terrain (p.54), etc. Range and firing arc restrictions still apply. 2) Second, a starship may apply a +1 to-hit bonus to its attacks if there is a face-up probe marker it launched within three hexes of the target. C.4: Seeking Weapons (p.40) may claim this bonus if there is a face-up probe marker within three hexes at the time they impact their target. A face-down probe marker has no effect. Probes as Weapons Probes may also be used in a pinch as (weak) weapons. They are fired during the Combat Phase, at the same time a starship makes its other attacks. First, declare how many probes are being fired, and remove that number of probes from the starship display sheet. A ship may only attack a single target with probes in each Combat Phase. Probe attacks are subject to the following rules: Probe attacks can be made in any direction; i.e. there are no firing arc restrictions. Probes have RNG 1-3-6, and are ACC 4+. The ROF, IMP, and DMG values are each 1. A starship may not launch probes (either as weapons or for targeting assistance) when cloaked (B.5: Cloaking Device, p.31). B.18 Screens (Trait) Unlike shields, which deflect incoming weapons fire with varying degrees of success, screens are 100% effective at preventing damage to a starship. However, they are used up in the process, eventually leaving the ship completely vulnerable. Unity Rulebook – Version 2.0 35
The presence of screens is not listed with a starship’s other traits; instead, it is indicated on the display sheet by one or more rows of boxes above the hull track, as shown in the following example of a hull size 8 ship with 12 screens: When enemy weapons penetrate the shields (if any) of a starship possessing screens, do not make any damage rolls (p.21); instead, check off one screen per point of damage inflicted. Once all of a ship’s screens have been checked off, begin rolling for damage normally. A starship may choose to sacrifice two screens to prevent one enemy boarding party from landing (B.14: Marines, p.34). As with “shields” (p.10), the term “screens” is deliberately vague, as the exact nature of this system depends on the specific setting. It may be renamed by players as needed; what matters is its function within the game. Damage-Based Traits Damage-based traits (C.5: Weapon Traits, p.41) require additional consideration when interacting with screens: A starship with directional screens does not have a single set of boxes; instead, it has a separate group for each defensive arc: forward, port, starboard, and aft (Defensive Arcs, p.30). In the above example, a starship has 10 screens in the forward arc, 9 in each of the port and starboard arcs, and 6 in the aft arc. When a starship is attacked, the applicable group of screens depends upon the direction of the attack. Only screens in the relevant group can be used to absorb damage; if no screens remain in that group, damage rolls are made as normal, even if screens remain in one or more of the other arcs. Bleed-Through (Optional) As an optional rule, players may decide screens are not 100% effective at preventing damage. Roll one die per point of damage inflicted; on a result of 6, that point is not absorbed by screens, and is instead resolved normally. A starship is hit by enemy weapons fire, and four points of damage are inflicted. Four dice are rolled, coming up 3, 5, 5, and 6. As a result, three screens are checked off, while one roll is made on the damage chart (p.21). Catastrophic: Roll one die per point of damage inflicted. If the result is 4-6, check off one additional screen. Deadly: Roll one die per point of damage inflicted. If the result is 4-6, check off one additional screen. B.19 Shockwave Disruptive: Check off one additional screen per point of damage inflicted. Incapacitating: Roll one die per point of damage inflicted. If the result is 1-3, reduce the number of screens checked off by one. The shockwave device is a vicious weapon. When triggered, it releases a powerful pulsed fusion blast that radiates from the starship’s shield generators into surrounding space. Kinetic: Check off one additional screen per point of damage inflicted. A volley of weapons with the Incapacitating and Kinetic traits scores four points of damage. Four dice are rolled, coming up 1, 2, 4, and 5. As a result, a total of six screens are checked off: a base of 4 damage points, +4 due to the Kinetic trait, -2 due to the Incapacitating trait. If the total number of screens to be checked off from a given volley exceeds the number of screens remaining on the target ship, the excess is rolled as normal damage, disregarding the damage-based trait(s). A starship with four screens remaining is hit for three points of damage by weapons with the Catastrophic trait. Three dice are rolled, coming up 3, 4, and 6. This would normally result in five screens being checked off; however, as the ship only has four remaining, the fifth is resolved as a normal damage roll, disregarding the Catastrophic trait. 36 Directional Screens April 2020 – www.mj12games.com (Trait) A starship triggers its shockwave in the Combat Phase, at the same time it fires its other weapons. When triggered, a shockwave generates a number of hits equal to four times its current shield rating. These hits are then assigned as evenly as possible to all elements (friendly or otherwise) and/or minefields (B.15: Mines, p.34) within three hexes, to which the attacking ship has a line of sight (p.19). Any leftover hit(s) may be assigned as desired by the attacking player, in ascending order of range. A starship with a current shield rating of 3 triggers its shockwave, generating twelve hits (3 × 4). There are two elements three hexes away from the ship, two elements two hexes away, and a fifth element in an adjacent hex; therefore, each element receives two hits. One of the remaining hits must be assigned to the adjacent element; the final hit may be assigned to either element two hexes away. No to-hit roll is conducted; shockwave attacks are automatically successful. The IMP and DMG values for shockwave attacks are each 1.
A solar-sailing starship heading one hexside away from the solar wind during the Orders Phase receives a 50% bonus to its engine rating (rounded up). No target may be assigned more than one-third of the available hits (rounded up); thus, if there are only one or two elements and/or minefields within three hexes, the remaining hits are lost. Starships with B.7: Directional Shielding (p.32) use the sum of all four current shield ratings to determine the number of shockwave hits; do not multiply this sum by four. For example, a ship with current shield ratings of Fwd 3, Port 3, Stbd 2, and Aft 1 would generate 9 hits (3 + 3 + 2 + 1). If using G.3: Comets (p.55), the tail of a comet will extend in the direction of the solar wind. A starship may not activate its shockwave while cloaked (B.5: Cloaking Device, p.31). B.20 Shuttlecraft (Munitions) This system requires the use of F.5: Launch & Recovery (p.52). Shuttlecraft (shuttles) are small vessels used to transport cargo and personnel from orbit to the surface of a planet and back again. They only have limited use in combat, but are better than nothing. Shuttles are treated as if they were single-fighter flights (p.22), with the following changes: A shuttle does not start the game on the board. Instead, it is launched during the End Phase, according to the rules for F.5: Launch & Recovery (p.52). Shuttles have a movement allowance (MA) of 4, instead of 8. Shuttles receive a “saving throw” when damaged. Roll one die per hit scored; on a result of 4+, the shuttle survives. If a shuttle is struck by a weapon with IMP>1, the saving throw is modified by -1 per additional point of IMP; e.g. a weapon with IMP 3 incurs a -2 penalty. Any unmodified saving throw of 6 automatically succeeds. A starship may not launch shuttles while it is cloaked (B.5: Cloaking Device, p.31). Rules which apply to fighters also apply to shuttles, unless explicitly noted otherwise. B.21 Solar Sails (Trait) The solar wind is a constant stream of charged particles emitted by a nearby star. Although not normally strong enough to exert any real force on large objects like starships, what if ships could be rigged with “sails” to take proper advantage of this energy? A starship possessing solar sails moves in the same manner as described in rule 3.0: Movement (p.15), with the following changes: Before the game begins, randomly determine the direction in which the solar wind is “blowing”. A solar-sailing starship heading against (i.e. in the opposite direction from) the solar wind during the Orders Phase has its engine rating reduced by 50% (rounded up). In the above example, the solar wind is “blowing” from the bottom of the picture. All three starships have solar sails and an engine rating of 5. Ship (A) is heading into the wind, and therefore has its rating reduced to 3 (5 - 50% = 2.5, rounded up). Ship (B) is heading one hexside (60°) away from the solar wind, and therefore has an effective engine rating of 8 (5 + 50% = 7.5, rounded up). Ship (C) is heading two hexsides (120°) away from the solar wind; its engine rating is therefore unchanged. B.22 Stealth (Equipment) Some starships have the capability to completely fool enemy targeting computers, making them appear to be in multiple locations at once—or nowhere at all. While not 100% effective, a stealth-equipped target means the enemy cannot be certain whether their firing solution is truly accurate; at least, not until it is too late. Whenever a starship declares an attack is declared on a target equipped with stealth, but before any to-hit dice are rolled, roll one die: if the result is 1, the attacker was unable to achieve an adequate firing solution, and the attack may not proceed. A separate roll is made for each attacking ship, not for each weapon being fired: thus, if the lock-on roll fails, all weapons declared by the attacking ship automatically miss. A starship may be given multiple levels of stealth; each level adds another die to the lock-on roll. For example, “Stealth (2)” would require each attacking element to roll two dice: if either die comes up 1, the lock-on attempt is unsuccessful. A battery of weapons with the Slow trait (p.42) is not considered to have been fired if the stealth lock-on attempt fails. Thus, while the weapons cannot change their intended target, they will be available for use in the following Combat Phase. Unity Rulebook – Version 2.0 37
“Attacks” from B.15: Mines (p.34) and asteroid fields (G.1: Asteroids, p.54) are unaffected by stealth. Attacks that affect all targets in a specified area, such as a B.19: Shockwave (p.36) or Proximity weapons (C.5: Weapon Traits, p.43) are likewise unaffected. Stealth has no effect on attacks by fighters. Battery-Specific Lock-On (Optional) For some players, the “all-or-nothing” aspect of stealth may be a bit too much. Therefore, the following optional rule may be applied: Instead of rolling once for each attacking starship, roll once per weapons battery. If the lock-on roll fails, none of the weapons from that battery may attack, although other weapons from that ship may proceed (provided those batteries succeed in their lock-on attempts). This option will make it less likely that a starship’s entire attack will be wasted due to a bad die roll; conversely, it will make it more likely that stealthequipped ships will suffer damage from any given attacker. B.23 Stutterdrive (Equipment) The stutterdrive is an offshoot of hyperspace technology. It tears a small “wormhole” in the fabric of space-time, drawing the starship through hyperspace to reappear a short distance away, without occupying the space in between. Unfortunately, the use of this device is not an exact science, and there is some randomness in its application. Stutterdrives are used in the End Phase. A starship using its stutterdrive may move a number of hexes up to one-half its current engine rating (rounded up). The ship’s speed and heading are unchanged. Once this is done, roll one die per hex moved. For each die that comes up 1, the ship must be “scattered”: move the ship the appropriate number of hexes in a random direction, again without affecting the ship’s speed or heading. (To determine a random direction, roll one die: 1 indicates the direction of the ship’s heading; 2-6 indicate the remaining hexsides in clockwise order.) A starship using its stutterdrive temporarily leaves our dimension; it may therefore ignore any other elements, minefields (B.15: Mines, p.34) and/or Appendix G: Terrain (p.54) during its move and “scatter”. However, a ship may not voluntarily end its move in an occupied hex. If the ship “scatters” and reappears in the same hex as an enemy ship, use the process described on p.16 to resolve the situation. If the ship reappears in the same hex as an enemy fighter flight, the flight must move when activated or be destroyed. If the ship reappears within a minefield or asteroid field (G.1: Asteroids, p.54), it is “attacked” as if it had moved into the hex. If the ship reappears in the same hex as terrain with which it cannot coexist, such as an asteroid (G.1: Asteroids, p.54), event horizon (G.2: Black Holes, p.55), cometary nucleus (G.3: Comets, p.56), or planet (G.5: Planets, p.56), it is instantly destroyed. 38 April 2020 – www.mj12games.com In the above example, a starship has used its stutterdrive to move three hexes. Three dice are rolled, coming up 1, 1, and 3. As a result, the ship will “scatter”; the player rolls another die, coming up 2. The ship is therefore moved two hexes in the indicated direction. B.24 Tractor Beam (Equipment) Tractor beams are used by starships to help guide small craft into hangar spaces, deflect debris while in planetary orbit, and other mundane functions. In combat, they can be used to attack fighters and other small craft. Tractor beams may not be used to attack enemy ships. Tractor beam attacks are made at the same time as a starship’s other weapons. Tractor beams may attack any tiny target in an adjacent hex. There are no firing arc restrictions. To resolve a tractor beam attack, roll one die. On a result of 5 or 6, one hit is scored on the target. No modifiers apply to this roll. A starship may be given multiple tractor beams; each beam may be used to attack a different target. A ship cannot use its tractor beams while cloaked (B.5: Cloaking Device, p.31). Defensive Fire Unlike standard weapons, tractor beams can be used to defend against attacks during the Fighter Phase. Whenever a fighter flight declares an attack, the target may declare it is using one or more tractor beams defensively. Defensive fire is resolved as above, except that hits are scored only on each roll of 6. Any damage inflicted is applied before the fighter flight resolves its attack. A starship may only use each tractor beam once during the game turn; thus, any beams used for defensive fire in the Fighter Phase may not be used again in the subsequent Combat Phase.
APPENDIX C: WEAPON OPTIONS This appendix provides several options allowing players to greatly expand the variety of weapons available. Where the “essential” rules allow for a large degree of customization, the options listed here increase the possibilities well into the millions. The rules that follow are concerned with defining the capabilities and/or limitations of specific weapon batteries; rules which modify the attack process as a whole can be found in Appendix E: Combat Options (p.48). C.1 Alternate Firing Arcs For some players, the standard firing arc notation (p.19) is not very intuitive. In addition, when modeling starship designs from a pre-existing setting with established terminology, it may be undesirable to force players to learn a new system. With this option, players may “re-label” specific combinations of firing arcs to something more familiar. As an example, here is a list of 20 suggested alternate firing arcs, along with the abbreviations to use on the starship display sheet and their standard arc equivalents: Firing Arc Forward Aft Port Starboard Forward Port Forward Starboard Aft Port Aft Starboard Forward Restricted Aft Restricted Port Restricted Starboard Restricted Forward Half Aft Half Port Half Starboard Half Forward Extended Aft Extended Turret Restricted Turret Abbr FF AA PP SS FP FS AP AS FR AR PR SR FH AH PH SH FX AX TR TT Standard AB EF HJ IK AC BD CE DF G L C D GHI JKL ACE BDF ABCD CDEF GHIJK ABCDEF Starships utilizing alternate firing arcs may be fielded alongside those featuring standard arc designations, provided all players are aware of the equivalent arcs. Defensive Arcs As an additional option, players may utilize the Defensive Arcs (p.30) to define weapon firing arcs. These are listed on the starship display sheet in the same manner as other firing arcs, using the following abbreviations: Firing Arc Forward Port Starboard Aft Abbr Fwd Port Stbd Aft C.2 Dual-Mode Weapons With this option, players can design weapon systems that are able to switch between “modes” as the tactical situation requires. For example, a powerful anti-ship weapon could be switched to a weaker but more accurate anti-fighter mode and back again during the course of a battle. The characteristics of the weapon battery in the two modes are listed separately on the starship display sheet. The Ion Cannon battery has its RNG reduced to 2-4-6 when used in Close Defense mode, while its ACC improves from 5+ to 4+. The specific mode to be used is chosen at the time targets are declared. All of the weapons in a given bank must use the same mode, although different banks may use different modes. C.3 Multi-Weapon Mounts The multi-weapon mount option can be used to simulate turrets, double-barreled guns, or other configurations in which several weapons are grouped into a single unit. Regardless of the “in-universe” explanation, the effect is the same. A multi-weapon mount is indicated on the starship display sheet by listing the number of weapons in the mount after the firing arc(s). For example, “AB2 ▢▢” indicates a bank of two dual-weapon mounts, firing into the [AB] arc. Unity Rulebook – Version 2.0 39
A multi-weapon mount is slightly less effective than an equivalent number of single-weapon mounts. When firing a multi-weapon mount, make a to-hit roll using the ROF value of a single weapon. The number of hits scored by each die is equal to the amount by which it exceeds the ACC, plus one. For example, if the ACC of a triple-weapon mount is 4+, a roll of 4 scores one hit, a roll of 5 scores two hits, and a roll of 6 scores three hits. The maximum number of hits that can be scored on a single to-hit die is equal to the size of the weapon mount. Thus, a dual-weapon mount cannot score more than two hits per die, no matter how high it rolls. The target of a seeker flight is not secret; it must be announced at the time of launch. Seekers may not be attacked during the same Combat Phase in which they are launched. A seeker flight has a movement allowance (MA) instead of RNG. A seeker must use all of its available MA, unless it reaches its target. If necessary, a multi-weapon mount uses the maximum roll process (p.20) to determine the number of hits scored. The cost of each hex of forward movement depends on the location of the seeker flight’s target at the time it activates: if the target is in the flight’s [A] or [B] arc, each hex costs 1MA; if the target is in the flight’s [C] or [D] arc, each hex costs 2MA; if the target is in the flight’s [E] or [F] arc, each hex costs 3MA. If the target lies on an arc boundary, apply the lower MA cost. A seeker flight must move forward unless moving forward would not decrease the range to the target, in which case the flight must perform a one-hexside turn towards the target. Seekers do not sideslip. The controlling player must still determine whether a turn towards the target is necessary even if the flight does not have enough MA to conduct another forward move. (See illustration on the facing page.) A seeker flight may only attack its declared target. If a starship activates its B.5: Cloaking Device (p.31), any flights currently targeting the ship are immediately removed from the game board. A seeker flight must enter the target’s hex in order to attack; it does not attack from an adjacent hex. If the target has B.7: Directional Shielding (p.32) or directional screens (B.18: Screens, p.36), and/or is using weapons with the Defensive trait (C.5: Weapon Traits, p.42), the applicable defensive and/or firing arc is determined by the hex vacated by the flight when it entered the target hex. When a seeker flight makes its attack, roll one die per seeker in the flight; each die that equals or exceeds the weapon’s ACC scores one hit on the target. Once a seeker flight has resolved its attack, it is removed from the board. If the target possesses B.1: Anti-Fighter Batteries (p.30), a -1 penalty is applied to the seeker’s to-hit rolls. Fighters do not suffer casualties on attack die results of 1 when attacking seeker flights. When a fighter flight is selected for activation, any one seeker flight targeting the selected flight may choose to activate first. The selected flight is activated once the “interrupting” flight’s activation is concluded. A triple-weapon mount with ROF 3, ACC 5+ is attacking a target at long range (-1). Three dice are rolled, coming up 2, 4, and 6. The 2 and 4 miss, while the 6 is re-rolled, coming up 3, for a final result of 7 (3 + 5 - 1). Thus, three hits have been scored (Roll 7 ACC 5 + 1). Seeker Operations Once launched, seeker flights operate in the same manner as fighter flights (p.22), except as noted below: C.4 Seeking Weapons Seeking weapons (“seekers”) are those which travel under their own power to the target, as opposed to direct-fire weapons, which are imparted with the required energy from the firing starship. (Compare cruise missiles to gun shells.) Slower than normal weapons, seekers move inexorably across the game board towards their intended target. They can deliver a powerful blow, provided they survive long enough. Seeking weapons can be identified on the starship display sheet by the fact they have a movement allowance (MA) listed in place of RNG. Launching Seekers Seeking weapons are launched at the same time as a starship’s other attacks. The target must be within the appropriate firing arc, and the attacker must have a line of sight to the target (p.19); however, there is no range restriction. Instead of immediately rolling to-hit, a seeking weapon battery generates a “flight” of seekers. Place a flight counter in the same hex as the attacking ship, so it is heading towards its intended target; if the line of sight crosses directly between two hexsides, the attacking player may choose between the two possible headings. The number of individual seekers in the flight is equal to the number of weapon mounts fired at the target, multiplied by the weapons’ ROF. If more than six individual seekers are launched at the same target, they must be split as evenly as possible into two separate flights; if the attack involves more than twelve seekers, they must be split into three flights; and so on. A starship is firing three seeking weapon mounts at a target. The weapons have ROF 3, resulting in nine total seekers. Therefore, two seeker flight counters are placed in the firing ship’s hex, one containing five individual seekers and one containing four. 40 April 2020 – www.mj12games.com Seeker flights remain functional even if the starship that fired them is destroyed. Rules that apply to fighters also apply to seekers, unless explicitly noted otherwise.
Damage-Based Traits Catastrophic (Cts) weapons, while somewhat unpredictable, are capable of ripping through the target’s hull with devastating effect. Whenever a Catastrophic weapon’s damage roll comes up 1-3, the number on the die indicates the number of hull boxes checked off the target’s display sheet. For example, if the damage roll is 2, two hull boxes are checked off. Deadly (Dly) weapons inflict a disproportionate number of casualties upon the target’s crew. Whenever a damage die is rolled as the result of a Deadly weapon hit, any even roll (2, 4, or 6) indicates a crew casualty in addition to its normal effect. Crew casualties are marked off of the hull track on the target’s display sheet, starting from the last box and moving towards the first (i.e. in the opposite direction of hull hits). Once all of the boxes on the hull track have been checked off (hull hits from the front, casualties from the back), the starship is considered destroyed. If any of a ship’s hull boxes were checked off due to crew casualties, it will not explode (E.3: Explosions, p.48). A weapon that is both Deadly and Disruptive (q.v.) will inflict a maximum of one crew casualty per damage die, regardless of rerolls due to the Disruptive trait. In the above illustration, a seeker flight with an MA of 8 activates with its target in the [E] arc. This means each hex of forward movement requires 3MA. Moving forward would not decrease the range to the target, so the flight turns one hexside to port. Again, moving forward would not decrease the range to the target, so the flight turns a second hexside. The flight moves forward two hexes, spending 6MA, reaching hex (X). Another hex of forward movement would not decrease the range to the target, so the flight makes a third and final turn. The flight only has 2MA remaining, which means it cannot move another hex, and so ends its activation. If the target has any marine squads on board (B.14: Marines, p.34), it may sacrifice one squad to cancel one crew casualty. A weapon that is both Disruptive and Deadly (q.v.) will inflict a maximum of one crew casualty per damage die, regardless of rerolls due to the Disruptive trait. C.5 Weapon Traits The “essential” Starmada rules define each weapon battery according to five characteristics: range, rate of fire, accuracy, impact, and damage. Weapons may be further customized by applying weapon traits. Each of these traits alters the manner in which the weapon operates within the game. Weapons with the Disruptive trait may not utilize E.2: Directed Damage (p.48). If a weapon battery possesses any traits, these will be listed on the right side of the battery display. Unless otherwise indicated, a weapon may not possess duplicate traits. Incapacitating (Inc) weapons are designed to cause system damage with little to no impact on the target’s hull. Any damage die rolled in an attack by such a weapon that comes up 1-3 does not cause a hull hit (although the effect of other traits is applied normally). A weapon with this trait incurs an additional -1 tohit penalty when used to attack tiny targets (for a total modification of -2). The PD Missile Launcher battery possesses the Carronade (Crn) and Diffuse (Dfs) traits. Disruptive (Dsr) weapons are designed to rip through a target’s systems and cause a cascading failure. When making damage rolls from such a weapon, record the result of any die that comes up 4-6, and then reroll it. Each die continues to be re-rolled in this fashion until it comes up 1-3. Kinetic (Knt) weapons are designed to carve huge chunks out of the target’s hull. In addition to its normal effect, each damage die from such a weapon automatically inflicts a hull hit. Unity Rulebook – Version 2.0 41
Fire Control Traits C.2: Dual-Mode Weapons (p.39) may not fire while reloading, even if they do not have the Slow trait in both modes. Accurate (Acr) weapons are better able to target small and/or swiftly-moving targets. Such weapons ignore the -1 penalty for attacking tiny targets. Defensive (Dfn) weapons are capable of reacting quickly to localized threats, and may therefore be used during the Fighter Phase to respond to enemy fighter attacks. Whenever a fighter flight makes an attack, the target may declare it is using one or more Defensive weapons. Slow weapons that are repaired (E.1: Damage Control, p.48) are considered to have been fired in the preceding Combat Phase; they must therefore wait until the second Combat Phase after repair before being used again. Range-Based Traits No modifier for range is applied: defensive fire is always considered to occur at medium range. However, any damage inflicted is applied before the fighter flight resolves its attack. The -1 modifier for attacking a tiny target still applies (unless the weapon is also Accurate, q.v.). When defending against seeker flights (C.4: Seeking Weapons, p.40), the applicable firing arc is determined by the hex vacated by the flight when it entered the target hex. A weapon with the Ballistic trait has an asterisk (*) in place of its short range band to indicate this limitation. Each weapon may only be fired once during the game turn; thus, any Defensive weapons used during the Fighter Phase may not be fired again in the subsequent Combat Phase. Fire-Linked (FrL) weapons share the same targeting data, to the extent that all such weapons fired at a single target are resolved as a single volley. This is done by determining the number of weapons to be fired at the target, and then rolling a number of to-hit dice equal to one weapon’s ROF value. Each die that equals or exceeds the weapon battery’s ACC value scores a number of hits equal to the number of weapons in the volley. Repeating (Rpt) weapons have a high rate of fire, allowing them to make multiple strikes in a short amount of time. Any to-hit dice that score hits may be re-rolled; any die that comes up 5 or 6 scores a second hit, and may be re-rolled again; a third hit is scored on any result of 6. No modifiers apply to these re-rolls. Slow (Slw) weapons require time to reload or recharge between attacks. Weapons in a bank cannot be used in consecutive game turns; e.g. if the bank makes any attacks in Game Turn 2, it cannot attack again until Game Turn 4. This restriction applies to the bank as a whole; even if only one weapon is fired, the entire bank is unable to attack during the following Combat Phase, although other banks within the same battery are not affected. Unless otherwise specified by the scenario, Slow weapons begin the game primed and ready to fire. A weapon may be given the Slow trait twice; such weapons are only able to fire every third game turn. 42 Slow weapons that have been declared against a target with Stealth (p.37) are not considered to have been fired if the lock-on attempt fails. Thus, while the weapons cannot change their intended target, they will be available for use in the following Combat Phase. April 2020 – www.mj12games.com Ballistic (Bls) weapons require a certain distance in which to accelerate to attack speed and/or acquire a targeting solution. Attacks cannot be made against targets at short range. Thus, a weapon with RNG 6-12-18 could not be used to attack any target within 6 hexes if given the Ballistic trait. Carronade (Crn) weapons take their name from short-ranged, powerful cannons, typically mounted on the upper decks of a ship of the line. In Starmada, the term is used to indicate weapons that may not be used to attack targets at long range. Thus, a weapon with RNG 5-10-15 could not be used to attack any target further than 10 hexes away if given the Carronade trait. A weapon with the Carronade trait has an asterisk (*) in place of its long range band to indicate this limitation. Diffuse (Dfs) weapons are more accurate at close range, but quickly lose their effectiveness as the distance to the target increases. To-hit modifiers for range are doubled; i.e. +2 at short range, -2 at long range. A weapon that is both Diffuse and Focused (q.v.) applies a -2 modifier at short range and +2 at long range. Focused (Fcs) weapons are paradoxically more accurate as the distance to the target increases. To-hit modifiers for range are reversed; i.e. -1 at short range, +1 at long range. A weapon that is both Focused and Diffuse (q.v.) applies a -2 modifier at short range and +2 at long range. Guided (Gid) weapons maintain their effectiveness right up to the edge of their maximum range. No to-hit modifiers are applied for range. Scatter (Sct) weapons are extremely effective at close range, but much less so as the distance to the target increases. Such weapons do not have a fixed IMP value. Instead, when attacking targets at short range, they are considered IMP 3; when attacking targets at medium range, they are considered IMP 2; at long range, they are considered IMP 1. A weapon with the Scatter trait has an asterisk (*) in place of its IMP value to indicate this variability.
Telescopic (Tls) weapons increase in power the further they travel. Such weapons do not have a fixed IMP value. Instead, when attacking targets at short range, they are considered IMP 1; when attacking targets at medium range, they are considered IMP 2; at long range, they are considered IMP 3. A weapon with the Telescopic trait has an asterisk (*) in place of its IMP value to indicate this variability. A weapon with this trait incurs an additional -1 tohit penalty when used to attack tiny targets (for a total modification of -2). Piercing (Pr1/Pr2) weapons significantly reduce the effectiveness of the target’s shields. The result of any impact die rolled by such a weapon is modified by +1 or +2, as indicated. Proximity (Prx) weapons spread their damage potential over a wide area. A separate attack roll is made against each element (friend or foe) in the target hex. In addition, an attack roll is made against each element adjacent to the target hex, at a -1 penalty. Miscellaneous Traits Expendable (Exp) weapons are furnished with a very limited amount of ammunition, forcing captains to pick the most opportune time to fire them. Such weapons are represented by a box followed by a diamond. For example, a pair of expendable weapons firing into the [AB] arc looks like this: “ ”. When an expendable weapon is fired, fill in the diamond to indicate the weapon cannot be fired again (although other weapons in the bank/battery may still be fired). The box itself is checked off when the weapon is damaged. Modulating (Mdl) weapons alter their resonance frequency with such speed and precision that they effectively negate the protective benefits of energy shielding. The target’s shield rating is treated as if it were zero, regardless of its actual value. Non-Piercing (NPr) weapons are less capable of penetrating a target’s shields than normal weapons. The result of any impact die rolled by such a weapon is modified by -1. Non-Piercing weapons treat unshielded targets as if they had a shield rating of 1. A Proximity weapon may be fired at an empty hex. If a Proximity weapon is fired at a target one hex away, the firing starship is also attacked. Volatile (Vlt) weapons are inconsistent, capable of providing massive amounts of firepower—or a mere pittance. When firing a Volatile weapon, roll a die: the result is the number of to-hit dice rolled. For example, if a Volatile weapon rolls a 4, four tohit dice would be rolled. A weapon with the Volatile trait has an asterisk (*) in place of its ROF value to indicate this variability. Unity Rulebook – Version 2.0 43
APPENDIX D: MOVEMENT OPTIONS This appendix presents various options which build upon the rules for maneuvering starships on the game board. Some of these options allow starships to perform additional maneuvers at their discretion; others fundamentally alter the manner in which all ships move. The assumption behind this option is that the very mechanism by which a starship moves through space also provides “drag”, having the effect of slowing the ship. This means a ship without engine power will eventually come to a stop (in the standard movement system, such ships will continue to move indefinitely). D.1 Emergency Thrust When using the etheric drag option, the actual movement of starships is unchanged. However, when computing the engine requirement (p.15), the ship’s previous speed is cut in half (rounded down). In most every battle, there comes a time when that extra bit of thrust becomes critical; with this option, captains have an opportunity to get just such a boost at a key moment—for a price. During the Orders Phase, starships may elect to apply emergency thrust by recording an “E” at the start of their movement orders. The effect of emergency thrust is to double the ship’s current engine rating. For example, a ship with an engine rating of 5 could incur an engine requirement of up to 10 by performing emergency thrust. However, this benefit comes at a cost; during the End Phase, any starship that performed emergency thrust must roll one die per unchecked box on the engine track; each die that comes up 1 or 2 results in the loss of one engine box. A starship that performed emergency thrust during the preceding Orders Phase has five boxes remaining on its engine track during the End Phase. Five dice are rolled, coming up 1, 2, 3, 3, and 6. As a result, two engine boxes must be checked off. A starship may not attempt emergency thrust if it has no remaining boxes on its engine track (nor would it gain any benefit from doing so). B.3: Boosters (p.31) expended by a starship during the same Orders Phase in which it performs emergency thrust are not doubled. D.2 Etheric Drag The ether was a hypothetical substance, theoretically necessary to explain the propagation of light waves. While now out of favor as a scientific postulate, the ether is still a necessary component of most Victorianand Edwardian-era “steampunk” settings. This rule can also simulate other settings in which starships do not retain all of their momentum from one turn to the next; for example, when simulating wet navy battles or universes in which ships move via “warp bubbles” which must be continuously maintained. 44 April 2020 – www.mj12games.com A starship with a previous speed of 6 plots movement orders of “3S1R(5)”. This would normally result in an engine requirement of 7 (max{6,5} = 6 + 1). However, if using the etheric drag option, the ship’s previous speed is cut in half. Therefore, the engine requirement is instead 6 (max{(6÷2),5} = 5 + 1). The movement of fighter flights is unaffected by etheric drag. Etheric drag may be increased, so that a starship’s previous speed is eliminated completely. Long-time players may note that maximizing drag so that previous speeds are reduced to zero, combined with D.5: Freeform Turns (p.45), modified so that each one-hexside turn adds +1 to the engine requirement, effectively simulates the basic, non-vector movement system found in previous editions of Starmada. D.3 Evasive Action Combat can be dangerous, and starship captains may decide it is better to avoid damage than to stand fast and slug it out with a powerful opponent. This option allows ships to elude enemy fire until a better opportunity presents itself. A starship intending to perform evasive action records this fact by writing a “Z” (for “zig-zag”) at the start of its movement orders. Performing evasive action doubles the engine requirement of a ship’s movement orders. For example, if a ship had a previous speed of 5 and wrote movement orders of “Z/1R2(4)”, the engine requirement would be 4 (5 - 4 + 1 = 2 × 2 = 4).
In the Combat Phase, any starship that performed evasive action in the preceding Movement Phase forces all to-hit dice rolled against it to suffer a penalty. However, the ship performing the action has the same penalty applied to its to-hit dice. The magnitude of this penalty depends upon the starship’s current engine rating: Engine Rating 1-2 3-5 6-9 10+ To-Hit Penalty None -1 -2 -3 This means starships with a current engine rating of 2 or less gain no benefit from evasive action; they are simply too ponderous to affect enemy targeting systems. If both attacker and target are performing evasive action, apply only the more severe penalty, not both; e.g. if a ship with an engine rating of 4 is attacking a target with an engine rating of 6, and both are evading, the to-hit penalty is -2, not -3. In the above example, Ship (A) has movement orders of “3P1” which would carry it off the edge of the game board. Therefore, all starships are moved four hexes in the same direction, retaining their relative positions, as shown below, in order to provide enough room for Ship (A) to complete its move. Fighter flights may not perform evasive action. A starship currently cloaked (B.5: Cloaking Device, p.31) may not perform evasive action. A ship may not perform evasive action while it is warming up its B.10: Hyperdrive (p.33). D.4 Floating Game Board In “essential” Starmada, the game board is selfcontained and exclusive; all combat occurs within its boundaries, and any starship exiting the board is considered to be destroyed. While this is simple, some players believe it does not adequately reflect the boundlessness of space. Therefore, the floating game board option can be used. Whenever a starship’s movement would take it off the game board, all objects should be first “floated” a certain number of hexes in an appropriate direction in order to free up space for the ship to complete its movement. Make sure all objects maintain the same positions relative to each other. The game board should not be floated for fighter movement. If the board cannot be floated in such a way to allow all starships and fighter flights to remain on the board, then floating cannot occur; i.e. another element should not be floated off of one edge of the board in order to allow a ship to complete its movement along the opposite edge. Players should use common sense when deciding to use this option, as it may invalidate certain scenario objectives. For example, scenario S.2: Breakout (p.59) becomes much more difficult (if not downright impossible) for the defender if a floating game board is used. D.5 Freeform Turns The standard movement rules are intended to provide a somewhat-realistic-yet-playable simulation of travel through a frictionless environment. One major consequence is that starships cannot rely on interaction with an external medium to assist with changes in heading (such as tires on a road or wings through the air). This means the “cost” of turns is proportional to the ship’s speed. However, some sci-fi settings allow ships to turn more like airplanes, or even ground vehicles. When using this option, the engine requirement of a starship’s movement orders is determined as follows: Turns None One Two Three or UTurn Engine Requirement Difference between previous and current speeds Difference between previous and current speeds, plus 1 Difference between previous and current speeds, plus 3 Difference between previous and current speeds, plus 6 A starship with a previous speed of 5 has written the following movement orders: “3P1P(4)”. As a result, its engine requirement is 4 (5 - 4 = 1 + 3). A starship may perform one-hexside turns and sideslips in opposing directions. The effect of sideslips on a starship’s current engine requirement and/or speed is unchanged. Slips do not reduce the cost of future engine requirements as described on p.17. Unity Rulebook – Version 2.0 45
This option will make starships significantly more maneuverable, allowing them to achieve greater speeds while retaining the ability to change course. The movement of fighter flights is unchanged by this option. It is possible to modify this rule to suit players’ desired style of play; for example, setting a flat increase of +1 to the engine requirement for each one-hexside turn. Long-time players may note that such an alteration, combined with D.2: Etheric Drag (p.44), maximized so that previous speeds are reduced to zero, effectively simulates the basic, non-vector movement system found in previous editions of Starmada. D.6 Graded Turns The basic Starmada movement system allows starships to alter their course as desired, with no “turn modes” or other restrictions placed upon the timing of turns. However, in “reality”, the thrust required to change a ship’s direction of travel would be applied over the course of the entire Movement Phase, resulting in more gradual, sweeping turns. When using this option, a starship must plot its desired forward movement such that it is equally distributed between any turns. The number of hexes moved before and/or after each turn may not vary by more than ±1. Sideslips and altitude changes (G.6: Three-Dimensional Play, p.57) count as one hex of forward movement for this purpose. For example, “2P1P2(5)” is a valid set of movement orders, because the lengths of the forward movement segments (2, 1, 2) are within one of each other. However, “1LP4(6)” is not valid, because the first segment (2) is two hexes shorter than the second segment (4). When beginning (or ending) a starship’s movement orders with a turn, there is an “implied zero” preceding (or following) that turn. Thus, “P2(2)” is not a valid set of movement orders, because the first forward movement segment (0) is two hexes shorter than the second segment (2). The ship would instead need to write movement orders of “1P1(2)”. The movement of fighter flights is unchanged by this option. It is possible to modify this rule to suit players’ desired style of play; for example, requiring a certain minimum of forward movement before each one-hexside turn. D.7 Rolls Due to the fact there is no “up” in space, it is not necessary for starships to retain the same orientation. It is possible for a ship to “roll” itself so that it is inverted in relation to the rest of the battlefield. 46 A starship intending to perform a roll records this fact at the beginning of its movement orders by writing an “at” sign (@). A roll increases the ship’s engine requirement by +3: each one-hexside turn included in the ship’s movement orders reduces this requirement by -1; three one-hexside turns (or a single u-turn) allow the ship to roll for “free”. For example, if a ship with a previous speed of 3 plots movement orders of “@/2P2(4)”, the engine requirement would be 6 (max{3,4} = 4 + 3 - 1). April 2020 – www.mj12games.com Rolls do not affect a starship’s speed. Once rolled, a ship remains inverted until it performs another roll. The effect of a roll is to reverse the starship’s firing arcs: [A] becomes [B]; [C] becomes [D]; [E] becomes [F]; [H] becomes [I]; [J] becomes [K]; and vice versa. Port and starboard defensive arcs (p.30) are likewise reversed. Fighter flights may not perform rolls, nor would they gain any benefit from doing so. A starship may not perform a roll while it is cloaked (B.5: Cloaking Device, p.31) or warming up its B.10: Hyperdrive (p.33). D.8 Sequential Movement Although pre-plotted movement can be beneficial in speeding up the game, many players may find it more exciting to move starships sequentially, with each move conducted while knowing the positions of those ships moved before. When using this option, movement orders are not written down before the Movement Phase. The Orders Phase is still conducted, but only in regards to those options which require other information to be recorded (e.g. B.5: Cloaking Device, p.31, E.6: Shield Reinforcement, p.50, etc.). To begin, determine the total number of starships on each side of the battle. The side with more ships moves a single ship. Play then alternates between sides until all ships have been moved. Side A has eleven starships, while Side B has seven. Therefore, Side A will move one of its ships, followed by Side B. They will alternate until Side B has moved all of its ships, at which time Side A will move its remaining four ships; this is illustrated by the following pattern: A-B-A-B-A-B-A-B-A-B-A-B-A-B-AA-A-A. If both sides have the same number of starships, roll a die to determine which side goes first. If one side has more than twice as many starships, it moves two ships at a time; if one side has more than three times as many ships, it moves three at a time; and so on. Side A has three starships, while Side B has seven. Therefore, Side B will move two of its ships, followed by Side A. They will alternate until Side A has moved all of its ships, at which time Side B will move its remaining ship; this is illustrated by the following pattern: B-B-A-B-B-A-B-B-A-B. The ratio between the two sides is only relevant at the start of the Movement Phase. Thus, if one side begins with more than twice as many starships as the other, it will continue to move two (or more) ships at a time even if the ratio is altered as the phase progresses.
When it comes time for a starship to be moved, the controlling player proceeds as normal: first, movement orders are recorded, and then the ship model is moved on the game board. The difference is that these actions are conducted at the same time, instead of in different phases, and the controlling player knows the location of those ships that have been moved previously. A side may not “pass” an opportunity to move a starship; opposing ships must be moved in the appropriate sequence. However, each side is allowed to determine the relative order in which its own starships are moved; e.g. there is no requirement that faster ships be moved before slower ones, or vice versa. When using sequential movement, stacking (p.16) is not resolved until all starships have completed their movement. If using E.3: Explosions (p.48), the sequential movement option alters the timing so that a starship destroyed during its movement (e.g. due to B.15: Mines, p.34) has its explosion resolved immediately (i.e. before the next ship conducts its movement). Random Movement Initiative Instead of alternating movement as described above, players may elect to use cards to determine the order in which starships are moved. Using an ordinary deck of playing cards, pull out a number of cards equal to the number of starships on the board. One side should be designated black, and the other red; the distribution of cards should mirror the number of ships on either side. Side A is designated “red” and has four starships, while Side B is “black” and has three ships. Therefore, seven cards are set aside: four red and three black. Shuffle these cards, and set them face down next to the game board. The cards are then flipped over, one at a time. The color of the flipped card determines which side will act; that side then chooses one of its starships to move. Once that ship has completed its movement, another card is flipped over, and so on, until all ships have moved. D.9 Towing A starship may choose to “tow” a friendly ship. (It is assumed all ships have the necessary tractor beams, tow cables, or what-have-you in order to perform this function.) In order to perform a tow, the two ships must have ended the previous Movement Phase in the same hex, with the same speed and heading. The intention to perform a tow is recorded by writing a “T” at the start of a ship’s movement orders. The ship being towed does not record any movement orders. While towing, a starship’s engine rating is reduced based upon the size of the ship being towed. First, multiply the tower’s engine rating by its hull size. Then, divide this by the sum of the two ships’ hull sizes, rounding up to the next integer. The result is the tower’s effective engine rating. A starship of hull size 5 and an engine rating of 7 wishes to tow a second ship of hull size 3. The towing ship’s effective engine rating while performing the tow is 5 (5 × 7 ÷ (5+3) = 4.4, rounded up). While towing, a starship moves normally (with the reduced engine rating). While being towed, a ship moves with the towing ship. The towee’s engine rating cannot be used to “help” the towing ship. A starship may only tow one other ship at any given time. Multiple ships may combine forces in order to tow a single large vessel: All of the starships involved in the tow must have ended the previous Movement Phase in the same hex as the ship to be towed, with the same speed and heading. All of the towing starships follow the same movement orders while conducting the tow. The effective engine rating of the group is determined by multiplying each towing starship’s hull size by its engine rating, adding these products together, and dividing by the total of all ships’ hull sizes (rounding up to the next integer). A starship of hull size 4 with an engine rating of 6 and a ship of hull size 6 with an engine rating of 5 are joining forces to tow a third ship of hull size 10. The effective engine rating is 3 ((4×6) + (6×5) = 54 ÷ (4+6+10) = 2.7, rounded up). A tow may be ended simply by no longer recording a “T” to begin a starship’s movement orders. Fighter flights may neither tow nor be towed. A starship may not perform a tow (or be towed) while it is under cloak (B.5: Cloaking Device, p.31). Unity Rulebook – Version 2.0 47
APPENDIX E: COMBAT OPTIONS This appendix provides options which add to the standard combat process. Some of these rules are concerned with helping starships find and destroy the enemy, while others assist ships to better defend themselves. In a few instances (e.g. E.4: Partial Victory Points, p.49) the rules modify the manner in which players determine the victor of a given scenario. E.1 Damage Control This option assumes each starship has a dedicated corps of crewmembers (or automated systems) whose function in battle is to repair damage as it is inflicted. While these repairs are temporary, damage control efforts can often mean the difference between life and death. During each End Phase, a starship may roll a number of repair dice equal to one-third the number of remaining hull boxes, rounded up. For example, a ship with 7 unchecked hull boxes may roll 3 repair dice (7 ÷ 3 = 2.33, rounded up). Roll the indicated number of dice, and compare the result of each to the following chart: Roll 1-3 4 Result None: There is no effect. Engines Repaired: Restore one box on the starship’s engine track. Weapons Repaired: Restore one box on the starship’s weapons track, and regain the use of the appropriate number of weapons and/or equipment. Shields Repaired: Restore one box on the starship’s shield track. Directed damage is a method by which players can influence the effect of weapons fire on the target. This option can be used by some or all of the weapons fired by a starship: its use must be stated at the time targets are declared. When using the directed damage option, conduct weapons fire as normal, with the following changes: The result of each to-hit die is modified by an additional -1 penalty. Each damage die can be re-rolled once before its result takes effect. In this way, weapons utilizing directed damage will be less accurate, but there is a greater chance of inflicting the type of damage desired by the attacking player. Fighter flights may not utilize directed damage. A weapon with the Disruptive trait (C.5: Weapon Traits, p.41) may not utilize directed damage. E.3 Explosions This option requires the use of B.9: Flares (p.33). Only one box can be restored per track per End Phase. As no specific scale is defined for Starmada, the fact that starships are simply removed from the board when destroyed should not necessarily raise any eyebrows: ships would have to be packed pretty tightly for their passing to have any real impact on one another. However, sci-fi is rife with images of giant spacecraft obliterated in a ball of fury, engulfing those smaller vessels unlucky enough to be within the blast radius. When repairing damaged weapons and equipment, a starship’s loss limits (p.21) may be contravened. However, those limits remain in force when choosing weapons due to future damage. With this option, players can ensure their starships go out with a bang, instead of a whimper. Whenever a ship is destroyed, an explosion results, which may have an impact upon nearby elements. Only system hits can be repaired in the field (i.e. engines, weapons, and shields); hull hits must wait until the starship can reach more sophisticated repair facilities. Munitions cannot be replenished via damage control. Only starships removed from the game due to accumulated damage will explode; those captured by B.14: Marines (p.34) or rendered inert by Deadly weapons (C.5: Weapon Traits, p.41) will not explode. Ships passing over an event horizon (G.2: Black Holes, p.55) also will not explode. Fighter flights do not cause explosions when they are destroyed. 5 6 A Slow weapon (C.5: Weapon Traits, p.42) that is repaired is considered to have been fired in the preceding Combat Phase; it must therefore wait until the second Combat Phase after repair before being used again. 48 E.2 Directed Damage April 2020 – www.mj12games.com
To resolve an explosion, roll a number of dice equal to the exploding starship’s hull size. A separate roll is made for each target within the same or an adjacent hex. Each die that rolls a 4, 5, or 6 results in one hit against a target in the same hex as the exploding ship; against targets in adjacent hexes, a hit is scored on each result of 5 or 6. If the target is tiny, subtract -1 from the result of each die roll; thus, fighter flights in an adjacent hex will only be hit by an explosion on each roll of 6. Once the explosion is resolved, place a flare marker face down in the hex previously occupied by the exploding starship. See B.9: Flares (p.33) for details on how such markers affect the game. Explosion Timing The effects of explosions are resolved at various times, depending on the cause of the explosion: If the starship is destroyed due to damage inflicted during its movement—such as from B.15: Mines (p.34) or asteroid fields (G.1: Asteroids, p.54)— the explosion is resolved after all ships (including the exploding ship) have completed their movement orders. If using D.8: Sequential Movement (p.46), the explosion is resolved after the moving starship has completed its orders, but before the next ship activates. If the starship is destroyed as the result of a fighter attack, the explosion is resolved immediately (i.e. before the next fighter flight is activated). If the starship is destroyed from enemy weapons fire, the explosion is resolved during the End Phase. If using E.5: Sequential Combat (p.49), the explosion is resolved after the attacking starship has completed its attacks, but before the next ship activates. If the starship is destroyed by the explosion of another ship, its explosion is resolved immediately (a “chain reaction”). E.4 Partial Victory Points The standard game has an “all or nothing” approach to awarding VPs. A starship will only grant VPs to the opponent once it has been completely destroyed; even a single hull point remaining will deny any benefit to the enemy. With this rule, players may score VPs for damaged targets. Once a starship checks off its first hull box, the opposing side receives 10% of the normal VPs. For example, a ship with a combat rating of 220 awards 22 VPs once a single hull box has been checked off. Once a starship loses at least one-third of its hull boxes (rounded up), the opposing side receives 20% of the normal VPs. For example, a ship of hull size 10 will grant 20% of its normal VPs to the opposing side once it has checked off 4 hull boxes (10 ÷ 3 = 3.33, rounded up). Once a starship loses at least two-thirds of its hull boxes (rounded up), the opposing side receives 20% of the normal VPs. For example, a ship of hull size 13 will grant 20% of its normal VPs to the opposing side once it has checked off 9 hull boxes (13 × 2 ÷ 3 = 8.67, rounded up). Once a starship checks off its final hull box, the opposing side receives 50% of the normal VPs. These awards are cumulative; a starship with a combat rating of 220 would award a total of 110 VPs once it has checked off at least two-thirds of its hull boxes (22 + 44 + 44). In games where B.10: Hyperdrive (p.33) is in use, a starship that jumps into hyperspace is considered to have lost two-thirds of its hull boxes for victory purposes. This means a ship that has lost one-third of its hull boxes will award 20% of the normal VPs when jumping into hyperspace, while a ship that has already lost two-thirds of its hull boxes will award no additional VPs when entering hyperspace. E.5 Sequential Combat By default, the effects of starship weapons fire take effect simultaneously, at the conclusion of the Combat Phase. However, it is possible to change this, making the order in which ships conduct their attacks much more important. With this option, the damage from each starship’s attacks is applied immediately. A ship must still declare its targets prior to rolling any dice, which means it cannot shift its fire to a secondary target if the first is destroyed; however, ships that are destroyed before they make their own attacks will be unable to return fire. Likewise, weapons that are damaged prior to their ship’s attacks cannot be used. If using E.3: Explosions (p.48), the sequential combat option alters the timing so that a starship destroyed by enemy weapons fire has its explosion resolved immediately (i.e. before the next ship resolves its attacks). Random Combat Initiative Instead of alternating combat as described on p.18, players may elect to use cards to determine the order in which starships make their attacks. Using an ordinary deck of playing cards, pull out a number of cards equal to the number of starships on the board. One side should be designated black, and the other red; the distribution of cards should mirror the number of ships on either side. Side A is designated “red” and has four starships, while Side B is “black” and has three ships. Therefore, seven cards are set aside: four red and three black. Shuffle these cards, and set them face down next to the game board. The cards are then flipped over, one at a time. The color of the flipped card determines which side will act; that side then chooses one of its starships to make its attacks. Once that ship has completed its attacks, another card is flipped over, and so on, until all ships have attacked. Unity Rulebook – Version 2.0 49
E.6 Shield Reinforcement In “essential” Starmada, the assumption is that a starship’s shield rating protects it uniformly regardless of the direction from which an attack originates. However, some settings may allow a ship to alter the orientation of its defenses as the situation demands. With this option, a starship may focus its shield rating towards one of the four defensive arcs (p.30): forward, port, starboard, or aft. This decision is made during the Orders Phase, and should be recorded in the game turn record. The effect of shield reinforcement is to add +1 to the shield rating against any attacks originating from the indicated defensive arc, and subtract -1 from the shield rating against attacks originating from the opposing arc. A battleship with a shield rating of 3 has reinforced the forward defensive arc. This means attacks from that direction are made against a shield rating of 4, while attacks from the aft defensive arc are made against a shield rating of 2. Starships with a current shield rating of either zero or 5 cannot make use of this option. A ship with B.7: Directional Shielding (p.32) may not use this option if the arc to be reinforced has a shield rating of 5 or the opposing arc has a shield rating of 0. E.7 Target Acquisition In the standard game, it is assumed all starships begin the battle with targeting solutions for all potential targets. With this option, ships are required to identify and “tag” their targets for attacks to be effective. A target is considered “tagged” if it has a face-up TAG marker next to its model. It is assumed that all starships are equipped with target acquisition gear (TAGs); therefore, their presence is not noted on the display sheet. The number of TAGs available to each ship is dependent upon its hull size: Hull Size 1-3 4-8 9-15 16-24 25-35 Number of TAGs One Two Three Four Five Attempts to tag targets are made during the Combat Phase, at the same time starships make their attacks. Each TAG may be used on a separate target, or multiple TAGs may be devoted to a single target to increase the odds of success. Either way, all targets must be declared before any dice are rolled. There are no firing arc restrictions; however, the attacking ship must have a line of sight to the target (p.19). Roll three dice for each TAG and add the results together; if the total is equal to or greater than the distance to the target (in hexes), the target has been tagged. Place a TAG marker face down next to the target. During the End Phase, remove all face-up TAG markers and flip all face-down markers to face up. Multiple TAGs can be aimed at a single target; however, double- or triple-tagging a target has no further effect. Instead of rolling to determine whether a TAG has located its target, players may simply allow each starship to place a TAG marker next to any number of targets up to the limits given above, without the need to roll for success. A ship may only automatically tag targets within 10 hexes. Attacks can still be made against non-tagged targets; however, the distance to the target is doubled; e.g. a target four hexes away would be treated as eight hexes distant for range purposes. 50 April 2020 – www.mj12games.com
APPENDIX F: FIGHTER OPTIONS Starmada is primarily concerned with battles between major combat vessels; however, fighter flights can be a decisive factor in any engagement. This appendix contains several options for players to expand the role of fighters in their games. F.1 Combat Space Patrol Combat space patrol is a mission that can be assigned to fighters in order to protect against opposing fighters. Similar to the wet-navy concept of combat air patrol, combat space patrol involves placing fighters in position to react to an enemy’s approach. Instead of activating normally, a fighter flight can be placed on combat space patrol (CSP). A CSP marker is placed next to the flight’s model, and the flight is considered “on station”. A flight remains on station until it makes an interception (see below) or until its next activation, at which time it may activate normally or remain on station. Whenever a fighter flight moves into a new hex, any one opposing flight currently on station may interrupt its movement to intercept. The intercepting flight is moved to any allowable hex adjacent to the target and makes an attack (or initiates a F.2: Dogfight, p.51) as normal; the only restriction is that a flight cannot use more than one-half its available movement allowance (MA) in order to intercept; i.e. a standard fighter flight can use up to 4MA to make an interception. If it cannot reach its target, the interception does not take place, and the flight remains on station. If the intercepted flight survives this attack, it may continue its activation; however, another interception can be made each time the flight enters a new hex. The intercepting flight is taken off station, and may not be activated again in the current Fighter Phase. B.20: Shuttlecraft (p.37) and seeker flights (C.4: Seeking Weapons, p.40) cannot be placed on station, although they can be intercepted. F.2 Dogfights Instead of making an attack against a target in an adjacent hex, fighter flights may be given the option of closing to point-blank range with an enemy flight; this is called “dogfighting”. In order to initiate a dogfight, a fighter flight simply moves into the same hex as a single enemy flight, and attacks normally. (This is an exception to rule 5.3: Fighter Movement, p.22, which states a flight may not end its move in the same hex as an opposing flight.) Only two flights may be involved in a single dogfight; one from either side. The difference between a dogfight and a standard attack is that the flights involved become “pinned”; i.e. a flight may not move out of a dogfight until the opposing flight has been eliminated. A flight involved in a dogfight may not attack any target other than its opponent in the dogfight. If a starship ends its movement in the same hex as a dogfight, the opposing fighter flight must move out of the hex, breaking off the dogfight. A flight cannot initiate a dogfight against an opposing ship. Fighter flights involved in a dogfight may not perform F.3: Fighter Screens (p.51). If the target of a dogfight was already screening, the screen is canceled immediately. B.20: Shuttlecraft (p.37) and seeker flights (C.4: Seeking Weapons, p.40) may not initiate dogfights, although shuttles may be pinned by one. Seeker flights may not be pinned. F.3 Fighter Screens Fighter flights may, instead of making an attack, provide cover for friendly forces by performing screening. When screening, fighters use their electronic systems to “jam” an area of space. To perform screening with a fighter flight, the controlling player declares this fact at the end of the flight’s movement, and places a screen marker in the hex occupied by the flight. Screening fighter flights force all attacks made through their hex (even friendly attacks) to suffer a tohit penalty; the magnitude of this penalty depends upon the number of individual fighters in the flight: Number of Fighters 1-3 4-9 10-15 16+ Penalty None -1 -2 -3 Multiple flights may combine their efforts by screening in the same hex; the total number of fighters in all flights is used to determine the to-hit penalty. For example, a flight with one remaining fighter and another with three remaining fighters may both perform screening in the same hex to achieve a -1 tohit penalty (four total fighters). Unity Rulebook – Version 2.0 51
If the line of sight (p.19) crosses through multiple hexes containing fighter screens, apply only the greatest applicable penalty, not the sum; e.g. if the line of sight crosses through one hex containing 10 screening fighters and another containing 5 screening fighters, the to-hit penalty would be -2, not -3. Flights involved in F.2: Dogfights (p.51) may not perform fighter screens. If the target of a dogfight was already screening, the screen is canceled immediately. B.20: Shuttlecraft (p.37) and seeker flights (C.4: Seeking Weapons, p.40) may not engage in screening. If using G.6: Three-Dimensional Play (p.57), fighter screens exist at all altitude levels. F.4 Fighter Variants In the standard Starmada game, all fighter flights have the same capabilities. With this option, players can allow for some differentiation between fighters to provide some variety and tactical consideration. The variants described below can be “swapped” out on a one-for-one basis with standard fighter flights; there is no impact on the carrier’s combat rating. Multiple variants cannot be combined; e.g. “Heavy Bombers” are not allowed. There is no game-balance reason why the exact contents of a carrier must be fixed at the time of design. Theoretically, a starship with a fighter capacity of 10 could, for example, field ten flights of standard fighters in one battle and then switch to five flights of bombers and five flights of interceptors for the next. The combat rating of the ship will remain unchanged in either case. Assault fighters are furnished with extremely powerful weapons, meant to smash through the opposing fighter screen and inflict heavy damage on enemy starships. Assault flights roll two dice per individual fighter when making an attack, instead of just one. Assault flights begin the game with four individual fighters, instead of six. Bombers Bombers are primarily intended to engage enemy starships; while this makes them more effective in that role, they are not as useful against enemy fighters. When attacking a ship, bomber flights score hits on rolls of 4, 5, or 6; however, against opposing fighter flights, they only score hits on rolls of 6. Bomber flights begin the game with five individual bombers, instead of six. Heavy Fighters Heavy fighters are significantly tougher than standard fighters, either due to energy shielding, armor plating, or sheer size. Whenever a hit is scored on a heavy fighter flight, roll a die: on a result of 4-6, the hit is ignored. If a heavy fighter flight is struck by a weapon with IMP>1, the saving throw is modified by -1 per additional point of IMP; e.g. a weapon with IMP 3 incurs a -2 penalty. Any unmodified saving throw of 6 is successful, regardless of modifiers. Heavy fighter flights begin the game with four individual fighters instead of six. Interceptors However, in a campaign (such as those described in Appendix T: Campaigns, p.65), players may find it “unrealistic” for a carrier to alter its capacity in such a manner. Therefore, when starting a campaign, players must decide among themselves with what level of detail each carrier’s capacity must be defined. Among the options are: Interceptors are primarily intended to engage enemy fighter flights; while this makes them more effective in that role, they are not as useful against enemy starships. When attacking a fighter flight, interceptor flights score hits on rolls of 4, 5, or 6; however, against opposing ships, they only score hits on rolls of 6. 1) Allow a carrier to field fighter flights in whatever combination desired at the start of any given battle. Interceptor flights begin the game with five individual interceptors, instead of six. 2) Allow a carrier to define the general breakdown of its capacity at the start of the campaign (e.g. “Fighters (6); Bombers (4)”) and retain this distribution for the remainder of the campaign. Light fighters are more fragile than standard fighters, and prone to blow up in groups. Each time a light fighter is destroyed, roll a die; on a 1-2, a second fighter is also eliminated from the flight. (This additional loss does not trigger another roll.) 3) Require a carrier to define the general breakdown of its capacity at the time of construction. So long as all sides are subject to the same restrictions, there is no reason why any of the above options—or any other solution devised by players— should be preferable to another within the Starmada game. B.20: Shuttlecraft (p.37) and seeker flights (C.4: Seeking Weapons, p.40) may not be designated as variants. 52 Assault Fighters April 2020 – www.mj12games.com Light Fighters Light fighter flights begin the game with seven individual fighters, instead of six. F.5 Launch & Recovery In the basic rules, fighter flights begin the game on the board, already launched and ready for action. In addition, the time frame represented by the typical Starmada game is not long enough to require fighters to return to their base of operation and refuel or rearm. Therefore, fighter launch and recovery will only be performed under certain conditions or as required by individual options or scenarios.
Fighter flights are launched during the End Phase. Flights are placed in the same hex as the launching starship, facing in any direction desired. Launched flights may be activated during the next game turn’s Fighter Phase. Fighter flights are recovered during the Fighter Phase. During the movement portion of its action, a flight must move into the hex containing its carrier. As it moves into this hex, the flight is removed from the board, and is now considered to be on the carrier. A starship cannot recover any flight that would cause it to exceed its fighter capacity. The maximum number of fighter flights that can be launched and recovered by a starship in a single Fighter Phase is determined by its hull size: Hull Size 1-3 4-8 9-15 16-24 25-35 Launch Max One Two Three Four Five Recovery Max One One Two Two Three A given fighter flight may not be recovered and then re-launched in the same game. B.20: Shuttlecraft (p.37) may be recovered; each recovered shuttle counts as one “flight” for the purpose of recovery limits. Seeker flights (C.4: Seeking Weapons, p.40) may not be recovered. F.6 Long Range Fighters Long range (or “deep space”) fighters are equipped with hyperdrives, allowing them to travel interstellar distances on their own, without the need for a carrier to house them. Long range fighters (LRFs) are treated like fighters in every way, and may be modified as described in F.4: Fighter Variants (p.52). LRFs have a combat rating and VP value of 60. B.20: Shuttlecraft (p.37) and seeker flights (C.4: Seeking Weapons, p.40) may not be purchased as LRFs. Hyperspace LRFs may enter hyperspace (B.10: Hyperdrive, p.33); however, they use a different procedure than starships. When activated during the Fighter Phase, an LRF flight wishing to enter hyperspace rolls one die; if the result is a 5 or 6, the flight is removed from the board and considered to be in hyperspace. Otherwise, the attempt fails, and the flight must wait until the next End Phase to try again. A flight that fails its hyperspace attempt may not conduct any turns, sideslips, or changes in altitude (G.6: ThreeDimensional Play, p.57) during its activation. As with ships, an LRF flight that enters hyperspace awards the opposing side 50% of its normal VPs. F.7 Random Fighter Initiative This option replaces rule 5.2: The Fighter Phase (p.22). Fighter flights move and attack during a separate phase, called (unsurprisingly) the Fighter Phase. This phase occurs between the Movement and Combat Phases. To begin the Fighter Phase, determine the total number of fighter flights on each side of the battle. Using an ordinary deck of playing cards, pull out a number of cards equal to the number of fighter flights on the board. One side should be designated black, and the other red; the distribution of cards should mirror the number of fighter flights on either side. Side A is designated “red” and has four fighter flights, while Side B is “black” and has three fighter flights. Therefore, seven cards are set aside: four red and three black. Shuffle these cards, and set them face down next to the game board. The cards are then flipped over, one at a time. The color of the flipped card determines which side will act; that side then chooses one of its fighter flights to activate. Once that flight has moved and attacked, another card is flipped over, and so on, until all flights have acted. When activated, a fighter flight is first moved across the game board, after which it may attack a single target, as described in rules 5.3: Fighter Movement (p.22) and 5.4: Fighters in Combat (p.23). Each flight may only be activated once per Fighter Phase. Unity Rulebook – Version 2.0 53
APPENDIX G: TERRAIN Although space is very, very big, it is not completely empty. The matter strewn about the cosmos can take any number of interesting forms, very few of which are welcomed by starship crews, who would much rather zip through the universe unimpeded. Unfortunately, starship captains will often have to account for terrain, as it tends to crop up where the important stuff (mining outposts, population centers, etc.) can be found. Terrain in space can be as small as dust particles and asteroids, or as large as black holes and nebulae. Asteroid fields are defined by their size, expressed as a number from 1 to 5. The center of each asteroid field is indicated by a marker placed on the game board; the field extends in all directions for a number of hexes equal to its size. For example, the illustration below shows the area covered by a size-3 asteroid field: The primary difficulty with including terrain in Starmada is that a precisely-defined game scale has been consciously avoided. Therefore, the terrain scale is arbitrary, varies between terrain types, and is thus not very realistic. But it is functional and fun, adding a tactical dimension to the game (which is ultimately the point). If using G.6: Three-Dimensional Play (p.57), terrain exists at all altitude levels. G.1 Asteroids Asteroids can be represented in the game in two different ways. Either or both may be present in a given battle. Asteroid An individual asteroid is a large chuck of rock and/or ice, relatively isolated from its peers. There will only be a few asteroids present in any given game; as such, this option is more “realistic” than the asteroid field (below). This option can also be used to simulate other small celestial bodies, such as moons or minor planets. Each asteroid is represented by a marker occupying a single hex on the game board. No element may (safely) enter a hex containing an asteroid; any that does so is immediately destroyed. In addition, any hex containing an asteroid blocks line of sight (p.19). Asteroid Field Asteroid fields are more consistent with the cinematic view of asteroids; a maelstrom of whirling death, with hundreds (if not thousands) of rocks, large and small, spinning and colliding with each other in a relatively small area of space. Each time a starship enters a hex within an asteroid field, roll a die; if the result is a 5 or 6, a hit is scored on that ship. Fighter flights are similarly attacked, although they only suffer hits on rolls of 6. No modifiers are applied to these rolls. Ships currently under cloak (B.5: Cloaking Device, p.31) are subject to these attacks, although the effects are deferred until the ship either uncloaks or is detected. The IMP and DMG values for asteroid field hits are each 1. If an element enters a hex within two or more asteroid fields, the number of dice rolled is increased accordingly; e.g. if a starship moves into a hex within two overlapping fields, two dice would be rolled. Damage from asteroid fields is applied immediately (i.e. do not wait until the End Phase). However, a starship will always complete its movement orders, regardless of any engine hits that might result. If the moving starship has B.7: Directional Shielding (p.32) or directional screens (B.18: Screens, p.36), hits from asteroids are applied against the forward defensive arc (p.30). B.22: Stealth (p.37) has no effect on asteroid field “attacks”. 54 April 2020 – www.mj12games.com
If using E.3: Explosions (p.48), a starship destroyed by an asteroid field has its explosion resolved at the conclusion of its movement, rather than during the End Phase. Starship weapons fired through an asteroid field incur a -1 penalty to the result of each to-hit die per hex in the field through which the line of sight (p.19) is traced. Overlapping asteroid fields do not have a cumulative effect for this purpose; e.g. if the line of sight crosses through a hex within two overlapping asteroid fields, the penalty is -1, not -2. G.2 Black Holes A black hole is a point in space where gravitational forces are so severe that the normal laws of physics break down. Once an object has passed beyond the “event horizon”, or the observable limit of the black hole’s effects, it has for all practical purposes left the known universe. The actual “black hole” is indicated by a marker located within a single hex; however, the event horizon extends in all directions for a number of hexes equal to its size, expressed as a number from 1 to 5. Any element that enters the event horizon is immediately destroyed. If using E.3: Explosions (p.48), a starship that enters the event horizon does not explode. All hexes within the event horizon block line of sight (p.19). Black holes should not be used in the same game as other terrain, as any asteroids, planets, etc. would have long ago been consumed by the black hole. Gravitational Pull In the above example, a starship is five hexes away from a size-2 black hole, requiring it to be moved two hexes closer to the black hole’s center. The controlling player has a choice of moving into hex V or W, since either would bring the ship closer to the center of the black hole. If the ship is first moved into hex V, the player would have a choice whether to move into hex X or Y; if the ship were first moved into hex W, the next move would have to be into either hex Y or Z. Unlike other forms of terrain, black holes exert a pull on elements, making them exceptionally dangerous. It is not enough to merely avoid steering into the event horizon; players must also account for the gravitational effects of the black hole. Elements closest to the black hole should be moved first, with those further away moved in ascending order. If opposing elements are equidistant from the black hole, roll a die to determine which side moves its elements first. During each End Phase, any element within a black hole’s gravitational pull is moved towards the black hole. The degree of this movement depends on two factors: the size of the black hole, and the distance between the center of the black hole and the element, as shown in the following chart. A result of “X” indicates the element has been drawn inside the event horizon, and is destroyed. An element cannot end this movement in a hex occupied by an opposing element. If this is unavoidable, the element must be moved another hex closer to the black hole. Distance 1 2 3 4 5 6 7 8 9-10 11-13 14-17 18-22 23+ 1 X 1 1 0 0 0 0 0 0 0 0 0 Size of Black Hole 2 3 4 X X X 2 X X 1 X X 1 2 X 1 1 3 0 1 2 0 1 1 0 0 1 0 0 0 0 0 0 5 X X X 3 2 1 1 0 Each hex moved by an element during this process must bring it closer to the center of the black hole. If there is a choice between two hexes into which the element can be moved to satisfy this requirement, the decision is up to the controlling player. Starships moved by a black hole’s gravitational pull retain their heading. If using B.15: Mines (p.34), minefields will also be pulled towards the black hole. If there is a choice between two hexes into which a minefield can be moved, roll a die to randomly determine its destination. As with elements, minefields are removed from the board once they cross the event horizon. Elements do not take damage during this process; minefields and elements are pulled along at the same rate. G.3 Comets A comet is a giant ball of ice that heats up when it enters the vicinity of a star, causing it to outgas and develop a long “tail” of dust and vapor. In the game, comets are made up of three distinct parts: the nucleus, the coma, and the tail. Unity Rulebook – Version 2.0 55
A starship with a shield rating of 4 is struck by enemy weapons fire, scoring three hits. Three dice are rolled, coming up 3, 4, and 5. Normally, this would result in only one point of impact; however, because the battle is being fought inside a nebula, all even results automatically succeed. Thus, the impact roll of 4 penetrates the shields, scoring a second point of impact. If a battle is taking place inside a nebula, all cloaked starships are automatically detected (B.5: Cloaking Device, p.31). G.5 Planets Nucleus A comet’s nucleus is represented on the game board by a marker occupying a single hex. The pointed end of the marker is oriented in the direction of the comet’s tail (see below). No element may (safely) enter a hex containing a comet’s nucleus; any that does so is immediately destroyed. In addition, a comet’s nucleus blocks line of sight (p.19). Coma A comet’s coma consists of the six hexes adjacent to its nucleus. Starship weapons incur a -1 to-hit penalty per hex of coma through which the line of sight (p.19) is drawn. A comet’s coma has no effect on movement. However, a cloaked starship that enters a cometary coma is automatically detected (B.5: Cloaking Device, p.31). Tail A comet’s tail consists of a line of hexes extending from the nucleus (determine the direction randomly before the scenario begins). If using B.21: Solar Sails (p.37), the comet’s tail extends in the direction of the solar wind. Starship weapons incur a -1 to-hit penalty per hex of tail through which the line of sight (p.19) is drawn. A planet is any celestial body that is large enough to have been formed into a sphere by its own gravity, but not so large as to have initiated fusion reactions at its core (i.e. become a star). In Starmada, planets are defined by their size, expressed as a number from 1 to 5. The center of a planet is indicated by a marker placed on the game board; the planet extends in all directions for a number of hexes equal to its size. No element may (safely) enter a hex within a planet; any that does so is immediately destroyed. All hexes within a planet block line of sight (p.19). Orbiting Whenever a starship is located in a hex adjacent to a planet, and is heading towards another hex adjacent to the same planet, the ship may initiate an orbit. While in orbit, the ship is moved around the planet, turning as necessary, but is considered to be moving in a straight line; i.e. one-hexside turns are “free” for an orbiting ship, provided the turns are required to maintain the orbit. In its movement orders, the orbital portion of a starship’s movement should be indicated by placing a number in brackets: e.g. “1[6]1(8)” would indicate that the ship is to move one hex forward (initiating orbit), orbit for six hexes, and then move one hex forward (breaking orbit), as shown below: A comet’s tail has no effect on movement. However, a cloaked starship that enters a cometary tail is automatically detected (B.5: Cloaking Device, p.31). G.4 Nebulae A nebula is an enormous cloud of plasma and protostellar material. This material interferes with starship shields and significantly reduces their effectiveness. A nebula is not represented on the game board; it is assumed to encompass the entire playing area. When fighting inside a nebula, all ranges are increased by 50% (rounded up). For example, a target seven hexes away would be treated as if it were at range 11 (7 + 3.5 = 10.5, rounded up). Starships equipped with B.13: Long Range Sensors (p.33) counteract this effect, but do not further reduce the effective range to the target. In addition, any even impact roll (p.20) automatically succeeds, regardless of the target’s shield rating. 56 April 2020 – www.mj12games.com A starship is never required to initiate an orbit, and may break orbit at any time. Fighter flights cannot orbit a planet (nor would they gain any benefit from doing so).
G.6 Three-Dimensional Play While it is easier to ignore the fact that space is threedimensional and just play Starmada in two dimensions, the rules given here allow players to add a new wrinkle to their games. Although this option does not introduce a type of “terrain”, per se, it does affect the playing environment, and so it was included in this appendix. When playing in three dimensions, each element must keep track of its “altitude”, or its Z-axis position relative to the other elements in the game. This can be done by placing a die next to each model; the number facing up on the die gives the element’s current altitude. (Be sure to use dice of a different color and/or size for this purpose to prevent players from accidentally picking them up to roll.) This means there are seven altitude levels; 0 through 6 (zero is indicated by removing the altitude die). Players who wish to expand the number of levels available will need to find another method of recording each element’s current altitude. Unless otherwise indicated by the scenario, all elements begin the game at altitude level 3. Fighter flights may change altitude by one level for each hex moved; each level changed counts as having moved an additional hex. For example, a flight that moves five hexes while descending three levels of altitude is considered to have moved a total of eight hexes (5 + 3). Restrictions on opposing elements within the same hex still apply when playing in three dimensions; e.g. if two unfriendly starships end their movement in the same hex, the procedure described on p.16 must be followed, even if the ships are at different altitude levels. A starship may not change altitude while it is warming up its B.10: Hyperdrive (p.33). Similarly, an LRF (F.6: Long Range Fighters, p.53) may not change altitude in the same Fighter Phase in which it attempts to enter hyperspace. Combat in Three Dimensions When a starship makes an attack against a target at a different altitude level than its own, the range is determined by the sum of the distance in hexes and the difference in altitude or twice the difference in altitude, whichever is greater. If using B.9: Flares (p.33), B.15: Mines (p.34), F.3: Fighter Screens (p.51), or any of the other options in Appendix G: Terrain (p.54), obstructions to line of sight (p.19) and/or movement obstacles are considered to exist at all altitude levels. (This is a necessary, if crude, abstraction.) Movement in Three Dimensions Starship altitude changes are included in the ship’s movement orders: an increase in altitude is indicated by an upwards arrow (), while a decrease is indicated by a downwards arrow (). Each altitude change moves the ship forward one hex, adds +2 to the ship’s speed, and adds an additional +1 to the engine requirement. A starship with a previous speed of 5 plots movement orders of “1S1(4)”. The ship will therefore move forward two hexes, turn one hexside to starboard, and move forward one more hex, while decreasing its altitude by one level. The engine requirement is 6 (max{5,4} = 5 + 1). A starship may not change altitude without also moving forward. In the above illustration, the distance between Ship (A) and Ship (B) is the same as the distance between Ship (A) and Ship (C); in both cases, the range is 6. Ship (A) is four hexes away from Ship (B); the altitude difference is two levels: 4 + 2 = 6. Ship (A) is two hexes away from Ship (C); the altitude difference is three levels: 3 × 2 = 6. Two elements are considered “adjacent” only if they are in adjacent hexes on the game board and are at the same altitude. Unity Rulebook – Version 2.0 57
APPENDIX S: SCENARIOS It is always fun to blow things up, but warriors must sometimes aim for more than mindless destruction. This section presents a dozen different scenarios; each introduces a new wrinkle or tactical challenge. Players should play at least a few standard games (p.11) before trying these out. Scenarios have the following characteristics: 58 Forces: A brief description of the opposing sides, and suggested motivation for each. These scenarios are balanced, meaning each side has roughly equal chance of victory, and there is no inherent advantage to playing one side over the other. Setup: Each scenario has specific guidelines for how and where the opposing fleets are to be deployed. Special Rules: Any rules for the scenario that are outside the typical game of Starmada. Victory: The method(s) by which victory points may be earned, and the number of VPs required for one side or the other to claim victory. April 2020 – www.mj12games.com It is possible to adjust the size of each scenario for a longer or shorter game. Just make sure both sides’ fleet limits and the VP target are adjusted by the same factor. For example, if the fleet limit is 1000, and either side can claim victory by scoring 600 VPs, a longer scenario can be conducted by increasing each of these values by 50%. The fleet limit would become 1500, while the VP target would become 900. Players may elect to randomly determine a scenario by rolling one die twice in succession to achieve a number from 11-66, reading the first roll as “tens” and the second as “ones”. For example, a roll of 3 followed by 2 would become “32”. Then consult the chart below: Roll 11-12 13-14 15-16 21-22 23-24 25-26 31-32 33-34 35-36 41-42 43-44 45-46 51-66 Scenario S.1: Alone in the Dark S.2: Breakout S.3: The Chase S.4: Fleet Action S.5: Hide & Seek S.6: Hit & Run S.7: On Patrol S.8: The Shakedown Cruise S.9: Storms in Space S.10: Tin Can Dustup S.11: To the Rescue S.12: The Trap None. Play a standard scenario as described on p.11.
S.1 Alone in the Dark S.2 Breakout Forces Forces Attacker: Opportunities like this don’t arise very often. You have isolated a lone enemy starship, outnumbered and outgunned—a victory just waiting to be claimed. Take care, however: overconfidence has ended the careers (and lives) of many before you. Attacker: You have blockaded an enemy stronghold, and are now awaiting the assault ships, setting the stage for a full-scale invasion. Fleet Limit: Twice the combat rating of the enemy starship (see below). Defender: Your base of operations has been encircled by opposing forces. Rather than take a defensive posture, your orders are to break out into the enemy rear and link up with reinforcements in hopes of breaking the siege. Defender: Your starship has become separated from its task force. Now an enemy squadron looms in your viewports. It will take all your skills to survive the day! Fleet Limit: 1200 Fleet Limit: 800 Fleet Limit: One starship, with a combat rating between 400-600. Setup Setup The attacking side deploys first, followed by the defending side, in the areas shown below: Set up as for a standard scenario (p.12). The attacking side deploys first, followed by the defending side. Special Rules There are no special rules for this scenario. Special Rules Victory There are no special rules for this scenario. The attacking side receives VPs as normal. Victory The defending side receives VPs as normal. In addition, each defending ship that moves off the game board via the attacking side’s edge awards VPs to the defending side, not the attacking side. Do not award VPs normally. Instead, the game is played until only one side has elements remaining on the table. If at least 80% of the attacking side’s starting force remains (as determined by total combat rating), it is a major victory for the attacking side. If at least 40% of the attacking side’s starting force remains, it is a minor victory. Either side may claim victory once 500 VPs have been earned. If less than 40% of the attacking side’s starting force remains, the defending side can claim a minor victory. A major victory for the defending side results if the entire attacking force has been destroyed. Unity Rulebook – Version 2.0 59
S.3 The Chase S.4 Fleet Action Forces Forces Attacker: You have caught up to the rear guard of an enemy convoy. They are cut off from the main body of their fleet; strike now and make a name for yourself! The ultimate goal of any wartime Admiral is to engage and destroy the enemy fleet. As meetings between two large forces are rare, it is important to seize the opportunity when it presents itself. More often than not, victory in these battles goes to the side that draws first blood. Fleet Limit: 1200 Defender: Trying to maintain watch on some straggling merchant ships, you have fallen behind the rest of your force. Now, enemy starships have surprised you from behind! Can you escape without compounding your error through the loss of any ships? Each side has a fleet limit of 2000. Setup Set up as for a standard scenario (p.12). Fleet Limit: 800 Setup The game board is 50% longer than that used in a standard scenario (p.12). The attacking side sets up first, followed by the defending side, in the areas shown below: Special Rules There are no special rules for this scenario. Special Rules There are no special rules for this scenario. Victory The attacking side receives VPs as normal. The defending side receives VPs as normal. In addition, each defending starship that moves off the game board via the edge opposite the attacking side awards VPs to the defending side, not the attacking side. Either side may claim victory once 500 VPs have been earned. 60 April 2020 – www.mj12games.com Victory Each side receives VPs as normal. In addition, the first starship to be destroyed (by either side) is worth three times the normal amount of VPs. The second ship destroyed is worth twice the normal amount of VPs. Either side may claim victory once 1200 VPs have been earned.
S.5 Hide & Seek S.6 Hit & Run Forces Forces Deep space is littered with uncharted areas full of asteroids and other debris. These make navigation hazardous, and can turn a standard meeting engagement into a deadly game of cat and mouse. Attacker: You have entered an enemy system with the intent of causing as much havoc as possible. Strike quickly and get out! Each side has a fleet limit of 1400. Setup Set up as for a standard scenario (p.12). In addition, scatter a dozen asteroid markers within the area marked below: Fleet Limit: 1000 Defender: Your fleet has been engaged by a smaller force intent on disrupting preparations for a major offensive. Their efforts will be futile, of course—but care must be taken to eliminate as many of the enemy as possible before they can escape. Fleet Limit: 1400 Setup Set up as for a standard scenario (p.12). Special Rules Asteroid markers affect the game as described in rule G.1: Asteroids (p.54). Victory Special Rules Each side receives VPs as normal. There are no special rules for this scenario. Either side may claim victory once 700 VPs are scored. Victory The attacking side receives full VPs when an opposing ship loses more than half its starting hull hits, but does not receive any additional VPs when an opposing ship is destroyed. Do not use E.4: Partial Victory Points (p.49) for the attacking side. The defending side receives VPs as normal. Either side may claim victory once 600 VPs have been earned. Unity Rulebook – Version 2.0 61
S.7 On Patrol S.8 The Shakedown Cruise Forces Forces Attacker: You have stumbled upon an inferior enemy detachment. Hopefully, you can destroy them in detail before they rejoin the rest of their fleet. Attacker: Technology is improving at incredible speeds. Testing takes time, and the Admiralty wants results now. Your newest design’s potential can only be achieved in a trial by fire. Fleet Limit: 1400 Defender: Your scouting patrol has encountered a larger enemy force. Standing orders require you to flee, but honor is at stake! Fleet Limit: 1000 Setup Set up as for a standard scenario (p.12). Fleet Limit: 1200; at least one ship must have a combat rating ≥300 Defender: The enemy has launched its latest warship. It must not be allowed to return to base! Fleet Limit: 900 Setup Set up as for a standard scenario (p.12). Special Rules There are no special rules for this scenario. Victory The attacking side receives VPs as normal. The defending side receives VPs as normal. In addition, each defending starship that moves off the game board via the defending side’s edge awards VPs to the defending side, not the attacking side—but only after the defending side has already earned at least 100 VPs for destroying enemy forces. Either side may claim victory once 600 VPs have been earned. Special Rules The starship on the attacking side with the highest combat rating is considered the “prototype” (in case of a tie, the controlling side may choose). After the prototype declares its first attacks of the game, but before any of those attacks are resolved, roll one die: Roll 1 2 3-4 5 6 Result The starship has maintenance issues which severely hamper its performance. Apply a -1 modifier to all of its to-hit rolls. As above, plus immediately decrease the starship’s engine rating by 1. The starship performs as expected; no special rules apply. The starship is much more effective than anticipated. Apply a +1 modifier to all of its to-hit rolls. As above, plus immediately increase the starship’s engine rating by 1. Victory The attacking side receives VPs as normal. The defending side receives VPs as normal, with the exception that double VPs are scored for destroying the prototype. Either side may claim victory once 500 VPs have been earned. 62 April 2020 – www.mj12games.com
S.9 Storms in Space S.10 Tin Can Dustup Forces Forces Many wonders await those brave enough to explore the reaches of the universe. These same wonders also make space battles an unpredictable affair. In certain localized areas, the fabric of space itself becomes disrupted, with eddies and currents that play havoc with starship operations. Historians may be fascinated by battleships, but as often as not, history is made by the little guys, doing the work deemed too dangerous for the more prestigious (and more expensive) ships. Each side has a fleet limit of 1000. Setup Set up as for a standard scenario (p.12). And that is just fine with you: these hulls weren’t built to sit around and gather dust. Each side has a fleet limit of 1200; however, no individual ship may have a combat rating higher than 150. Setup Set up as for a standard scenario (p.12). Special Rules During each End Phase, roll a die: the result determines whether the subsequent game turn will be affected by spatial disruptions: Roll 1 2 3-4 5 6 Result Each starship’s heading is immediately changed to a random direction. (To determine a random direction, roll one die: 1 indicates the direction of the ship’s current heading; 2-6 indicate the remaining hexsides in clockwise order.) No starships or fighter flights may turn during the upcoming Movement Phase. No effect. During the upcoming Combat Phase, all starship attacks suffer an additional -1 to-hit penalty. In addition, no attacks may be made at long range. Fighter flight attacks are unaffected. No starships or fighter flights may attack during the upcoming Combat Phase. Special Rules There are no special rules for this scenario. Victory Both sides receive VPs as normal. Either side may claim victory once 600 VPs have been earned. Victory Both sides receive VPs as normal. Either side may claim victory once 500 VPs have been earned. Unity Rulebook – Version 2.0 63
S.11 To the Rescue S.12 The Trap Forces Forces Attacker: You have been tracking enemy signals for several hours, and have finally located their source— an isolated squadron, ripe for the plucking! Attacker: Through cunning, guile, and more than a little luck, you have drawn the enemy into an ambush. The question is whether you can take advantage of your success and cripple their forces without losing too many of your own. Fleet Limit: 1200 Defender: Due to a navigational error, your fleet has become separated. Now, just as the two halves are about to regroup, an enemy force is coming into view. Fleet Limit: 1200 Setup Defender: Although you suspected it might a trap, you took a chance in hopes of forcing a decisive confrontation. Now outgunned, you must salvage what you can from a bad situation. The defending side’s force is divided into two halves, each with a combat rating of no more than 800. Fleet Limit: 1000 The attacking side deploys first, followed by one half of the defending side’s force—roll a die to determine which half. Setup areas are shown below: The attacking side deploys first, followed by the defending side, in the areas shown below: Special Rules During each End Phase, the defending side should roll a die and add the result to a running total; once this total equals or exceeds 7, the second half of the defending side’s force can be placed on the game board, anywhere within the area marked “Reinforcements”. Victory The attacking side receives VPs as normal. The defending side receives VPs as normal. In addition, any attacking ship destroyed before the reinforcements arrive is worth twice the normal amount of VPs. Either side may claim victory once 600 VPs have been earned. 64 Fleet Limit: 1400 April 2020 – www.mj12games.com Setup Each of the attacking side’s setup areas must contain forces with a total combat rating of at least 500. Special Rules There are no special rules for this scenario. Victory The attacking side receives VPs as normal. The defending side receives double the normal amount of VPs. Either side may claim victory once 600 VPs have been earned.
APPENDIX T: CAMPAIGNS A campaign is any sequence of games in which the results of one battle have an effect upon the starting conditions of the next and/or contribute to a larger “narrative”. There are a nearly infinite number of ways in which a campaign can be structured; the options listed here only scratch the surface. If your gaming group comes up with something you find particularly satisfying, please share them with your fellow Starmada players at the Majestic Twelve Games discussion forum. T.1 Objectives Campaign An objectives-centered campaign is ideal for two players who wish to provide additional meaning to their games. With some modification, it can be expanded to accommodate three or more players; however, larger groups should consider a T.2: Rotating Campaign (p.66). 1) A campaign “map” is generated. The simplest possible map is a series of branching “objectives”, as shown below: Players may elect to create something more involved and complex if they desire, although those new to the idea of a campaign should keep it simple for the time being. 2) Each player assembles a fleet with a combat rating limit of 2000. 3) Players secretly record the starting locations of their starships; one player begins with their ships dispersed among objectives A1-A3, while the other begins dispersed among objectives B1-B3. 4) Players secretly record starship movement. A ship may move from its current objective to any connected objective. For example, on the above map, any ships located at objective B6 may move into objective B3, B5, C3, or C4. 5) The dispositions of each player’s fleet(s) are revealed. If any objective contains starships belonging to both players, a battle must be fought. Conduct the game as a standard scenario (p.12); however, the game does not end when one side achieves the appropriate number of VPs. Instead, the game continues until only one side’s ships remain on the game board. Starships may leave the battle by exiting the game board. Any ships escaping the battle, either via the edge of the game board or through hyperspace (B.10: Hyperdrive, p.33) must return to the objective previously occupied. If that objective was also contested, and no longer remains in the player’s possession, the ships are considered to have been destroyed. 6) If one or more battles were fought, any surviving starships automatically have all engine, shield, weapon, and equipment damage repaired, and carriers regain their full complement of fighters. Munitions are replenished as well. However, hull damage is not automatically repaired (see below). 7) Once all battles have been resolved, each player rolls two dice, adds the number of objectives occupied by their starships, and multiplies the total by 20. This is the number of replenishment points (RPs) received, which can be used to repair hull damage and/or add new starships. For example, if a player controls eight objectives and rolls a 2 and a 5, a total of 300 RPs would be received (2 + 5 + 8 = 15 × 20). Unity Rulebook – Version 2.0 65
Adding a new starship requires a number of RPs equal to its combat rating. Repairing a hull point requires a number of RPs equal to the ship’s combat rating divided by its hull size, rounded up. For example, a hull size 10 ship with a combat rating of 225 would require 23 RPs to repair a single hull point (225 ÷ 10 = 22.5, rounded up). Starship repairs take effect immediately. New ships enter the campaign at the player’s home objective (A1 or B1). RPs do not have to be used immediately; they may be “saved” for later use. A player may not use RPs to increase their fleet’s total combat rating to more than 2000. 8) Repeat steps 4-7. The campaign continues until one player occupies their opponent’s home objective (A1 or B1), or until either player concedes that defeat is inevitable. T.2 Rotating Campaign The rotating system is intended to produce a “quickand-dirty” campaign between two or more players. It is ideal for a club or league setup, in which players meet for a couple of games on a regular basis, but don’t want to start on anything more complicated. This sort of campaign can be resolved in a single weekend, but is generally more suitable for groups who meet up over a period of several weeks or months. 1) Each player assembles a fleet with a combat rating limit of 2000. 2) Determine a player initiative order in any random fashion. Following this order, players alternate being the “active” player. 3) The active player randomly determines a scenario (Appendix S: Scenarios, p.58). 4) The next player in initiative order has the first choice of accepting battle with the active player or declining. 5) If battle is accepted, the two players play out the scenario. The active player is assumed to be the attacker. In most cases, the scenario combat rating limit will be less than the size of a player’s fleet; therefore, only a portion of the fleet will be used in the scenario. If the player’s fleet has a total combat rating less than the scenario’s combat rating limit, the player does not receive additional forces to make up the difference. If battle is declined, the next player in initiative order has the option to accept or decline. 6) The winner of the scenario scores a victory. If no other player accepted battle, the active player automatically scores a victory. 7) If a battle was fought, any starships that survive the scenario automatically have all engine, shield, weapon, and equipment damage repaired, and carriers regain their full complement of fighters. Munitions are replenished as well. However, hull damage is not automatically repaired (see below). 66 April 2020 – www.mj12games.com 8) The player who lost the scenario rolls two dice and multiplies the total by 50. This is the number of replenishment points (RPs) received, which can be used to repair hull damage and/or add new starships. Adding a new starship requires a number of RPs equal to its combat rating. Repairing a hull point requires a number of RPs equal to the ship’s combat rating divided by its hull size, rounded up. For example, a hull size 10 ship with a combat rating of 225 would require 23 RPs to repair a single hull point (225 ÷ 10 = 22.5, rounded up). Any player who declined battle also receives RPs; roll two dice and multiply the total by 25. RPs do not have to be used immediately; they may be “saved” for later use. A player may not use RPs to increase their fleet’s total combat rating to more than 2000. 9) Repeat steps 3-8, proceeding through the initiative order. Once all players have had a chance to be the active player, determine a new initiative order and start again. The first player victories wins campaign may “rounds”, at the victories wins. to score a pre-determined number of the campaign. Alternatively, the last for a pre-determined number of end of which the player with the most T.3 Tournament System The tournament system consists of two stages, similar to that used in international sporting competitions. The first is a “group” stage, in which players compete in a series of games against each other in a round-robin format; the second is the “knockout” stage, in which the top four qualifiers compete, first in two semi-final games, and then a final game to determine the overall winner. 1) Each player assembles a fleet of with a total combat rating no greater than 2000. If only two or three players are available, each should assemble two separate fleets. 2) Draw lots or use another random method to determine initial matchups for the first round of the group stage. (If only two or three players are involved, a player’s two fleets may not be matched with each other.) In the event there are an odd number of fleets, there will be one fleet with a bye for the round. 3) Each pair of matched fleets randomly determines a scenario (Appendix S: Scenarios, p.58) and plays the game. In most cases, the scenario combat rating limit will be less than the size of the involved fleets; therefore, only a portion of the fleet will be used in the scenario. If a fleet has a total combat rating less than the scenario’s combat rating limit, additional forces are not received to make up the difference. Once the battle is concluded, record the number of VPs scored by each fleet.
4) Once all scenarios have been completed, determine matchups for the second round of the group stage. No fleet may be matched with the same opposing fleet more than once, nor may any fleet receive a bye in more than one round. (Again, if only two or three players are involved, a player’s two fleets may not be matched with each other.) 5) Repeat steps 3-4 until all fleets have fought one scenario against each opposing fleet. All damaged or destroyed starships are fully repaired and/or replaced in between scenarios. 6) Determine seeding for the knockout stage by comparing the total number of VPs scored by each fleet over the course of the group stage; the top scoring fleet is matched against the fourthhighest scoring fleet; the second-highest scoring fleet is matched against the third-highest scoring fleet. If only two players are involved in the tournament, skip the semi-final round and have each player’s top-scoring fleet play each other in the final (step 8). If only three players are involved in the tournament, the semi-finals will consist of each player’s top-scoring fleet and the fourth-highest scoring fleet. Thus, one player will have two fleets in the semi-final round. A player may not have two fleets fight each other; seeding is therefore determined by pitting the doubled player’s topscoring fleet against the lower-scoring fleet of the two opposing fleets, and the doubled player’s lowscoring fleet against the higher-scoring of the two opposing fleets. 7) For each semi-final game, randomly determine a scenario and play the game. 8) The winners of the semi-final games then randomly determine a scenario and play one final game to determine the overall winner. In a three-player tournament, if the same player won both semi-final games, the final scenario is played between the doubled player’s top-scoring fleet (in the semi-finals) and the higher-scoring of the two opposing fleets. Unity Rulebook – Version 2.0 67
APPENDIX X: BACKWARDS COMPATIBILITY This appendix contains everything players need to know in order to use their existing Admiralty and Nova starship designs in this new edition of Starmada. While we’ve tried to account for all possibilities, it’s inevitable something has been overlooked. Feel free to notify us of any suggested additions or changes by visiting the Majestic Twelve Games discussion forum. X.1 Admiralty Edition All Admiralty page numbers refer to Revision 2.0 (May 2008) of the Core Rulebook (MJG-0120 & ADB-6100) and Revision 0.1 (August 2009) of the Rules Annex (MJG-0125 & ADB-6125). Setting Up Weapon traits operate as described on pp.44-47 of the Core Rulebook and pp.14-15 of the Rules Annex. Most Admiralty traits have an equivalent in the new edition, as shown below: Admiralty Trait Anti-Fighter Area Effect Carronade Catastrophic Continuing Damage Crew-Killer Double Damage Doubled Range Modifiers Extra Hull Damage Fighter-Exclusive There are no special adjustments which need to be made to Admiralty starship data cards. Fire-Linked Halves Shields Playing the Game Ignores Shields Increased Hits The scenario is set up and the game is conducted according to rule 2.0: Playing the Game (p.11). Movement Increased Impact Movement by Admiralty starships is conducted as described in rule 3.0: Movement (p.15). Inverted Range Modifiers Inv Rng-Based DMG/ROF Combat Inv Rng-Based IMP Minimum Range No Hull Damage No Range Modifiers Non-Piercing Piercing [X] Range-Based DMG/ROF Except as noted below, combat involving Admiralty starships is conducted as described in rule 4.0: Combat (p.18). Admiralty weapons’ short range is equal to one-third their RNG value; medium range is equal to two-thirds RNG; long range is equal to RNG. Admiralty weapons’ ROF and ACC values are unchanged. Range-Based IMP Repeating Slow-Firing Starship-Exclusive Admiralty weapons’ IMP values are unchanged. Variable DMG/IMP Admiralty weapons’ DMG values are unchanged. When an Admiralty starship takes damage, roll on the table provided in rule 4.4: The Damage Roll (p.21). If the result is an engine or shield hit, check off two boxes from the appropriate track, instead of just one. If the result is a weapon hit, roll twice on the weapon damage chart of the Admiralty ship card. Variable ROF Unity Trait Accurate (Acr) Proximity (Prx) Carronade (Crn) Catastrophic (Cts) Disruptive (Dsr) Deadly (Dly) No equivalent; use Admiralty rules Diffuse (Dfs) Kinetic (Knt) No equivalent; use Admiralty rules Fire-Linked (FrL) No equivalent; use Admiralty rules Modulating (Mdl) No equivalent; use Admiralty rules No equivalent; use Admiralty rules Focused (Fcs) No equivalent; use Admiralty rules Telescopic (Tls) Ballistic (Bls) Incapacitating (Inc) Guided (Gid) Non-Piercing (NPr) Piercing (Pr1/Pr2) No equivalent; use Admiralty rules Scatter (Sct) Repeating (Rpt) Slow (Slw) No equivalent; use Admiralty rules No equivalent; use Admiralty rules Volatile (Vlt) Fighters Use the rules for fighters in rule 5.0: Fighters (p.22) instead of those on p.25 of the Core Rulebook. A starship’s fighter capacity is equal to the Admiralty fighter capacity divided by 50, rounded to the nearest integer. For example, “Carrier (150)” becomes “Carrier (3)”; “Carrier (260)” becomes “Carrier (5)” (260 ÷ 50 = 5.2, rounded off). (For simplicity’s sake, a starship’s entire carrier capacity, including boarding pods, breachers, strikers, and seekers, is collectively converted to “fighters” in this manner.) 68 April 2020 – www.mj12games.com
Starship Options Admiralty starship options operate as described in Appendix B: Starship Systems (p.30). Exceptions are indicated below: Anti-Fighter Batteries: This option has been revamped in the new edition; use the rules on p.10 of the Rules Annex. Armor Plating: An Admiralty starship with armor plating is instead considered to have B.11: Ionized Hull (p.33). Auxiliary Services: Admiralty capacities are divided by 50, rounded to the nearest integer. For example, “Science (150)” becomes “Science (3)”. Faceted Shielding: This option has no equivalent in the new edition; use the rules on pp.11-12 of the Rules Annex. Flotillas: This option has no equivalent in the new edition; use the rules on pp.12-13 of the Rules Annex. Marines: As noted on p.34, marines are assumed to have an inherent means of assaulting enemy vessels; thus, any boarding pods or teleporters possessed by an Admiralty starship are ignored. Point Defense: This option has no equivalent in the new edition; use the rules on p.11 of the Rules Annex. Regeneration: This option has not (yet) been adapted to the new edition; use the rules on p.40 of the Core Rulebook. Screens: This option has no equivalent in the new edition; use the rules on p.40-41 of the Core Rulebook. Stealth: All attacks against an Admiralty target equipped with Stealth incur an additional -1 to-hit penalty. In addition, no attacks can be made against such a target at long range. X.2 Nova Edition All Nova page numbers refer to version 1.1 (April 2012) of the Nova Rulebook (MJG-0130 & ADB6120). Setting Up Before the game begins, Nova starship displays must be modified slightly. First, draw a box around the middle section of hull boxes; these are now considered “system boxes”. The starship’s hull size is equal to the number of remaining hull boxes. Next, divide the number of system boxes in half, and round up; place a bullet (•) inside that ordinal system box. For example, if there are five system boxes, a bullet is placed in the third box (5 ÷ 2 = 2.5, rounded up to 3). Finally, place a bullet inside the last system box. A Nova starship has thirteen hull boxes, arranged in groups of five, four, and four, as shown above. A box is drawn around the middle section of four boxes; these become the ship’s system boxes, leaving it with nine hull boxes. The ship is therefore considered to be hull size 9. Bullets are placed in the second and fourth system boxes, as shown below. Any armor boxes on the starship display are unaffected by this process. Playing the Game The scenario is set up and the game is conducted according to rule 2.0: Playing the Game (p.11). Although the combat rating calculation was tweaked slightly in the Nova edition, most starships should have values close enough for friendly games. In competitive environments where increased accuracy is desired, apply the following modifiers, based upon the Nova design’s shield dice icons: Shield Dice Icons Modifier +10% +5% None -5% For example, a starship with shield dice icons of and a combat rating of 344 would have its combat rating increased by +5%, to 361. Movement Movement by Nova starships is conducted as described in rule 3.0: Movement (p.15). A Nova starship’s engine rating is equivalent to the value in its first unchecked thrust box. Combat Except as noted below, combat involving Nova starships is conducted as described in rule 4.0: Combat (p.18). Weapon firing arcs are as described on pp.11-12 of the Nova rulebook. Range values are unchanged. When a Nova starship declares an attack, first determine the number of attack dice as described on p.13 of the Nova rulebook. The result is the number of to-hit dice rolled. The only relevant attack modifiers are the bank’s arc modifier and any applicable weapon damage modifier; other modifiers (such as for range and/or the target’s ECM rating) are applied to the result of each individual to-hit die. All Nova weapons are ACC 5+, unless they possess the Accurate (Acr) trait, in which case they are ACC 4+. Unity Rulebook – Version 2.0 69
Because the relative strength of each attack die was lowered somewhat in the Nova edition, any attacks made by Nova starships receive a bonus to-hit die for each (unmodified) 1 or 6 resulting from the initial roll. Any rolls of 1 or 6 on these bonus dice do not provide additional to-hit dice. A starship is making an attack with six dice against a target at short range (+1). The weapons are ACC 5+. The to-hit dice are rolled, coming up 1, 1, 3, 4, 6, and 6. This results in three hits, along with a dice bonus of +4. An additional four to-hit dice are rolled, coming up 3, 3, 4, and 6. The final result of the attack is six hits. All Nova weapons are IMP 1, unless they possess the Double Damage (Dx2) or Triple Damage (Dx3) traits, in which case they are IMP 2 or IMP 3, respectively. When making impact rolls on a Nova starship, the relevant shield rating is equal to seven minus the value of the first unchecked shield dice icon on the target’s display sheet. For example, if a ship has shield dice icons of , the shield rating is 3 (7 - 4). Note that these are functionally the same thing: in each case the odds of a successful impact roll are identical (i.e. 50/50). Therefore, unless the attacking weapon is Non-Piercing (NPr) or Piercing (Pr1/Pr2) (C.5: Weapon Traits, p.43), or the battle is being fought in a nebula (G.4: Nebulae, p.56), players may simply use the Saving Throw process described on p.13 of the Nova rulebook to determine shield penetration. Catastrophic (Cts) weapons should be treated as if they have the Kinetic (Knt) trait (p.41). Double Damage (Dx2) weapons are IMP 2 instead of IMP 1. Piercing (Prc) weapons treat the target’s shield rating as if it were 50% its actual value (rounded up). Seeker (Skr) weapons are treated as C.4: Seeking Weapons (p.40); their movement allowance (MA) is equal to their Nova short range band. Triple Damage (Dx3) weapons are IMP 3 instead of IMP 1. Fighters Use the rules for fighters in rule 5.0: Fighters (p.22) instead of those on p.16 of the Nova rulebook. Each Nova fighter flight begins the game with three individual fighters, instead of six. Nova fighter flights may not be designated as variants (F.4: Fighter Variants, p.52). Starship Systems Nova starship systems operate as described in Appendix B: Starship Systems (p.30). Exceptions are indicated below: Auxiliary Services: Nova capacities are divided by 50, rounded to the nearest integer. For example, “Science (150)” becomes “Science (3)”. Directional Defenses: This option has no equivalent in the new edition; use the rules on p.17 of the Nova Rulebook. Drones: Drones are considered C.4: Seeking Weapons (p.40) with the following characteristics: 360° firing arc; MA 8; ROF 3; ACC 5+; IMP 1; DMG 1; Exp. Escort: This option has not (yet) been adapted to the new edition; use the rules on p.18 of the Nova Rulebook. Fragile Systems: This option has no equivalent in the new edition; use the rules on p.19 of the Nova Rulebook. Regenerating: This system has not (yet) been adapted to the new edition; use the rules on p.22 of the Nova Rulebook. Reinforced Systems: This option has no equivalent in the new edition; use the rules on p.22 of the Nova Rulebook. Scout: This option has not (yet) been adapted to the new edition; use the rules on p.22 of the Nova Rulebook. Stealth: Double the rating of any Nova starship equipped with stealth; e.g. “Stealth (1)” becomes “Stealth (2)”. All Nova weapons are DMG 1. All armor boxes on a Nova starship must be checked off before any damage rolls are made—this is a change from the rule on p.13 of the Nova rulebook. When making damage rolls, use the following table instead of the one provided in rule 4.4: The Damage Roll (p.21): Roll 1-3 4-5 6 Result Hull Hit: Check off one hull box from the target’s display. System Hit: Check off one system box from the target’s display. No Effect: The hit has struck a bulkhead or other non-essential section of the target. When checking off hull boxes, remember to skip over the middle section, since these have been designated as “system boxes”. When a system box containing a bullet (•) is checked off, conduct damage checks as described on pp.14-15 of the Nova rulebook. Once all of a starship’s system boxes have been checked off, additional damage rolls of 4 or 5 have no effect. Weapon traits operate as described on pp.23-25 of the Nova Rulebook. Exceptions are indicated below: 70 Accurate (Acr) weapons are ACC 4+ instead of 5+. April 2020 – www.mj12games.com
APPENDIX Z: PLAYER RESOURCES Z.1 Designer’s Notes The genesis of the Unity Rulebook was a set of informal guidelines I started developing early in 2016 to allow cross-platform battles between players who had shifted to the Nova edition of the rules, and those who had elected to stick with the Admiralty Edition. As I delved deeper into the mechanics of such a battle, it became clear that, despite significant cosmetic differences between the two, the “heart” of the game had remained surprisingly consistent. A number of years had passed since the release of Nova, and there were several choices made in that edition which seemed like good ideas at the time, but in retrospect appear less so. Once the decision was made to begin a new edition, and in reviewing the long history of Starmada, I found myself looking more closely at concepts which had for one reason or another been jettisoned. As just one example, a change I had often regretted was the move away from “one damage die, one result” concept which had defined the Compendium era of the game. Although I still believe the benefits of the Starmada X damage resolution system outweighed the drawbacks, it still never felt “right”. To some degree I regained what I had been seeking with Admiralty, but even then there was still the need to account for the possibility of two types of damage result on a single die roll. Of course, Nova did away with the damage roll entirely—which was perhaps the only true mistake I made in that edition. The other changes I could justify for one reason or another; eliminating the damage roll was a “why not?” decision, when I should have been asking “why?” The Unity Rulebook reaches all the way back to the Compendium for damage resolution, in essence returning to Starmada’s roots: a 50/50 split between hull and systems damage, while retaining Admiralty’s proportional degradation as a way of ensuring no starship design will unfairly lose its fighting capability sooner than others. Variance in that area should be left to the whims of combat, not dictated by the construction process. Speaking of the construction process, one of the things brought back from Starmada X will be of interest mainly to math nerds: hull space is now a polynomial equation, rather than an exponential one. Likewise, the exponents have been removed from the engine factor and shield factor calculations. Over time, the construction process had gotten to the point where it was all but impossible to complete without automation. The online Starmada Drydock helped, as did player-designed spreadsheets, but I still feel it should be possible to design a starship from scratch with a pad of paper, a pencil, and a (nonscientific) calculator without losing one’s mind. I’m not entirely sure that goal was achieved, but it is closer than it was—and every little bit helps. Starship construction is also an area in which Nova made a healthy contribution to the Unity Rulebook. The cost of non-shield defensive systems remains relative to a ship’s shield factor, rather than priced as a flat percentage of the ship’s available space (as in Admiralty). It’s a small change, and one hidden from players once the dice start rolling, but I believe it makes a big difference in the choices facing ship designers. Another holdover from Nova is the existence of ablative defenses; i.e. “Screens” (called “Armor” in the previous edition). This is something players had been clamoring for since the early days of Starmada, and it wasn’t until relatively recently I was able to bring it into the game. Now, with the Unity Rulebook, players can not only simulate “hit ’em until they’re gone” shields and/or armor plating, they can assign different strengths in four separate directions. These defensive arcs are something out of which I believe players will get a lot of use. They provide new opportunities for tactical thinking in a game that, if I’m honest, hasn’t always gone out of its way to emphasize such things. In addition to encouraging players to keep weakened side away from the enemy, the fact that defensive arcs cover 90°, while weapon arcs are expressed as multiples of 60°, means it will not always be possible to have the preferred defensive arc facing the enemy while also covering your intended target(s) with the main weapons battery. Decisions, decisions. Of course, those who don’t want to bother with such things still have the ability to retain the omnidirectional defenses of earlier editions of the game, and be assured their fleet will be appropriately balanced against most any other. As always, the emphasis is on ensuring a fun game is had by all; which includes doing everything possible to eliminate the “munchkin” temptation whenever and wherever possible. Unity Rulebook – Version 2.0 71
One area in which I admit there may be potential for abuse is in the new rules for seeking weapons. Introduced first in the Nova edition, seekers were a bit of a departure for Starmada, which has traditionally been exclusively about “direct-fire” weapons (i.e. weapons which fire and immediately resolve their attack). Nova’s seeking weapons were a bit of a hybrid; still basically direct-fire weapons, but with a delayed impact allowing for a certain degree of defensive activity. While the Admiralty Edition did have “Seekers” as a sub-category of fighter flights, and before that there were “Drones”, such things were more correctly fighter variants and not true seeking weapons, which can fire repeatedly, have limited arcs of engagement, and so on. So long as ships are built with a mixture of direct-fire and seeking weapons, there should be no balance issues. However, seeker-heavy (or even seeker-exclusive) fleets have not been fully tested. Any volunteers? Speaking of fighter variants, one thing Admiralty possessed, which I had initially intended to carry over to Nova but never got around to, was the concept of “fighter capacity”. With this, players set aside a certain portion of their starship design for carrier space, which could then be filled by a nearly infinite variety of custom-built fighter flights. In the Unity Rulebook, I’ve clamped down on this. There are a number of reasons behind that choice, but ultimately the deciding factor was that Starmada is a game of starship combat. Fighters are meant to enhance the game, not dominate it. Nevertheless, some choice is still accounted for by an initial group of five variant fighter flights, with the possibility of more to come. As always, if you have any thoughts or suggestions, let us know. One of the things I have struggled with since the very first editions of Starmada is how to account for damage to weapons; i.e. how best to distribute the loss of individual weapon mounts over the course of a starship’s time in combat. This was, of course, the primary motivation behind the change to the damage resolution system in Starmada X; it was also one of the deciding factors in the design of the Nova edition, in which weapons damage was applied at a high level of abstraction. The Admiralty Edition perhaps came closest to a satisfactory resolution; however, it required an additional die roll, which never sat well with me. Further, it took a choice away from players, which is never a great idea, even if it is necessary to achieve a particular goal. I believe the Unity Rulebook provides the best of all worlds: the loss of overall firepower is regulated via introduction of the “weapons track”; player choice is reintroduced by not tying each damage result to specific battery or batteries; and proportional loss is dictated by “loss limits”, preventing players from building damage sinks into their designs. 72 April 2020 – www.mj12games.com This change happily provided a solution to another long-term problem: How to account for damage to non-primary systems? A number of methods have been tried over the years, none of which were particularly satisfying. By treating special equipment as just another battery of weapons, I believe we’ve achieved an elegant resolution that will keep the game moving and eliminate the need for “loss checks” or other clumsy intrusions. Retaining Nova’s differentiation between equipment, munitions, and traits further alleviates the damage sink problem. A minor, purely aesthetic corollary to this is the return (last seen in Starmada X) of damage boxes for individual weapons and equipment items. I have little to say about this other than I really like them. In terms of actual gameplay, there’s not much that is changing. The game turn is still divided into Movement, Fighter, and Combat Phases, concluding with an End Phase to perform whatever administrative tasks may be required. The Orders Phase is back, after having been eliminated in Nova, which made sequential movement and combat the standard, thus removing the need for written orders. I will spare you the various thought processes that went into that decision, and just say I brought it back because I liked it, and because I think players liked it too. There is nothing quite like the suspense of having committed to a course of action while being unsure whether your opponent is going to do quite what you expected. It’s a relatively minor reversion, but one that enhances the playing experience considerably. I could continue for another several pages discussing the various tweaks and modifications which came and went during the development process. However, I think I’ll stop here and let you get back to blowing each other up. If you do want to know more, or have a suggestion to make things even better, please join your fellow gamers at our discussion forum, or get in touch via our Facebook page. Just a couple of shout-outs before I sign off: Ken Burnside (of Ad Astra Games) has been a major source of advice and support throughout the revision process. His boundless enthusiasm for blowing up spaceships is infectious; I might not have ever completed this project without it. Noel Weer has been a great sounding board and an all-around good egg. Then again, I expected nothing less. You’ll see much more of Noel’s contributions once the Imperial Starmada Sourcebook is released. Ken Rodeghero did yeoman’s work proofreading this book. I suspect he will never actually play the game, as doing so would require reading these pages yet again. Happy gaming! Daniel Kast Castle Rock, CO April 2017
Z.2 Starmada Drydock Instructions Worksheets This section provides a guide to the use of the Starmada Drydock spreadsheet, and assumes you have access to (and a working knowledge of) Microsoft Excel 2010. The spreadsheet may or may not function as intended when using other versions of Excel, or a third-party alternative (such as Apache OpenOffice). The tabs labeled “SHIP1” through “SHIP5” are where the actual starship design process occurs. Userdefined values are placed in the yellow cells; the orange cells contain calculations made by the spreadsheet itself. Do not rename these tabs; doing so will prevent the “Display” tab (p.75) from functioning properly. Each of the tabs is protected by default (except “Tables”, which is hidden, but not protected; p.75). If you need to unprotect a tab to make any changes, click “Home → Cells → Format → Unprotect Sheet.” To protect the sheet again, click “Home → Cells → Format → Protect Sheet,” and click “OK” on the confirmation dialog box. Faction, Class, Type: May be defined by the player as desired. On the starship display sheet, this will be formatted as “[Faction] [CLASS]-class [Type].” The current version of the Starmada Drydock is v2.0 (December 2019). Engines: Restricted to values from 0 to 12. ORAT, DRAT, CRAT: The starship’s offensive, defensive, and combat ratings, respectively. Hull Size: Restricted to values from 1 to 35. Shields: Restricted to values from 0 to 5. Fwd, Port, Stbd, Aft: Used to indicate the presence of directional shielding A starship may not have both standard and directional shields; if this happens, the spreadsheet will only apply the standard shields. Unity Rulebook – Version 2.0 73
Screens: Restricted to values from 0 to 50. Fwd, Port, Stbd, Aft: Used to indicate the presence of directional screens. A starship may not have both standard and directional screens. If this happens, the spreadsheet will only apply the standard screens. Weapons This tab is used to record the capabilities of weapon systems, allowing you to avoid retyping the values for each new starship design. As with the worksheet tabs (p.73), user-defined values are entered into the yellow/light green cells. The tab has room for up to 24 entries. Tech Levels: Restricted to values from -2 to +2. Space Units Used, Remain: These columns provide a running total of how many space units (SUs) have been used by each part of the starship, as well as the number of SUs remaining to be filled. If the “Remain” column turns red, this indicates more space units have been used than are available. Weapons: Up to twelve banks may be entered. The pull-down menu contains a list of all available weapon systems, taken from the “Weapons” tab (p.74). Banks are entered in the following format: “xARCy”, where “x” is the number of mounts (1-9); “ARC” is the firing arc designation; and “y” is the number of weapons in a multi-weapon mount. If either “x” or “y” is omitted, the default value is 1. For example, “3AB” indicates a bank of three singlemounted weapons with the [AB] firing arc; “BCE2” indicates a bank of one dual-mounted weapon firing into the [BCE] arc. The values entered into these boxes are not automatically restricted. Instead, the spreadsheet will resolve invalid entries as follows: any “x” value greater than 9 will result in no weapons being added; unknown firing arc designations will convert to the closest designation found in the list on the “Tables” tab (p.75); any “y” value between 5 and 9 converts to 4; and any “y” value of 10 or higher will resolve using only the last digit. The ORAT column indicates the total offensive rating (ORAT) of the weapon battery. Systems: Up to ten different starship systems may be entered. The pull-down menu contains all available systems, taken from the list found on the “Tables” tab (p.75). You should not enter the same equipment or trait on multiple lines; if you do, the duplicated systems will turn red. 74 Qty: Limited to a range from 1 to 30. If omitted, the default value is 1. The spreadsheet will only recognize values greater than 1 for munitions and those equipment/traits that explicitly allow for multiples. The N column (blue boxes) indicates the actual value applied by the spreadsheet. ORAT: The amount this system adds to the starship’s ORAT. DRAT×: The multiplicative factor this system applies to the starship’s DRAT. DRAT+: The amount this system adds to the starship’s defensive rating (DRAT). Weapon: May be named by the player as desired, with the exception that the greater-than sign (>) is reserved to indicate a secondary mode. For example, the “Anti-Fighter” mode of the “Laser Cannon” weapon system would be written as: “Laser Cannon>Anti-Fighter”. The name of the weapon system (or mode) will be shown on the starship display sheet exactly as entered. If a secondary mode is entered without a corresponding primary mode, it cannot be selected on the worksheet tabs (p.73); if multiple secondary modes are entered for a single primary mode, only the first (ordinally) will appear on the worksheet tabs. Unless using customized range bands, values are entered only in the first row of each weapon stat block. For customized range bands, a separate set of stats is entered for each desired band. If the row turns red, this means there is a problem with the values entered. (A row that contains one or more values, but is not yet complete, will turn red.) RNG: Restricted to values from -18 to 24. Negative values indicate standard weapons and must be in multiples of three (i.e. -3, -6, -9, -12, -15, or -18). A positive value indicates a seeking weapon (restricted to values between 4 and 12) or customized range bands. For customized range bands, each RNG value must be greater than the one preceding it. ROF, IMP, DMG: Restricted to values from 1 to 5. ACC: Must be 2, 3, 4, 5, or 6. The “+” is added automatically by the spreadsheet; do not type it manually. When entering customized range bands, two successive bands may not have identical ROF/ACC/IMP/DMG values. Traits: Up to five traits may be entered for each weapon system (or mode). The pull-down menu contains abbreviations for all available traits, taken from the list found on the “Tables” tab (p.75). If this column turn red, this indicates a problem with the traits as entered. Players must enter “Skr” to indicate a seeking weapon, although this trait will not appear on the starship display sheet. BSUR: The base space unit requirement of the weapon system (or mode). If this value is zero, it means the weapon is invalid in some way, and will not appear in pull-down menus on the worksheet tabs (p.73). April 2020 – www.mj12games.com
RNG: The maximum range of the weapon, used for ORAT calculations. Display This tab produces a starship display sheet which mimics the format used in official Majestic Twelve Games publications. Fonts are not embedded in the worksheet, which means your system must have the Eras Bold ITC and Tw Cen MT Condensed Extra Bold fonts installed for it to display properly. These are included with many Microsoft products, and can also be downloaded from fonts.com. The specific starship design to be displayed is selected from the pull-down menu in cell AD1. To produce the final display, it is necessary to hide all of the unused rows. Click on the arrow located in cell S1 and ensure the checkbox next to “0” is empty, while the checkbox next to “1” contains a checkmark. Drake This tab generates a text-only starship display, utilizing A.6: Drake Notation (p.29). The starship shown corresponds to the design selected in the “Display” tab (p.75). To produce the final display, it is necessary to hide all of the unused rows. Click on the arrow located in cell B1 and ensure the checkbox next to “0” is empty, while the checkbox next to “1” contains a checkmark. Once this has been done, only those rows required for the specific starship design will be displayed. You may then highlight all of the visible cells in column A and select “Home → Clipboard → Copy” to copy the display; from there, you can paste it into a text document. To show all rows once again, click on the arrow in cell B1 and ensure the checkbox next to “(Select All)” contains a checkmark (not a black box). Tables This tab is hidden by default, and contains all of the lookup tables referred to by the other tabs. To unhide, right-click on any of the visible tabs and select “Unhide…”. To hide it once again, right-click on the “Tables” tab and select “Hide”. The “Tables” tab is not protected by default. None of the cells in this tab are limited by data validation or other settings; care must be taken when making any alterations. If you do make changes to the tables, be sure that each is sorted in descending order once you have finished. For example, if you add a new firing arc designation, you must highlight columns F, G, and H, and then click “Data → Sort & Filter → Sort,” making sure the following options are set: Once this has been done, only those rows required for the specific starship design will be displayed, and the sheet can be printed. To show all rows once again, click on the arrow in cell S1 and ensure the checkbox next to “(Select All)” contains a checkmark (not a black box). “My data has headers” is checked. “Sort by” Firing Arc. “Sort On” Values. “Order” A to Z. Columns A and B indicate the valid tech levels and the space unit adjustment for each. Columns C, D, and E list the valid weapon accuracy (ACC) values and the base space unit requirement (BSUR) modifiers for each. “Mod1” is used for standard weapons; “Mod2” is used for seeking/defensive weapons and for customized range bands. Unity Rulebook – Version 2.0 75
Column F contains all valid firing arc designations. Columns G and H have no effect on the starship design or combat rating; these are used by the spreadsheet when sorting firing arcs on the starship display sheet. Space is the number of SUs required by the system. ORAT is the addition to the starship’s ORAT made by the system. Columns I and J list the valid sizes of multi-weapon mounts and the multiplier applied to the BSUR for each. DRAT× is the multiplicative factor applied to the starship’s DRAT by the system. DRAT+ is the addition to the starship’s defensive rating (DRAT) made by the system. Tech is the specific Technology Level category which applies to the system. Columns K and L list the abbreviations for all valid weapon traits and the BSUR modifier for each. Columns M, N, and O are used when analyzing combinations of range-based traits. Columns P and Q are used by the spreadsheet to determine the factor applied to the offensive rating (ORAT) of weapons with the Expendable trait. Each system is duplicated five times, differentiated by “%1” through “%5”. This is necessary to ensure the worksheet tabs (p.73) compute their specific space requirements and ORAT/DRAT values properly. Columns R through X list the valid starship systems and associated values: Columns Y through AB are used to create the pulldown system lists on the worksheet tabs. Type is either equipment (E), munitions (M), or trait (T). “E1” and “T1” indicate equipment and traits which allow for multiples. Column AC is used by the spreadsheet when creating the Drake notation starship display. 76 April 2020 – www.mj12games.com
4.1 Declaration of Targets, Firing Arcs (p.19) Z.3 Consolidated Tables This section collects all of the tables and charts from throughout the rules and presents them in one convenient place. It will be updated as corrections/additions are made to the Starmada rules. 2.2 Assembling the Fleet (p.12) Battle Size Very Small Small Medium Large Very Large Fleet Limit 400 700 1000 1500 2000 VP Target 240 420 600 900 1200 3.1 Movement Orders (p.16) Code Maneuver Standard Maneuvers # Move forward # hex(es) P Turn one hexside (60°) to port (left/counter-clockwise) S Turn one hexside (60°) to starboard (right/clockwise) U Turn three hexsides (180°/“u-turn”) Special Maneuvers L Sideslip one hex to the left R Sideslip one hex to the right … +# Pivot # hexside(s) clockwise … -# Pivot # hexside(s) counter-clockwise Starship Systems C/… Activate cloaking device H/… Hyperdrive warmup Movement Options E/… Emergency thrust Z/… Evasive action @/… Roll T/… Towing Terrain [#] Planetary orbit for # hex(es) Increase one altitude level Decrease one altitude level Rule 3.1 3.1 3.1 3.1 3.4 3.4 3.4 3.4 B.5 B.10 D.1 D.3 D.7 D.9 G.5 G.6 G.6 3.2 Engine Requirements (p.15) Turns None One Two or Three or U-Turn Engine Requirement Difference between previous and current speeds Greater of previous and current speeds Sum of previous and current speeds 4.2 The To-Hit Roll (p.20) Condition Range Modifiers Short Dfs weapon Fcs weapon Dfs+Fcs weapon Gid weapon Medium Long Dfs weapon Fcs weapon Dfs+Fcs weapon Gid weapon Target Modifiers Tiny Acr weapon Inc or NPr weapon Anti-Fighter Batteries (attacked by seeking weapons) Cloaked (if detected) Countermeasures Adjacent to hex targeted by Prx weapon Fire Control Modifiers Fire Control Probe within 3 hexes of target Evasive Action (attacker or target) Directed Damage Line of Sight Modifiers Flares Explosion Fighter screen Asteroid field Cometary coma/tail +/- Rule +1 +2 -1 -2 0 0 -1 -2 +1 +2 0 4.2 C.5 C.5 C.5 C.5 4.2 4.2 C.5 C.5 C.5 C.5 -1 0 -2 -1 -1 -1/level -1 4.2 C.5 C.5 B.1 C.4 B.5 B.6 C.5 +1/level* +1 -1/-2/-3 -1 B.8 B.17 D.3 E.2 -1/flare -1/hex -1/-2/-3 -1/hex -1/hex B.9 E.3 F.3 G.1 G.3 *Only if negative modifiers also apply. 4.4 The Damage Roll (p.21) Roll 1-3 4 5 6 Result Hull Hit: Check off one box on the hull track of the target’s display sheet. Engine Hit: Check off one box on the engine track of the target’s display sheet. Weapon Hit: Check off one box on the weapons track of the target’s display sheet. Shield Hit: Check off one box on the shield track of the target’s display sheet. Unity Rulebook – Version 2.0 77
Sequence of Play (p.14) This outline summarizes all potential actions to be conducted during the course of a game turn, and the order in which they should occur. See the relevant rule for details on each entry. 1) Orders Phase a. If using random movement initiative, assemble and shuffle activation deck (D.8). b. If using sequential movement, alternate proceeding through steps (1d) through (2c) with one starship at a time; if one side has more than twice as many ships, that side moves multiple ships at a time; unless using random movement initiative (D.8). c. If not using sequential movement, conduct steps (1d) through (2c) simultaneously for all ships. d. Record movement orders (3.1); determine engine requirements (3.2); expend boosters (B.3). i. Record use of secondary weapon modes (C.2); record shield reinforcement (E.6). e. Reveal movement orders; confirm orders are valid (3.2). 2) Movement Phase a. Remove cloaked starships from game board; return uncloaked and detected cloaked starships to game board (B.5). b. Make hyperdrive warmup rolls; remove starships entering hyperspace from game board (B.10). c. Move all starships on game board according to movement orders (3.3). i. Apply damage due to minefields (B.15) and asteroid fields (G.1); resolve explosions (E.3). ii. Float game board as necessary (D.4). iii. Resolve stacking (3.3). iv. Utilize overthrusters (B.16). 3) Fighter Phase a. If using random fighter initiative, assemble and shuffle activation deck (F.7). b. Alternate activating one fighter flight at a time; if one side has more than twice as many flights, that side activates multiple flights at a time (5.2); unless using random fighter initiative (F.7). i. Selected LRF flight may attempt to enter hyperspace (F.6). ii. Move selected flight on game board (5.3); or place on combat space patrol (F.1). iii. Interrupt flight’s movement with opposing flight on combat space patrol (F.1). iv. Declare attack by selected flight against adjacent target (5.4); or declare dogfight (F.2); or declare screening (F.3); or recover flight (F.5). 78 April 2020 – www.mj12games.com v. Resolve defensive fire from target starship’s tractor beams (B.24) and/or Defensive weapons (C.5). vi. Resolve declared attack and apply effects immediately (5.4); resolve explosions (E.3). 4) Combat Phase a. If using random combat initiative, assemble and shuffle activation deck (E.5). b. Alternate making attacks with one starship at a time; if one side has more than twice as many ships, that side attacks with multiple ships at a time (4.0); unless using random combat initiative (E.5). i. Declare all targets, confirming range, firing arc, and line of sight restrictions (4.1); declare directed damage (E.2). ii. For each target of each weapon battery, resolve effects of stealth (B.22); make tohit roll (4.2). iii. For each hit scored, make impact roll (4.3). iv. For each point of impact inflicted, make damage roll (4.4). v. If using sequential combat (E.5), apply effects of weapons damage (4.5); resolve explosions (E.3). c. Resolve starship systems/options used at the same time as weapons fire: i. Launch flares (B.9); launch probes and/or fire probes as weapons (B.17). ii. Resolve marine boarding attempts (B.14); trigger shockwave (B.19); use tractor beams (B.24). iii. Place seeker flights (C.4). iv. Make target acquisition (TAG) attempts (E.7). 5) End Phase a. Apply gravitational pull due to black holes (G.2). b. Apply effects of weapons damage (4.5); resolve explosions (E.3). c. Evaluate victory conditions (2.5). d. Resolve damage from emergency thrust (D.1); perform damage control (E.1). e. Reverse pivots (3.4); activate stutterdrives (B.23); declare towing (D.9). f. Remove face-up flare/probe/TAG markers; flip face-down flare/probe/TAG markers to face up (B.9/B.17/E.7). g. Deploy mines (B.15); launch shuttlecraft (B.20); launch fighter flights (F.5).
A.1 The Design, Weapons (p.25) ACC 2+ 3+ 4+ 5+ 6+ Factor 0.43 0.35 0.25 0.15 0.10 Seeking/Defensive* 0.50 0.40 0.30 0.20 0.10 Weapon Trait Accurate (Acr) Ballistic (Bls) Carronade (Crn) Catastrophic (Cts) Deadly (Dly) Diffuse (Dfs) Disruptive (Dsr) Expendable (Exp) Fire-Linked (FrL) Focused (Fcs) Guided (Gid) Incapacitating (Inc) Kinetic (Knt) Modulating (Mdl) Non-Piercing (NPr) Piercing 1 (Pr1) Piercing 2 (Pr2) Proximity (Prx) Repeating (Rpt) Scatter (Sct) Slow (Slw) Telescopic (Tls) Volatile (Vlt) Bls Crn Dfs Fcs Gid Sct Crn ×0.5 Dfs ×0.6 ×0.9 B.9 Flares (p.33) Modifier ×1.3 ×0.8 ×0.8 ×2.0 ×2.0 ×0.9 ×2.0 ×0.2 ×1.0 ×1.3 ×1.1 ×0.7 ×3.0 ×2.5 ×0.7 ×1.5 ×2.0 ×2.0 ×1.4 ×1.7 ×0.6 ×1.9 ×3.5 Fcs ×1.1 ×0.7 ×1.4 Weapon Mount Single Double Triple Quad Gid ×0.9 ×0.8 n/a n/a Sct ×1.1 ×1.8 ×1.7 ×1.8 ×1.7 B.14 Marines (p.34) Max Marines Two Three Four Five Six B.14 Marines, Shipboard Combat (p.34) Roll 1-2 3-5 6 Number of Hits None One Two B.17 Probes (p.35) Roll 1 2-4 5-6 Effect None. The probe was a “dud”. Place a probe marker face down in a random hex adjacent to the target hex. Place a probe marker face down in the target hex. C.1 Alternate Firing Arcs (p.39) Tls ×1.7 ×1.2 ×1.5 ×2.8 ×2.3 n/a Modifier ×1.0 ×1.5 ×2.0 ×2.5 Exp Factor ×2.00 ×1.75 ×1.50 ×1.25 ×1.00 ×0.75 ×0.50 A.4 Technology Levels (p.27) Technology Level +2 +1 0 -1 -2 5-6 Effect None. The flare was a “dud”. Place a flare marker face down in a random hex adjacent to the target hex. Place a flare marker face down in the target hex. Hull Size 1-3 4-8 9-15 16-24 25-35 A.2 The Combat Rating, The Offensive Rating (p.26) Hull Size 1-2 3-5 6-9 10-14 15-20 20-27 28-35 Roll 1 2-4 Firing Arc Forward Aft Port Starboard Forward Port Forward Starboard Aft Port Aft Starboard Forward Restricted Aft Restricted Port Restricted Starboard Restricted Forward Half Aft Half Port Half Starboard Half Forward Extended Aft Extended Turret Restricted Turret Firing Arc Forward Port Starboard Aft Abbr FF AA PP SS FP FS AP AS FR AR PR SR FH AH PH SH FX AX TR TT Standard AB EF HJ IK AC BD CE DF G L C D GHI JKL ACE BDF ABCD CDEF GHIJK ABCDEF Abbr Fwd Port Stbd Aft D.3 Evasive Action (p.44) SU Modifier 50% 70% 100% 140% 200% Engine Rating 1-2 3-5 6-9 10+ To-Hit Penalty None -1 -2 -3 Unity Rulebook – Version 2.0 79
A.5 Starship Systems Table (p.28) Starship System Anti-Fighter Batteries Auxiliary Services (Cargo/Hospital/Repair/ Science/Transport) Boosters Type Trait Trait Space Units Shield Factor × 1 Capacity × 50 ORAT - DRAT ×1.2 - Tech Shields N/A Munitions Note [1] - Engines Carrier Launch Tubes Cloaking Device Countermeasures Directional Shielding Fire Control Flares Trait Trait Equipment Equipment Trait Equipment Munitions Engine Factor × 0.25 50/Flight +10/Flight Shield Factor × 3 Shield Factor × 2 Note [2] Note [3] 5/Flare +10/Flight ×2.0 ×1.5 Note [2] - Fighter Fighter Shields Shields Shields Weapons Weapons Hyperdrive Ionized Hull Equipment Trait Engine Factor × 1 Shield Factor × 2 250/Flight +50/Flight Note [3] (Engine Rating+10) × 0.5/Flare - Engines Shields Long Range Sensors Marines Equipment Munitions Note [5] 10/Squad ×1.2 ×1.5 Note [4] +1/Squad Weapons Weapons Mines Overthrusters Probes Munitions Equipment Munitions 5/Mine Engine Factor × 1 5/Probe +1/Mine ×1.3 - Fighter Engines Fighter Trait Trait Trait 30/Screen 15/Screen Shield Rating × 100 [Note 8] 10/Shuttle Shield Factor × 1 Engine Rating × Engine Factor × 0.5 3 Screens Directional Screens Shockwave Shuttlecraft Solar Sails Stealth Stutterdrive Munitions Trait Equipment Equipment Tractor Beam Equipment Note [5] (Engine Rating+5) × 2/Squad 25/Mine (Engine Rating+6) × 1/Probe Shield Rating × (Engine Rating+3) × 33 [Note 8] 50/Shuttle Note [9] Note [6] Note [7] - Shields Shields Shields +2/Shuttle ×1.2 - Fighter N/A Shields Engines (Engine Rating+1) × 3 - Weapons [1] Increase the engine rating by 0.25 per Booster when computing all ORATs. [2] Use the equivalent shield rating, computed on p.24. [3] Increase the SU cost and ORAT of all weapon batteries by 30%. [4] The listed modifier applies only to hull points; not to Screens. [5] Increase the SU cost and ORAT of all weapon batteries by 50%. [6] Each Screen counts as 0.75 hull boxes when computing the DRAT. A starship may not have both standard and Directional Screens. [7] Each forward Directional Screen counts as 0.67 hull boxes when computing the DRAT; each port/starboard Directional Screen counts as 0.50 hull boxes; each aft Directional Screen counts as 0.33 hull boxes. A starship may not have both standard and Directional Screens. [8] If the starship also has Directional Shielding, use the equivalent shield rating, computed on p.24. [9] Increase the engine rating by 50% when computing all ORATs. E.1 Damage Control (p.48) Roll 1-3 4 5 6 Result None: There is no effect. Engines Repaired: Restore one box on the starship’s engine track. Weapons Repaired: Restore one box on the starship’s weapons track, and regain the use of the appropriate number of weapons and/or equipment. Shields Repaired: Restore one box on the starship’s shield track. E.7 Target Acquisition (p.50) Hull Size 1-3 4-8 9-15 16-24 25-35 80 Number of TAGs One Two Three Four Five April 2020 – www.mj12games.com F.3 Fighter Screens (p.51) Number of Fighters 1-3 4-9 10-15 16+ Penalty None -1 -2 -3 F.5 Launch & Recovery (p.52) Hull Size 1-3 4-8 9-15 16-24 25-35 Launch Max One Two Three Four Five Recovery Max One One Two Two Three
D.5 Freeform Turns (p.45) Turns None One Two Three or UTurn S.9 Storms in Space (p.63) Engine Requirement Difference between previous and current speeds Difference between previous and current speeds, plus 1 Difference between previous and current speeds, plus 3 Difference between previous and current speeds, plus 6 G.2 Black Holes, Gravitational Pull (p.55) Distance 1 2 3 4 5 6 7 8 9-10 11-13 14-17 18-22 23+ 1 X 1 1 0 0 0 0 0 0 0 0 0 Size of Black Hole 2 3 4 X X X 2 X X 1 X X 1 2 X 1 1 3 0 1 2 0 1 1 0 0 1 0 0 0 0 0 0 5 X X X 3 2 1 1 0 Appendix S: Scenarios (p.58) Roll 11-12 13-14 15-16 21-22 23-24 25-26 31-32 33-34 35-36 41-42 43-44 45-46 51-66 Scenario S.1: Alone in the Dark S.2: Breakout S.3: The Chase S.4: Fleet Action S.5: Hide & Seek S.6: Hit & Run S.7: On Patrol S.8: The Shakedown Cruise S.9: Storms in Space S.10: Tin Can Dustup S.11: To the Rescue S.12: The Trap None. Play a standard scenario as described on p.11. Roll 1 2 3-4 5 6 X.1 Admiralty Edition, Combat (p.68) Admiralty Trait Anti-Fighter Area Effect Carronade Catastrophic Continuing Damage Crew-Killer Double Damage Doubled Range Modifiers Extra Hull Damage Fighter-Exclusive Fire-Linked Halves Shields Ignores Shields Increased Hits Increased Impact Inverted Range Modifiers Inv Rng-Based DMG/ROF Inv Rng-Based IMP Minimum Range No Hull Damage No Range Modifiers Non-Piercing Piercing [X] Range-Based DMG/ROF S.8 The Shakedown Cruise (p.62) Roll 1 2 3-4 5 6 Result The starship has maintenance issues which severely hamper its performance. Apply a -1 modifier to all of its to-hit rolls. As above, plus immediately decrease the starship’s engine rating by 1. The starship performs as expected; no special rules apply. The starship is much more effective than anticipated. Apply a +1 modifier to all of its to-hit rolls. As above, plus immediately increase the starship’s engine rating by 1. Result Each starship’s heading is changed to a random direction. (To determine a random direction, roll one die: 1 indicates the direction of the ship’s current heading; 2-6 indicate the remaining hexsides in clockwise order.) No starships may turn during the upcoming Movement Phase. No effect. During the upcoming Combat Phase, all attacks suffer an additional -1 to-hit penalty. In addition, no attacks may be made at long range. No starships may attack during the upcoming Combat Phase. Range-Based IMP Repeating Slow-Firing Starship-Exclusive Variable DMG/IMP Variable ROF Unity Trait Accurate (Acr) Proximity (Prx) Carronade (Crn) Catastrophic (Cts) Disruptive (Dsr) Deadly (Dly) No equivalent; use Admiralty rules Diffuse (Dfs) Kinetic (Knt) No equivalent; use Admiralty rules Fire-Linked (FrL) No equivalent; use Admiralty rules Modulating (Mdl) No equivalent; use Admiralty rules No equivalent; use Admiralty rules Focused (Fcs) No equivalent; use Admiralty rules Telescopic (Tls) Ballistic (Bls) Incapacitating (Inc) Guided (Gid) Non-Piercing (NPr) Piercing (Pr1/Pr2) No equivalent; use Admiralty rules Scatter (Sct) Repeating (Rpt) Slow (Slw) No equivalent; use Admiralty rules No equivalent; use Admiralty rules Volatile (Vlt) X.2 Nova Edition, Playing the Game (p.69) Shield Dice Icons Modifier +10% +5% None -5% X.2 Nova Edition, Combat (p.69) Roll 1-3 4-5 6 Result Hull Hit: Check off one hull box from the target’s display. System Hit: Check off one system box from the target’s display. No Effect: The hit has struck a bulkhead or other non-essential section of the target. Unity Rulebook – Version 2.0 81
Z.4 Rules Index Alternate Firing Arcs ................................................ 39 Anti-Fighter Batteries ............................................... 30 Asteroids.................................................................. 54 Auxiliary Services .................................................... 30 Backwards Compatibility.......................................... 68 Black Holes .............................................................. 55 Boosters .................................................................. 31 Campaigns .............................................................. 65 Carrier...................................................................... 31 Cloaking Device ....................................................... 31 Combat Procedure................................................... 18 Combat Rating ......................................................... 26 Combat Space Patrol............................................... 51 Comets .................................................................... 55 Consolidated Tables ................................................ 77 Countermeasures .................................................... 32 Damage Control....................................................... 48 Damage Roll ............................................................ 21 Defensive Arcs......................................................... 30 Defensive Rating ..................................................... 26 Directed Damage ..................................................... 48 Directional Screens.................................................. 36 Directional Shielding ................................................ 32 Dogfights ................................................................. 51 Drake Notation ......................................................... 29 Dual-Mode Weapons ............................................... 39 Emergency Thrust ................................................... 44 Engine Factor .......................................................... 24 Engine Hits .............................................................. 21 Engine Requirement ................................................ 15 Engine Track ........................................................... 10 Equipment ............................................................... 30 Etheric Drag ............................................................. 44 Evasive Action ......................................................... 44 Explosions ............................................................... 48 Fighter Screens ....................................................... 51 Fighter Variants ....................................................... 52 Fighters.................................................................... 22 Fire Control .............................................................. 32 Firing Arcs ............................................................... 19 Flares....................................................................... 33 Fleet Limit ................................................................ 12 Floating Game Board............................................... 45 Freeform Turns ........................................................ 45 Game Board .............................................................. 4 Game Components.................................................... 4 Game Turn Record .................................................. 11 Glossary .................................................................... 5 Graded Turns .......................................................... 46 Hull Hits ................................................................... 21 Hull Track .................................................................. 9 Hyperdrive ............................................................... 33 Ionized Hull .............................................................. 33 Impact Roll............................................................... 20 Launch & Recovery ................................................. 52 Launch Tubes .......................................................... 33 Line of Sight ............................................................. 19 Long Range Fighters ............................................... 53 Long Range Sensors ............................................... 33 82 April 2020 – www.mj12games.com Loss Limits ............................................................... 21 Maneuvers ............................................................... 16 Markers ...................................................................... 5 Marines .................................................................... 34 Mines ....................................................................... 34 Minimum/Maximum Rolls ......................................... 20 Models ....................................................................... 4 Movement Orders .................................................... 15 Multi-Weapon Mounts .............................................. 39 Munitions ................................................................. 30 Nebulae ................................................................... 56 Offensive Rating ...................................................... 26 Overthrusters ........................................................... 35 Partial Victory Points ................................................ 49 Pivots ....................................................................... 17 Planets ..................................................................... 56 Probes ..................................................................... 35 Random Combat Initiative........................................ 49 Random Fighter Initiative ......................................... 53 Random Movement Initiative ................................... 47 Range ...................................................................... 18 Rolls ......................................................................... 46 Scenarios ................................................................. 58 Screens.................................................................... 35 Seeking Weapons .................................................... 40 Sequence of Play..................................................... 14 Sequential Combat .................................................. 49 Sequential Movement .............................................. 46 Shield Factor............................................................ 24 Shield Hits................................................................ 21 Shield Reinforcement............................................... 50 Shield Track ............................................................. 10 Shockwave .............................................................. 36 Shuttlecraft............................................................... 37 Sideslips .................................................................. 17 Solar Sails................................................................ 37 Space Units ............................................................. 24 Speed ...................................................................... 15 Stacking ................................................................... 16 Starmada Drydock ................................................... 73 Starship Construction............................................... 24 Starship Display Sheet............................................... 9 Starship Systems ..................................................... 30 Starship Systems Table ........................................... 28 Stealth...................................................................... 37 Stutterdrive .............................................................. 38 Target Acquisition .................................................... 50 Technology Levels ................................................... 27 Three-Dimensional Play........................................... 57 To-Hit Roll ................................................................ 20 Towing ..................................................................... 47 Tractor Beam ........................................................... 38 Traits, Starship ......................................................... 30 Traits, Weapon ........................................................ 41 Victory ...................................................................... 13 Weapon Battery Display .......................................... 10 Weapon Hits ............................................................ 21 Weapons Track........................................................ 10
THE STARMADA UNIVERSE A Timeline of History The following constitutes a chronology of major events in the development of the Terran Empire. All date references are given in the Anno Astra system. +0 Development of the hyperdrive signals the birth of humanity as a starfaring race. +24 The first extra-solar colony is established. +61 The seeds of the corporate nobility are sown with the creation of the Connor/Grumlin Group. +102 New Phoenix is founded on Gaia (Barnard IV). +145 The Connor/Grumlin Group assumes governmental responsibilities for the Olympian Fields on Mars after the bombing of Sao Paulo. +303 The Imperial Council censures Emperor Wheylan for using the Starmada to crush a “rebellion” at Travers’ Pride. Several thousand civilians were killed in the action. Wheylan remains unrepentant. Rumors spread about strange reptilian creatures with a taste for human flesh. +322 Emperor Wheylan forms the Synod, which quickly assumes most legislative authority from the Imperial Council. +333 Emperor Roen takes the throne. +158 The Collapse on Terra sparks the beginning of the Terran War. +348 The siege of Polaris County ends; the Arcturan Federation is formed after years of negotiation. +171 North Atlantic Union forces gain control of northern Africa, ending the first phase of the Terran War. +353-359 +198 The First New Indian Expeditionary Force begins operations against colonies loyal to Terra. +199 New Indian forces are recalled when Betal Corianis faces a coup within his government. The coup is thwarted. The Arcturan Conflict. +354 Vladimir Hadric is elected Emperor upon the sudden death of Emperor Roen. +357 The Imperial Guardians (House Izraedi) are formed. It is not until after the S’ssk Uprising that their true function is revealed. +386-389 The S’ssk Uprising. +200 Goddard Mojhari becomes the first Regent of Terra. The Second Expeditionary Force is launched from New India. +391 Hostilities on the Eastern Frontier of the Empire end when the Starmada halts its advance at the borders of the Donegal Alliance. +201 Regent Mojhari defeats New Indian forces in the Battle of Io. The Starmada is formed. +422 Emperor Hadric falls ill and passes authority to his wife, Gillin. She serves as Regent for nearly a decade before Hadric finally dies in +430. +204 House Mberti is declared renegade by the Regency Council. Most Mberti leaders disappear before they can be apprehended. +217 Regent Mojhari selects Jeri Popillo as his successor. +425 Arcturan forces raid several systems in Imperial space. This marks the last open hostilities between the two factions. +221-239 Eight different individuals serve as Regent during this period. +433 Twenty-seven months after the death of Emperor Hadric, the Imperial Council permanently reintroduces the Regency. The Synod immediately calls for the Council’s dissolution. +246 House Connor relinquishes control of several colonial licenses in exchange for additional representation on the Imperial Council. +434 Crisis is averted when Emperor Chen oversees the installation of Regent Blythe. The Imperial Council reconvenes the following year. +268 Purser Wheylan is appointed Regent upon the abdication of Regent Corinaro. +438 An Imperial survey ship is destroyed by a patrol from the Kalaedinese Expanse. Several years of undeclared warfare follow. +290 Regent Wheylan is named Emperor by the Regency Council. +301 Wheylan announces his “New Destiny” program, eventually wiping out centuries of historical documentation. The Starmada begins a siege of Polaris County that will last for nearly 50 years. +449 The Battle of Agirant fixes the present location of the Imperial/Kalaedinese border. +451 The Admiralty conducts a series of war games to test the feasibility of a limited invasion of Polaris County. The scope of exercises is increased upon word that Arcturan fleets stationed along the Imperial border have been recalled. Unity Rulebook – Version 2.0 83
The Terran Empire So it was with a sense of relief, rather than concern, that the citizens of Terra watched the ascension to power of Purser Wheylan. To them, the one-time opposition leader offered a chance for humanity to pull itself from the ashes, and more importantly, for Terra to take back her rightful place as the center of human civilization. —Vicar Buros Purser Wheylan Purser Wheylan’s ascension to the throne in +268 marked as great a turning point in human history as did the invention of the hyperdrive three centuries before. Wheylan did not go so far as to reset the calendar in his honor, deciding instead to retain the Anno Astra system, but in most other respects, the current history of humanity can be said to go back only as far as Wheylan’s reign. This is not to say that nothing is known of the preceding millennia, only that what does survive is pitiful in its scarcity. Examination of records from other worlds have shed some light on the decades just before Wheylan’s rise to power, but for the most part, the first Emperor’s New Destiny campaign was surprisingly successful. By Any Means Necessary Modern students (as well as several historians) often make the mistake of assuming the New Destiny was Wheylan’s way of covering for past injustices and less-than-noble activities on his way to the throne. While this may have played a role, such a view is a vast oversimplification of his motivations, and fails to take into account the attitudes of the citizenry of Terra at that time. Indeed, Wheylan was exceedingly candid about his actions during the first few years of his reign, when several scandals broke regarding his party’s methods. That none of these incidents seriously threatened Wheylan’s rule is a reflection not only of his diplomatic skills, but also of the populace’s disgust with the state of the Regency before Wheylan. While there were those who feared the eventual sacrifice of individual liberties, most people applauded the moves Wheylan was making; rebelling against what they called the “bureaucratic process” , they felt that strict adherence to the Code of Regency and other policies was crippling the administration’s ability to govern. Thus, few were truly upset when some of the Terran Party’s more unorthodox-dox methods came to light. Truly, the ends justified the means for the people of this time. In fact, it is a tribute to Wheylan and his Regency that the rights of the private citizen were preserved and in some cases even expanded during the first half of the fourth century. It would appear Wheylan saved his less reputable methods for his dealings with the corporate nobility. 84 April 2020 – www.mj12games.com A more correct assessment of the New Destiny program must take into account the very real ideological factors that went into Wheylan’s decision to turn humanity’s collective back upon the past. To the Emperor, who was very much a Linearist in every sense of the word, the unification of humanity under one rule was civilization’s ultimate goal; its “First Destiny”, to use the term coined by Gunthar Neumann in his +227 treatise, Alexander’s Legacy. With its First Destiny secured, Wheylan was anxious to lead humanity towards its next goal, which he called its “New Destiny”. While he certainly wished to be remembered as its founder, this movement was not entirely about securing Wheylan’s place in history. In fact, its main goal was to turn our attention to the future, and focus our energies upon a new purpose, which for Wheylan was a redefinition of (or, more precisely, a return to) humanity’s primary role in the Universe. The Edenist Movement Few people today can understand the pro-found effect that the Edenists had upon the culture of the third and fourth centuries. Man-kind’s initial expansion into the galaxy was followed by a serious reexamination of most human religious and philosophical doctrines. The discovery of past life on Mars and extant microbes elsewhere in the Solar system shook things up in the century before the hyperdrive. However, it was not until high-order life forms were discovered on planets orbiting Barnard’s Star in +63 that humans were forced to seriously consider the implications of extraterrestrial life. One of the results of this upheaval eventually became known as the Edenist movement. The Edenists began to formulate their ideas immediately after the discovery of Gaia (as Barnard IV was dubbed by the Stellar Expansion Commission in +64), and first came to the public’s attention during the debates over the proposed colonization of Gaia in the late +70s. But it wasn’t until several years after New Phoenix was founded in +102 that the Edenist movement really began to make an impact. To the Edenists, the story of Adam and Eve was a retelling of humanity’s abandonment of its true function; that of custodian. They were divided over the nature of this appointment; many felt the authority of a supernatural being was necessary to give validity to their beliefs, while others believed this position was humanity’s simply by virtue of its standing as the only intelligent life in the galaxy. But all Edenists were agreed that it was time for humans to reclaim their role as caretakers of the Universe. Hero Anatare The Edenists gained their first position of power in +120, when Hero Anatare was appointed governor of New Phoenix. Anatare was an avowed Edenist, and while it was her skill as an administrator and exobiologist (as well as her political maneuvering) that got her the appointment, the Edenists as a whole took this event as a sign that the North Atlantic government was on their side.
Several lobbying groups with Edenist ties began cropping up in New York and Geneva, and the movement grew in size and influence well into the +130s. However, neither the North Atlantic Union nor the Connor/Grumlin Group , which had been granted the contract for New Phoenix, would ever espouse Edenist ideals as official policy, despite a number of adherents in the Senate. This reluctance of governmental and corporate officials to recognize Edenist philosophy would eventually lead to the movement’s decline in the early +140s. When Governor Anatare resigned midway through that decade in order to protest Connor/Grumlin’s alleged exploitation of the ecosystems on several planets, the Edenist movement appeared to be finished. Little could anyone have predicted that the Collapse and subsequent Terran War would eventually lead to Edenist resurgence in the next century. The Collapse Sometime in the middle of the year +158, the Eurasian Union dissolved itself. The reasons for this breakup are still unknown: in fact, most scholars agree that discussion on the matter is pointless. In lieu of a major archaeological discovery, the information available about this time is appalling in its scarcity. Some theorists have gone as far to suggest that Purser Wheylan’s New Destiny program was but an attempt to specifically hide certain aspects of the Eurasian dissolution and subsequent Collapse. The validity of these theories must, by their very nature, remain perpetually in question. Neo-Feudalism Because of this, very little can be said about the political events of the mid-second century, other than to characterize it as a period of slow but certain decline. One by one, the great multi-national confederations ceased to exist: some peacefully, others through conflict. It is likely one of these conflicts which triggered the Terran War. Although the exact reasons for the Collapse are still debated, what is known is that the system of governmental subcontracting (the so-called “NeoFeudalism”) had reached the breaking point sometime in the early +150s. Since before the hyperdrive, governments had started dealing with their budgetary problems by allowing private interests to bid for contracts giving them control of functions previously reserved for governmental agencies. In the wake of these changes, most governments found they did not have the wherewithal to continue as before. Those not overwhelmed in the initial stages of the War settled into a stalemate which dragged on for years, and possibly decades. Resources, both material and human, were drained to the point that, without a strong external threat to unify them, the people of Earth would certainly have descended into a new Dark Age. Initially, the government paid the corporations, and everyone seemed happy with the solution. Governments were able to simplify their operations, the public was pleased as corporations were much better at providing quality service than the government ever had been, and corporations were content, as the prestige more than made up for any profits lost in the actual provision of service. The Colonies It was sometime in the first century after the hyperdrive that some corporations were given the power to directly tax the public. No one is sure how or why this change was made, but the effects are undeniable: civic unrest became more and more commonplace as the turn of the century neared, and trust in the government took a dramatic downturn. Individuals’ loyalty began to shift, and nationalism gave way to corporate identity. Political boundaries, while still extant, became less and less important to the average citizen, which made the politicians who argued over them seem more and more foolish. More importantly, as reliance upon corporations became the norm, the idea of national independence weakened to the point that, early in the second century, several multinational confederations sprang up around the globe. Initially, these groups were little more than mutual-defense and trade pacts, but as the years went on, individual nations gave up more and more of their sovereignty to the confederations until the political realities of Terra would have been unrecognizable to those who had lived only fifty years before. It is not within the scope of this work to cover the development of the colonies, important though it soon proved to be to Terran history. Simply put, the colonies, the earliest of which dated back to +24, experienced a rebirth of culture and technology unmatched since prehistory. While never breaking out into open warfare, several of the colonies sank into disputes of one sort or another as the second century dawned. While no historical or political reason can be determined for these quarrels, cultural anthropologists claim they can be explained by the maturation of the colonies and their separation from Earth. As they became more independent, many of the colonies were extremely anxious to prove their worth, not only to the other colonies, but also to the home world. When the Terran War broke out, several colonists saw an opportunity to validate themselves, and a movement to “rescue Terra from herself” gained more and more momentum as the second century waned. Finally, in +198, the First Expedition was sent by Betal Corianis of the New India colony. It is generally assumed that, had the other colonies participated in this endeavor, Terra would have been brought under colonial control, and subsequent events would have been quite different. Unity Rulebook – Version 2.0 85
Goddard Mojhari When the Regency was first inaugurated in +200, few on Terra would have predicted its eventual transformation into the Imperial Throne and the enormous amounts of power to be concentrated in the hands of one individual by the turn of the next century. It is truly ironic, considering the intent of the Regency, reflected even in its title, was to protect the status quo by centralizing the efforts of the various Terran nations and corporate demesnes in the defense against aggression from the colonies. Of course, had the first Regent been anyone other than Goddard Mojhari, this expansion of power might never have occurred. After mobilizing Terran forces to repel the Second Expeditionary Force from New India in +201, Mojhari took the opportunity to form the Starmada, Earth’s first standing multi-national space fleet. By awarding commissions to the best young members of the corporate nobility, the Regent began a process of assimilation and accommodation that eventually led to most of the Houses owing allegiance to him in some form or another. From Regency To Empire While Mojhari and his successors were content to lead the forces of the Starmada into battle only as a last resort in the defense of Terra, Wheylan showed no such restraint. As discussed earlier, the Emperor’s Edenist leanings affected not only his domestic policy, but his approach to foreign affairs as well. In +301, the one-hundredth anniversary of Mojhari’s first great victory, Wheylan began the next phase of the Colonial Wars by sending an arm of the Starmada against Polaris County, which held fast for nearly twenty years before finally succumb-ing to Imperial rule in +318. It is this stubborn refusal to yield on the part of the County citizens that allowed the formation of the Arcturan Federation. Had Wheylan been able to finish the Polaris campaign according to his own timetable, the eventual Federation members would have had little time to organize to repel Imperial aggression. The middle of the century saw Wheylan and his successor, Emperor Hadric, expanding and consolidating Imperial holdings, until Hadric halted the Starmada’s advance at the Negali border in +361, an act which is still not fully understood today. The Arcturan Federation It is one of the main precepts of historical study that there is no such thing as “objective” reporting; all accounts of historical events are affected to some degree or another by the nature of those recording them. No example of this in recent years is clearer than that of the Arcturan Federation. Depending upon which side of the border you happen to be sitting, current relations between the Federation and the Empire can be (and have been) seen as anything from peaceful cooperation to full-scale cold war. 86 April 2020 – www.mj12games.com As stated earlier, the difficulties involved in subduing the systems of Polaris County were directly responsible for giving the Arcturans enough time to organize; but just barely. The ink was scarcely dry on the Articles of Federation when a contingent of the Imperial Starmada appeared within the Kilarie system early in +319. The inhabitants quickly proclaimed their allegiance to the newly formed Federation; just as quickly, Kilarie became the newest addition to the Imperial holdings. When this annexation was consummated by the Battle of Kilarie, in which Arcturan forces were thoroughly routed, it appeared as though the Federation would prove little more than a footnote in the annals of Imperial expansion. That is, until a littleknown Admiral by the name of Harloss came upon the scene. The Commonwealth In the end, although successful in stunting Imperial military expansion, Vilni Harloss’ Frontier Campaign did much to solidify the Empire and allow it to become a more powerful economic and political entity. Learning from the ease with which the Arcturans were able to lure peripheral systems from his grasp, the Emperor began plans for a Commonwealth even before the end of the Conflict. However, it wasn’t until his successor, Emperor Hadric, put the matter before the Senate in +344 that the Commonwealth became a reality. Those systems involved in the Frontier Campaign, plus several more acquired along other fronts during the time of the Arcturan Conflict, were allowed to retain a large portion of their sovereignty in exchange for a recognition of the Emperor ‘s ultimate authority and certain mandatory trade restrictions. By doing this, the military ties that bound the Empire were exchanged for an economic and cultural interdependence that was primarily responsible for the Empire’s even swifter expansion over the next century. The Negali Certainly, in the current political climate, it would not be in the Empire’s best interest to provoke the Negali. While they are small in number, their technical prowess could easily serve to hold the Empire off long enough for another power—say, the Arcturans—to decide the time is right to test the Imperial mettle. While there is every reason to believe the Starmada is one of the most well-trained, well-equipped space forces in the galaxy, it is just as reasonable to think a multi-front war would be a difficult challenge, to say the least. This is especially true when one considers the newest threats to Imperial security.
A Rude Awakening Enter The Dragons When the intrepid (and numerous) members of the Bensen family announced their plans to colonize a planet in the Janvier system late in +336, it was hardly news. The Bensens had long been known for their terraforming prowess, and few believed this latest venture would be less than successful. Scientists had long suspected the system contained at least one, and possibly two, planets that would be within tolerance limits for human habitation, despite official survey reports to the contrary. Thus, they were delighted when the Imperial Bureau of Colonization and Commerce finally gave the Bensens permission to move in. It is not as if human citizens of the Empire are unused to sharing their space with other sentient beings. The Empire had encountered and assimilated several cultures during the years leading up to and directly following the Colonial Wars. However, on each of these occasions, it was quite clear that the humans were technologically superior, and therefore such confrontations inevitably ended in Imperial triumph. In a select few cases, the Emperor and the Council felt it best to simply leave “underdeveloped” civilizations alone, such as the aquatic Akashi of Star’s Bridge. But for the most part, First Contact with an unknown race resulted in a known outcome: a new addition to the Imperial “family”. Unfortunately, this decision eventually cost the Empire much more than the eighty-nine lives of the Bensen expedition. Even the word “S’ssk” is but a human approximation of the sounds made by reptilian vocal chords. It is not even certain that they have a name for themselves, and so the designation is likely inaccurate on more than one count. Everything about them seems foreign to human experience, and if House Izraedi knows anything more, they aren’t telling. The Nesting Ever since the uprising, there has been little new information about these enigmatic creatures, and the public has had to satisfy itself with nothing more than rumors and the occasional admission by one minor Imperial official or another. There is little wonder the S’ssk have featured so prominently in the minds of Imperial citizens: while the Empire has faced many opponents, never before had one of those foes sprung from the ground beneath its feet, figuratively speaking. Imperial policy towards the S’ssk was fixed nearly a century ago, when Emperor Hadric created the Imperial Guardians specifically to manage the perceived threat that the S’ssk posed to Imperial security. While the snake-like race preferred a planetary environment inhospitable to humans, there was some concern on the Emperor’s part that they might one day decide to expand beyond those worlds tucked into what seemed to be every dark corner of the Empire. Almost on a monthly basis, explorers stumbled across yet another Nesting (the term has been used to refer both to a single community of S’ssk and to the race as a whole), whereupon House Izraedi was forced to step in and conduct what they referred to as “damage control”. The reason this course of action was selected over a more aggressive stance is still unknown, although the events of the uprising have per-haps validated Hadric’s concerns. That the conflict was of limited duration and destructive-ness can be attributed mainly to the efforts of the Izraedi. It would appear the Imperial Guardians have developed some type of relationship with the S’ssk. The difference in the case of the S’ssk was the revelation of a widely dispersed, starfaring race which in many cases had been sharing star systems with unsuspecting humans for centuries. The many other non-human races that exist within the Empire all acknowledge Terran rule, at least in theory , and fit within the Imperial framework, but the S’ssk are simply alien. As the full extent of their expansion is still un-known, the S’ssk situation was completely beyond human experience to that point, which explains their hold on Imperial imaginations to this day. There is also the matter of S’ssk origins. It has been claimed by many scientists in recent years that it would have been impossible for the snake-like creatures to have evolved on their own— xenobiologist Mikel Boorshi has been quoted as saying that the signs of genetic manipulation are “unmistakable”. If the mere existence of the S’ssk has been difficult for the Empire to handle, one can only imagine how its citizens will react to the possibility of encountering the race that could have created such monstrosities. First Contact To say the Empire’s first exposure to the Kalaedinese could have gone better is a vast understatement. The incident is still fresh in the minds of both the Admiralty and the citizenry at large. Although four scant years have passed since the Battle of Agirant in +396, one high-ranking officer in the Starmada has stated that she could not remember a time “when the Kalaedinese did not occupy a place of honor in my nightmares.” Indeed, several individuals have stated privately that full-scale war would be preferable to the current situation out on the rim; at least in that case it might end quickly. For obvious reasons, the Admiralty will never state this publicly, but it is clear from recent skirmishes that the Kalaedinese navy surpasses the Starmada in both tactics and resolve. It is believed that only the superior economic might of the Empire stands in the way of all-out invasion. That being said, it is little wonder that recent reports of increased production at certain facilities along the border with the Expanse have caused serious discomfort within the Imperial palace. Unity Rulebook – Version 2.0 87
The Kalaedinese Question House Connor Intelligence reports of recent Negali skirmishes with the enigmatic Kalaedinese do not offer much hope for those attempting to formulate Imperial strategy; just as with Starmada engagements, the Kalaedinese seem to be able to outnumber their Negali opponents regardless of the operational situation. Perhaps even more disturbing are the suggestions that the Kalaedinese have somehow managed to penetrate the effects of the cloaking device. Should this prove true, the one hope the Admiralty currently has— namely, of securing the willingness of the Negali to share their technological secrets—may be for naught. Once a valued and committed member of the Regency, with several permanent seats in Council, House Connor first began to question Imperial policy after the siege of Polaris County began in +301. Misgivings had been sowed when Wheylan adopted the Imperial title in +290, but his decision to launch a pre-emptive attack on a perceived enemy and his administration’s slow curtailing of civil rights (not to mention limitations on free trade) drove many in House Connor to question the wisdom and ultimate direction of the Emperor’s New Destiny. It is hardly surprising, then, to find that high-level attempts have been made on the part of the Emperor’s inner circle to contact the Kalaedinese and negotiate a settlement. One member of the Admiralty gave voice to the worries about this strategy, however: “Agirant may have settled things for the Kalaedinese for all we know.” Considering the thrashing the Starmada received in that battle, the possibility that the Kalaedinese have little regard for Imperial overtures seems reasonable. The Empire is not accustomed to negotiating from a position of weakness. The Arcturan Federation With gravity of purpose and the exertion of hope, we sign these Articles of Federation. In so doing, we shine a beacon of freedom for all humanity to behold. When they will follow, none can say. But follow they must, or risk losing not only their liberty, but their very souls. —Orlan Connor It could be one of the great ironies of human history that the system of Arcturus is not a member of the Arcturan Federation. Firmly within the grasp (and well behind the borders) of the Terran Empire, the birthplace of the Federation is unlikely to become contested territory, much less be reclaimed by House Connor, who along with Houses Mberti and Yamato formed the core of the reformist movement that resulted in the signing of the Arcturan Accords and the eventual founding of the Federation. Yet this state of affairs seems not to concern the Arcturans—for them, the name refers not to a place, but an ideal. Apart from a core group of nationalist politicians, few are openly troubled by Imperial possession of their namesake. So long as the values of freedom and self-determination set forth in the Accords live on within the Federation, the general public is not going to concern itself with ancient history. While many have suggested that House Connor’s opposition was primarily driven by personality conflict (matriarch Pellia Connor was known to have a solid dislike for the new Emperor, allegedly stemming from a youthful fling gone sour), there is no doubt that Wheylan’s shift in foreign policy played a major role in the feud. Certainly, this latter motivation is what drove House Mberti to reassert themselves as advocates for Connor’s reform proposals—although such advocacy took the form of public appeals rather than political support, Mberti having lost their seats in Council almost thirty years before. To modern observers, the reforms presented in Council by House Connor are perfectly reasonable— nearly all have been adopted in the time since. But at the time, restricting the power of the Emperor, rescinding the “emergency powers” (by this time over 100 years old) granted to Regent Mojhari, and establishing a free-trade network with the former Colonies were ideas that could only be seen as nothing short of revolutionary. To a public that finally felt secure after decades of war and external threats defeated only because of those emergency powers and strict protectionism (or so it was thought), placing Earth’s future in the hands of recent enemies seemed near treason, especially in time of war. While some far-sighted scholars, scientists, and public figures argued for open debate on these matters, it was clear the populace as a whole was enamored with the strong leadership and aggressive policies of Emperor Wheylan. The Arcturan Accords By +313, despite the Emperor’s lack of progress in Polaris County, public sentiment and Council politics were firmly against House Connor. Several of their seats were lost, and their influence waned. Before it became completely impotent, Connor made a lastditch effort to unite anti-Imperial sentiment by convening a conference in their home system of Arcturus. Representatives from several Houses attended—a nod to Connor’s strong, albeit weakened, presence in Imperial circles. However, it was clear that most were there either out of courtesy or as spies; few expressed open support for reformist principles. That House Mberti was a major participant was no surprise; what shocked many was the attendance of House Yamato, the Imperial shipwrights, coming to the aid of the reformist movement. 88 April 2020 – www.mj12games.com
Previously, Yamato had been silent in the debate; while not openly supportive of the Emperor, neither had they given any encouragement, publicly or otherwise, to the Connor cause. Their participation in the conference, and signature of the Accords, marked a significant turning point. For such a respected and powerful House to risk Imperial censure caused many to rethink their position. There is some debate whether Wheylan considered compromise at this time. In hindsight, doing so would seem to have been the most prudent course. Although his power was at its peak, the slow pace of the Polaris campaign and sudden improvement in the fortunes of the reformists meant that dissent could not be controlled as easily as in the past. At the same time, for a man such as Wheylan to voluntarily accept limitations on his authority was unthinkable. It seemed there were but two potential outcomes: a series of back-room negotiations to bring about gradual change, or full-scale civil war. The Purge In +316, three years after the Accords, Wheylan appeared to have chosen the latter. Over a period of several weeks, leaders in Connor, Mberti, Yamato, and several lesser Houses were arrested and detained on charges that remain disputed to this day. Ironically, the setbacks in Polaris County which had created an environment in which the Accords could be signed and openly discussed now served to turn the public firmly against reformist policies. Sensing the Empire’s weakness, several former Colonies began negotiating an alliance, based upon the principles of the Arcturan Accords. Their hope was to fill any power vacuum created should Wheylan’s administration fall and the Empire contract upon itself. Unfortunately, old animosities die hard, and the Imperial public (and the Council) perceived these negotiations as preparatory to a declaration of war—as it turned out, such fears were not entirely unfounded. The effect was as devastating as it was immediate: public outcry was minimal, as the reformists were decried as fifth-columnists, working to destroy the Empire from within. Wheylan masterfully turned the situation to his advantage, and soon the Tricamerals (the rather cumbersome moniker with which the reformists had been labeled) were on the run. Happily for the future Federation, coordinating such a crackdown on an interstellar scale is extremely difficult, if not impossible. While many leaders within Connor, Mberti, and Yamato could not be saved from Wheylan’s purge, the Houses on the whole had time to respond and protect themselves to a great extent. Connor was forced to evacuate Arcturus but had significant infrastructure in many other sectors; Mberti had been in exile for over a quarter-century; and Yamato, as Imperial shipwrights, were omnipresent to begin with. Stalemate With the Starmada occupied in Polaris County and along the other borders, the Emperor was not in a position to follow up his initial successes. Both sides withdrew and began positioning themselves for the inevitable. What followed is arguably Wheylan’s finest hour. Faced with the prospect of a shattered Empire, he realized the only way to buy him the time he needed to subdue Polaris County (and thus avoid the political embarrassment of withdrawal before success) was to ensure a strong opposition never became reality. Thus, instead of directly challenging the renegade Houses, he took on their allies. Through a series of covert operations, small-scale military actions, and espionage, Wheylan managed to stoke the fires of fear and mistrust. Although the respite allowed Connor, Mberti, and Yamato to solidify their positions, they were isolated. Without the prospect of a strong and committed base of support, they had no chance of staging a successful coup—Wheylan was counting on their reluctance to initiate a long, costly civil war. The Emperor’s instincts were right. Unfortunately for his legacy, his assumptions could not have been more wrong. Federation Even his fiercest critics must acknowledge that Purser Wheylan was a powerful, intelligent, and resourceful man, without whom the Empire would not be the superpower it is today. Ironically, it can be argued that without him, the Empire might have become even stronger. If Wheylan had one glaring weakness, it was his inability to account for his opponents’ ingenuity. He had an innate knack for discovering hidden motives and secret agendas—but once discovered (and countered), rarely did Wheylan follow them any further. Whether this was a failure of imagination or plain hubris is unknown, but the clearest example of this is in the formation of the Arcturan Federation. As expected, the Tricamerals had no interest in sparking a civil war within the Empire. While there is likely truth in the contention that the reformists did not wish to spill unnecessary blood, it is just as likely they recognized the ultimate futility of such a course. Although weakened by the Polaris campaign, nationalist sentiment within the Empire was still too strong for them to expect many defectors to their cause. Wheylan’s success was to prevent House Connor from organizing a strong opposition within the Empire and challenging his authority. His failure was in assuming this was the only option open to the reformists. If change from within was impossible, they reasoned, then reform must be encouraged from without. And what better way to do this than to lead by example? The Emperor’s reward for all of this maneuvering was, in +318, final victory in Polaris County. Furthermore, within months, several smaller ex-colonies also became part of the Empire, this time peacefully. But while the weak succumbed to the inevitable, the strong became stronger. The penalty for the Emperor’s gains became evident the following year, as eight of the largest colonial powers, finally reacting to the Imperial “divide and conquer” strategy, banded together under the tricameral banner. The Federation was born. Unity Rulebook – Version 2.0 89
Growing Pains For obvious reasons, the emergence of a new, unified power on the Empire’s borders was not something which Wheylan could (or ever would, considering his temperament) take lightly. A brief survey of the circumstances showed that the Empire possessed the high ground: the Arcturan navy, while strong in numbers, was not yet a cohesive fighting force. Likewise, despite the show of unity displayed in the formation of the Federation, its disparate members were by no means of one mind on many issues—not least of which was exactly how to proceed in relations with the Empire. Many within the Federation believed that a “wait and see” approach was necessary. Perhaps they hoped their mere existence would be enough of a deterrent to Imperial expansion, that they could negotiate a “live and let live” arrangement with Wheylan. Others saw their only hope in a strike on certain Imperial holdings, which could in theory be returned via the bargaining table—but the fractured nature of the Arcturan navy precluded such pre-emptive action. For better or worse, the Empire solved the Arcturans’ dilemma for them. In +320, the Imperial Starmada began its invasion of Arcturan space in a somewhat indirect fashion, by establishing a “presence” in the nominally independent Kilarie system. Militarily, it was the perfect choice. Kilarie had the twin benefits of being poorly defended and a prime jump point from which to threaten several important Arcturan systems. Politically, it was no less of a master stroke—the Emperor knew exactly where Kilarie’s loyalties lay. By choosing it as the first target, he could send a clear message to the Arcturan leadership—as well as to those counting on Federation protection—while still being able to claim that their territory had not (yet) been violated. The Frontier Campaign Harloss’ strategy in countering the Imperial invasion may not have been unique in human history, considering the vast amount of that history lost to us, but it certainly was a break from military conventions of the time. Indeed, it may have been the single most important factor in forcing the Admiralty to abandon tradition as a guide for tactical decision-making, and thus (ironically) turning the Starmada into the efficient fighting force it is today. What Harloss did may have seemed unthinkable even to her own officers at the time; the obvious benefit was that her opponents were completely bewildered. Leaving system defense forces in place, Harloss gathered the bulk of her starships into a single fleet, and promptly left Arcturan space in +321. Initially, the Imperials seem to have regarded this as a simple act of cowardice; a select few far-sighted members of the Admiralty managed to implement some precautions against a possible raiding campaign by the departed forces, but this was the extent of their thinking on the matter. The Starmada continued its advance, and while Arcturan SDFs managed to slow their progress, it seemed only a matter of time before the whole of the Federation was under Imperial control. The nascent Federation was facing its first critical test; one which threatened its very existence. Many wondered aloud whether the test could be passed. When the Arcturan navy failed miserably in its attempt to wrest Kilarie from Imperial control, the future seemed very dark indeed. It wasn’t until the fifth system in Imperial space had surrendered to Harloss’ fleet that the Empire felt it was impossible to ignore the situation any longer. In his defense, there is every reason to believe the Emperor was unaware of the situation until the Admiralty was forced to reveal it to him. Whether or not this was the first he had heard of the situation, it is certain that +321 marks a turning point in the Arcturan Conflict. Virtually the entire Admiralty was replaced during this year, and on +322:3:12, the Starmada made its first retreat from Arcturan space, as forces were drawn off in order to chase Harloss down. Vilni Harloss Pax Imperium Great men often seem to arise precisely when and where they are needed; but perhaps this is less a coincidence and more a reflection of the importance of good timing when setting oneself up for posterity. Regardless, the point seems equally valid when discussing great women, as the example of Vilni Harloss will attest. Harloss’ early years are somewhat of a mystery; some have claimed this as evidence that there is more to her story than is commonly known. It is more likely that we know little about Vilni Harloss as a child for the same reason we know little about anyone else from her home sector during this time. Known to have been the site of a remote Terran military base during the days of the Regency, this area of space was cut off from the rest of human space during the early stages of the Colonial Wars. It only re-entered the arena of history with the advent of Harloss. 90 Despite her early anonymity, within months of her thirtieth birthday, Harloss’ name would be known by every citizen of the Arcturan Federation. While impassionate historians may hedge at using the term, there is no doubt about the sincerity of late fourthcentury Arcturans when they referred to Vilni Harloss as the “Savior of the Federation.” April 2020 – www.mj12games.com Despite Harloss’ brilliance, and the Admiralty’s inability to understand her strategy until it was too late, the Frontier Campaign would never have worked if not for the feelings of those Imperial citizens Harloss was “liberating.” The Arcturan leader was careful to concentrate her efforts on those systems which had recently been absorbed into the Empire; this allowed her to be reasonably certain that, as she moved on, the systems would not simply revert back to Imperial control, and would need to be re-conquered. It is certainly no accident that her first efforts were in Polaris County, which played such a meaningful (if indirect) role in the formation of the Federation in the first place.
While it took relatively little time for the Starmada to catch up with Harloss, it was not so easy to defeat her. Over the next five years, Imperial forces were consistently unable to force Harloss to commit to a decisive battle, and the fact that more and more starships were needed to reclaim and garrison those systems Harloss had liberated only served to make the task more difficult. Finally, in +326, the Emperor sued for peace. Of course, this is not how the Imperials would have characterized the situation, and to be sure, there was no hint of resignation on the part of the Emperor. Nevertheless, what he offered the Arcturans was in practice nothing short of complete, unconditional, mutual withdrawal. Cold War In the decades since the end of hostilities, official relations between the Empire and the Federation can only be seen as passively antagonistic, at best. While the Arcturan government is careful to publicly conceal its glee at the threat to Imperial security posed by recent contact with the Kalaedinese (and in private, this joy is tempered by fear that the Federation will be next), they make no secret about their designs for an anti-Imperial alliance with the Negali. However, some opposition members have gone so far as to suggest the government consider overtures to the current Emperor in hopes of reaching a détente. They rightfully point out that the ideological differences forming the need for a counterweight to Imperial ambitions have largely evaporated and argue that a greater pan-Human alliance would secure both peoples from the threat of the Kalaedinese. That such calls usually come from conservative nationalists, and that their policies would also bring cooperation with the Negali to an end, has not gone unnoticed. Although the electorate has so far rejected such calls for reconciliation (old animosities die hard, after all), the gap between the sides is narrowing, due at least in part to concerns about the aliens’ true intentions… The Negali In recent months, it has become clear to me just how much our Federation has staked on the old cliché, “The enemy of my enemy…” We must take care in choosing our bedfellows, lest our sleep last far longer than ever we feared. —Abren Malloch First Mistakes Humanity’s first encounter with the Negali in +325 was a tragic, yet on some level understandable, affair. The Frontier Campaign of Vilni Harloss had stretched Imperial nerves to the breaking point, the Admiralty’s desperation gaining momentum as it rolled down the chain of command until the behavior of certain flag officers could truthfully be said to border on the psychotic. This tension manifested itself in one commander’s course of action during the countless “sweep and clear” deployments within the territory threatened by Harloss, when an Imperial carrier response group detected a handful of drive signatures orbiting the fourth world of the Margaux system. Commodore Celvan Parkes ordered the launch of a full bomber wing after hails went unanswered and signals intercept reported energy spikes across the board. To the twenty-year combat veteran, silence served as an admission of guilt—it wasn’t until the first salvo had penetrated one target’s engine compartments, and visual returns from the fastmovers started to populate the combat information center that Parkes began to doubt his conviction. By then, he was committed. The Imperial formation had stumbled across a Negali survey expedition comprised of three research ships and a light cruiser. The warship opened up the moment the first hull went critical, by which time Parkes’ command had closed the gap and brought its main armament to bear. Although bridge personnel were stunned by the resiliency of the cruiser’s shielding, the issue was never in doubt and the slaughter reached its sad climax within minutes. Suddenly, the Admiralty had a second major adversary with whom to contend, as alien ships began stabbing through the Corridor into Imperial space. Sharply-contested skirmishes erupted throughout the sector for the next five months, with Starmada battle groups holding their own through sheer weight of numbers. This new entry couldn’t field the same tonnage as their human adversaries, but the designs were horrifyingly lethal. Peace And War With Harloss nipping at its heels, the Starmada could not maintain this new tempo of operations. Diplomatic feelers eventually bore fruit, and hostilities ground to a halt, although the necessity of maintaining a heavy presence in the Palantae Corridor imposed a considerable strain on a logistical network already beginning to unravel. It is clear to any unbiased observer that the cease-fire negotiated by Emperor Wheylan in +326 was spurred in no small part by the appearance of this new enemy. Freed to some extent by peace with the Federation, the Imperial Starmada continued an on-again, offagain series of conflicts with the Negali over the next decade and a half, pushing slowly back against the initial Negali gains, until finally ceasing in +341. Since that time, it has taken unceasing diplomacy for relations between the Empire and the Negali to approach anything that might be called civil. It is a situation the Arcturans have gleefully exploited, although this co-existence has been fraught with tension, misunderstandings and regrettable slips in inter-racial etiquette. 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Indeed, the average citizen does not necessarily hold the Federation’s strongest ally in high regard. There is a general tendency in the media to portray the Negali as “techno-wizards”; while it is true that trade with them has greatly aided much of humanity’s recent technological development, it is a dangerous oversimplification to presume that this is the extent of Negali culture. They (presumably) managed to halt the Imperial advance through superior technology, and they maintain that edge to this day, but they have acquired a high degree of artistic and philosophical sophistication as well. To write them off as toymakers and gadgeteers is an underestimation that may adversely affect relations with the Negali. Killivan’s Syndrome Observers of Negali culture comment that there is, in fact, a certain poignancy in the imagery associated with their art and literature, which conveys an almost overwhelming sense of nostalgia, but lacks the clarity and focus of human expression. An apt analogy would be a faded tapestry, communicating a memory of color, of experience, but none of the vibrancy which originally inspired its creator. All of this testifies to the crisis now facing the Negali. Data released by the Liemann Institute in +342 reveals the presence of a genetic disorder, degenerative in nature, affecting the male members of that race. Dubbed by human researchers as Killivin’s Syndrome, but known in the Negali tongue as Svirebi Incjku (“the Death which awaits Us”), the disease appears during the early stages of sexual maturity, attacking the nervous system and manifesting itself in a gradual paralysis of the physical extremities. Loss of mobility is followed by eventual heart failure and/or respiratory collapse. Needless to say, the results are always fatal. While aggressive forms of therapy can prolong the subject’s life expectancy to 50-60 Terran years (diseased cells are essentially cauterized, significantly retarding—but not stopping—the spread of infected tissue), the physical discomfort caused by such remedies is appalling. The Negali have abandoned any attempt to conceal the condition, as most males approaching middle age are reduced to wearing servo-powered exo-suits to remain ambulatory. The necessity of such devices has only enhanced the Negali reliance on upgrades to their natural form. While not “cyborgs” in the popularculture sense of the term, Negali are the most comfortable of all known races with the concepts of cybernetic implants, bionic amplification, and genetic engineering. The “ethical considerations” which plague human governments when discussing these matters are considered quaint by Negali standards. 92 Ironically, childhood diseases are almost unknown among the Negali. In addition, “minor defects” such as blindness, deafness, or other disabilities are almost always corrected within the first years of life (some humans have questioned this success rate, as rumors of selective infanticide are popular among the more conspiracy-minded). Combining this with the ravages of Killivan’s Syndrome, it is no wonder that it is almost impossible to find a full-grown Negali whose body has not been significantly and visibly altered or enhanced by technological means. April 2020 – www.mj12games.com The Dangers Of Cooperation Killivin’s is horrifying to the individual; but for the Negali race as a whole, it poses the very real risk of extinction, as the one consistent symptom is sterilization. The Arcturan Federation’s current administration openly acknowledges that no less than twenty-three university and government laboratories have been cooperating with Negali researchers since +387 as part of an “information exchange” agreement—an arrangement that does much to explain why military research expenditures have more than doubled in the last seven years. Details of this arrangement have alarmed some of the Federation’s more vocal isolationists. Negali have been reported working alongside Choln-Temovich theoretical development staffers—a disturbing revelation for many reactionaries, as Cho-Tem is a leading defense contractor, responsible for (among other things) the recently unveiled neural linkages that may in the near future allow military flight crews to “think” their way through maneuvers that until recently were deemed impossible. The proliferation of Negali advisors throughout the Arcturan navy has also caused rumblings within the Federation Assembly. Delegate Abren Malloch was perhaps the most ardent opponent of these maneuverings. Citing reports from several anonymous flag officers, Malloch contended in late +398 that patrols within several sytems along the Federation-Negali border had observed a significant increase in military and freight traffic. Crew rosters revealed that advisors were deployed in those same systems in “unacceptable numbers.” Waving confidential documents from the speaker’s podium, Malloch contended the Federation had fallen from a political tightrope—rendering itself overly dependent on Negali technology in an attempt to secure an advantage over the Empire. A Change Of Heart It surprised more than a few commentators, therefore, when Malloch, absent after a long bout of illness, suddenly retracted his earlier statements. Cynics speculate that, at the very least, the firebrand was pressured by administration officials to cease his attacks on government policy. Such internal dealings can also likely explain the recent upheaval within Naval High Command, which has seen dozens of its more promising officers (including three young Captains of the List) forced into early retirement. This purge has spread to include enlisted personnel serving in the border systems who have been unwilling to receive a series of vaccinations deemed necessary in combating a host of viral diseases traced to interaction with the Negali. Resistance has taken root among ratings and specialists over the past three years thanks to rumors of mental illness among many of the men and women who have participated. Public affairs officers attached to regional headquarters scoff at the varied accounts of “Foamies”—so named because of alleged rabies-like symptoms—just as they dismiss reports of more subtle, but just as inexplicable, behavioral changes among certain Naval career officers.
Yet Malloch, before renouncing his earlier views, had been an outspoken critic of the program, reported to have an extensive archive of recorded interviews with naval personnel. So his change of heart has added fuel to the fires of controversy, leading many to question the truth behind his reversal. To be fair, Negali culture does little to ease tensions. The only known technocracy in existence, the Negali are, in essence, governed by a panel of that race’s most revered thinkers—appointed by inner society members for their skill in one of the many recognized scientific fields, from astronomy to anthropology, physics to politics (among the Negali, the mechanisms of public discourse are viewed as a field of scientific study in the coldest, purest sense). Lower levels of Negali government are further striated by a thousand shades of production scheduling, logistics, research and development, and countless other functions, an unfathomable sea of bureaucratic thinktanks channeled along a path no human mind has yet to discern. Technocracy In Action The Negali leadership prides itself on an innate ability to factor millions of variables dispassionately, each administrative level filtering those considerations not relevant to the panel’s final deliberation. But to outside observers, it seems apparent that every societal issue facing that race is viewed as purely hypothetical, a string of meaningless, soulless equations that may, or may not, impact the lives of an anonymous populace. A clear example of Negali modus operandi is the case of the Arradus system. Records show a specific protein deficiency was found in the population of females of that system, leading to a slight elevation in birth defects. The Panel promptly issued directives resulted in the forced sterilization of nearly half a million citizens, before a cooperative study conducted by several different collectives traced the root problem to poor quality assurance procedures in a fertilizer plant producing chemicals used to treat the local cereal crop. When production of the chemical was discontinued, harvest levels plummeted and the resulting famine lead to the deaths of more than a million inhabitants of that system. Transcripts show the crisis was viewed as a fascinating case study by the local Second Deputy Assistants, which has lead more than a few analysts to ponder how it was perceived by the Negali’s top appointed leaders, and what solutions they may choose to employ if faced with a problem involving its neighbors. Human fears are no doubt heightened by the realization that the Negali military, directed by these same minds, fields an uncounted number of warships, whose ultimate purpose can only be guessed at. The Kalaedinese Expanse Cherish the moments of true wisdom and knowledge, the fleeting measures of perfect rhythm and tone, when the secrets of reality unfold with each passing note… The Music is not heard. It is felt. The true ear does not hear, it absorbs. It thirsts for more. —The Way of the True Ear Origins The annexation of the pseudo-feudal Equatorial regions into the existing Federation of States was rather complex. The States had organized basically out of fear, when word came that Maestro Hmaldi, the most competent of Iael Fellith’s coterie, had subdued the last resisting Equatorial province and finally united that disparate archipelago under one ruler. The clandestine support that individual States had rendered to resistance fighters was well known on both sides of the conflict, though no formal mention was made of this fact until five years after the formation of the so-called Equatorial Empire. At this point, Fellith expressed outrage over the “discovery” of this treatment and ordered the first sally of what has come to be known as the Unification War. The problems arose in trying to get the people of the Equatorial regions to participate in the existing republic. Treated rather badly after the War, the Equatorial peoples had cause enough to feel that they simply could not be elected to a position of power. Establishment of districts was sharply defined, “coincidently” leaving very few areas where Equatorials had a majority, or even plurality. As such, their participation in the decision-making processes affecting their lives was negligible. Many felt this would eventually lead to outright revolt, and indeed there were discomfited stirrings for many years. Finally, Jona Pael brought war crime claims against the Unified government in perhaps the greatest legal proceedings ever considered. Given the extraordinary odds he faced, it is no small miracle that he made his point so convincingly… Divinus Familia After the Pael hearings, the Government went along its way, but with several changes. The romances of feudalism remained among many of the Equatorial peoples; they still had a nominal royal family (the only nobles to survive Fellith’s purges during the War), the Conrys. It was only a matter of time before a Conry would pursue public office, and after the startling election of an Equatorial as First Chair twelve years previously had calmed many of the public’s fears, Erith Conry was elected First Chair in 6424. As he was royalty to those of Equatorial decent, they started calling him Divus (“divine one”), as fit with tradition. This did not go over well. The problems turned out to be short lived, however. Some judicious rewriting of the Score allowed for a Divinus Familia, the head of which was to nominally “rule” Kalaedin, though true powers remained in the hands of the Audience and First Chair. Unity Rulebook – Version 2.0 93
The Divus could initially claim no “real” power, save that of the love of the people and proximity to those who made decisions, which is really all that is necessary. Erith Conry’s great charisma won him many adherents, so by the time he died and his daughter rose to follow him, the Divinus Familia was well regarded. Three generations later, under Divus Jona Conry II, the idea of constitutional divinity is so ingrained that it would be very hard to convince someone that things have ever been any other way. Expansion By the turn of the century Kalaedin had extended colonies throughout the Prime system, some for mining, some for habitation, some for research. It was at one of these stations, Pael Roth on the moon Cressius, that Kalaedinese scientists developed the first rudimentary interstellar drive system. The actual creator of the system is still a matter highly contested, with several parties attempting to establish their place in history (financially, they were bound to be disappointed; the government appropriated the design technology almost immediately). In any case, travel between star systems became possible, if not immediately practical. The first Kalaedinese starship, Harmony, traveled to the closest system in the year 6423. Supposedly unhappy with the astronomical designation, the crew of Harmony named the star “Loethdan” after a popular composer. The only planet in the system turned out to be worthless in many respects save the historical. Divus Eal Conry was a strong proponent of the exploration program for a variety of reasons, not the least of which was that it kept the people busy. The recently suppressed Ghelti uprising was still in peoples’ minds, and the Divus really did not want others to get any ideas. It turned out something else captured the attention of the public rather dramatically. In 6484, in the Ealain system, contact with another intelligent race was made. Still planetbound, the people history calls the Bhel were suitably impressed with Kalaedinese technology. By all accounts they remained impressed as Kalaedinese marines began systematic eradication of their culture and peoples. Unification After its first few military conquests, the Kalaedinese Empire spanned several systems and had conducted genocide upon three distinct species. The call of protection above all else was no longer heeded; the technological advances of the cultures encountered were far below what Kalaedinese scientists had developed. On his deathbed, the Divus charged his daughter to continue the expansion of the Empire through more peaceable means. Diva Eallerin Conry acquiesced to her father’s wishes, her advisors proudly concluding that their technological awareness was unparalleled in the universe. This arrogance was borne out for several more decades through the assimilation of what are now considered the Outer Core worlds. It was not until 6589 that the Kalaedinese were shocked from their complacency. 94 April 2020 – www.mj12games.com To truly understand the Kalaedinese response to contact with the Uxitepic, one must be aware of the foreign policy changes made with the passing of the old Divus and the ascension of the new Diva. While expansion continued, Diva Eallerin fell into a pattern of establishing peaceable relations with new sentient life forms, leaving a small embassy and sometimes a garrison on inhabited planets. Technological advances were disseminated to the native public at carefully calculated moments, resulting in a growing appreciation of Kalaedinese comforts and a reliance on Expanse technicians. Eventually, public opinion would swing in the favor of Imperial annexation (fermented by promises of positions in the new regional Choir, no doubt) and a country (or region, or province) would become part of the Expanse. If the region was small, the governor would wait until a certain percentage of the planetary population “came to its senses” before embarking on a conquest of the remainder of the planetary populace. If the region was large and powerful, Unification could begin almost immediately. This plan worked rather well; most worlds were firmly in Kalaedinese control within 20 years after contact. The Uxitepic were a different story. Being only the third spacefaring race Kalaedin had encountered, it was believed that at the very least, trade relations could be established before a factor was put on the planet to begin the Unification process. Such was not the case. The Uxitepic The Uxitepic did not want to have anything to do with the Kalaedinese, which did not sit well with the Diva. Being at the outer portion of the galaxy, every star system was necessary to the Empire, at the very least to use as a waypoint to reach other systems. Perhaps the Uxitepic understood that to let Kalaedin pass on through and settle worlds on the “other side” of their cluster was to invite an eventual encapsulation of their system, at which point they would be hard pressed to maintain their identity. When repeated attempts at negotiation failed, the Exploration Section decided to simply send a ship through Uxitepic space. The exploratory ship Measure was accompanied by three destroyers, given that Kalaedinese/Uxitepic relations were tenuous at best. Reports have it that the military concluded that even if the Uxitepic complained about the armed violation of their space, they couldn’t face up to the power of three navy destroyers. They were wrong, of course. The Uxitepic response was prompt and final. The Measure and her escort were destroyed, a fact which was even more disturbing given that the Uxitepic force, by the final accounts of one destroyer, consisted of just two frigate-class vessels.
The Uxitepic War tested the Empire to its limits. While numerically superior and with a substantial advantage in resources, the Kalaedinese forces could not make any headway given the technological superiority of the Uxitepic ships. When the Diva died, and Divus Erith Conry IV ascended to the throne, the War had been going on for over a decade with a net gain of but a single system. The tide began to turn when Kalaedinese scientists unlocked the secrets of weapons systems salvaged from battle wreckage. The Uxitepic had been developing too, but with the use of their own weapons (albeit old ones) against them, the numerical advantage of Expanse forces wore down the Uxitepic fleet until it was finally eradicated at its home system in 6603. Maestro Taerlim, after consultation with his subordinates, advised the Divus that the subjugated Uxitepic peoples should be immediately put to death. A rather surprising second came from the Audience. (Perhaps not so surprising, given the tremendous loss of life, resources, and talent suffered by the Empire.) Much debate occurred, with some hoping to keep the Uxitepic around to benefit from their advanced technologies, others wanting a slave race to perform menial duties, and others simply against genocide. New Challenges Expansion continued towards the center of the galaxy. Recently, contact has been made with another sentient species, many of whom seem to be organized along imperial lines much as we are. There has been a fair amount of debate over how to receive these peoples, the first sentient life encountered since the Uxitepic War. With the technological advances discovered during that war, and with the memories of destruction still alive in the minds of our leaders, it is generally believed that the Divus’ course will be to treat with this empire from a position of strength. Many among the Kalaedinese find it sad that the relatively peaceable tactics which helped form the core of the Expanse are to be eschewed out of fear of the unknown. At the same time, it is certain that the sheer size of the Expanse is what kept it from being swept away in the early stages of the Uxitepic War. The thought of an Empire of an unknown size and technology is terrifying to the Kalaedinese. It is likely out of this fear that the Divus has yet to initiate formal contact with this new adversary. Considering initial military successes, it is an open question whether he, the First Chair, or the Audience will be inclined to do so at any time in the near future. Eventually, fear won the day. Unwilling to allow for the possibility of rebellion (particularly considering the possibility that the Uxitepic might keep choice bits of weapons technology to themselves until the revolution would come), Diva Erith IV supported the decision to kill all surviving Uxitepic. Their factories and laboratories, however, were kept in as good a shape as possible, and linguists who had served during the war teamed with scientists to exploit the fruits of a dead race. Unity Rulebook – Version 2.0 95
Starship Display Sheet Index Aria-class Destroyer ........................................................................................................................................... 122 Belligerent-class Heavy Cruiser .......................................................................................................................... 100 Claw-class Light Cruiser ..................................................................................................................................... 114 Concordant-class Light Carrier ............................................................................................................................. 97 Cottonmouth-class Light Carrier ......................................................................................................................... 124 Diamondback-class Battlecruiser........................................................................................................................ 125 Dirge-class Battleship ......................................................................................................................................... 118 Forte-class Heavy Cruiser .................................................................................................................................. 120 Fortissimo-class Light Cruiser ............................................................................................................................ 121 Furious-class Destroyer ...................................................................................................................................... 102 Harrier-class Frigate ........................................................................................................................................... 117 Hyperion-class Heavy Cruiser ............................................................................................................................ 108 Indomitable-class Battleship ................................................................................................................................. 98 Kestrel-class Escort Destroyer ........................................................................................................................... 115 Kite-class Destroyer............................................................................................................................................ 116 Lancer-class Frigate ........................................................................................................................................... 110 Majestic-class Battlecruiser .................................................................................................................................. 99 Mamba-class Battleship...................................................................................................................................... 123 Oratorio-class Light Carrier................................................................................................................................. 119 Peregrine-class Destroyer .................................................................................................................................. 109 Pharsalos-class Missile Cruiser .......................................................................................................................... 107 Raptor-class Battlecruiser................................................................................................................................... 112 Roc-class Carrier ................................................................................................................................................ 111 Seraphin-class Battle Carrier .............................................................................................................................. 104 Swiftsure-class Light Cruiser .............................................................................................................................. 101 Talon-class Heavy Cruiser.................................................................................................................................. 113 Tetsukabe-class Battleship ................................................................................................................................. 105 Thunderbolt-class Battlecruiser .......................................................................................................................... 106 Valiant-class Frigate ........................................................................................................................................... 103 Viper-class Escort Cruiser .................................................................................................................................. 126 96 April 2020 – www.mj12games.com
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