1601061235258
1601061235258
• Basic Rules - Everything you need to play the game, Shooting ..................................................................... 8
with plenty of diagrams and examples.
Ramming .................................................................... 9
• Advanced Rules - Extra rules that you can on top of the
basic rules to spice up the game. Morale .......................................................................10
• Total Conversions - Rules that radically modify the base Terrain .......................................................................11
rules and provide a new experience.
Special Rules..............................................................12
This basic version of the rulebook only contains the first basic
rules section, whilst the rest is available exclusively as part of the Fleet Creation.............................................................13
full rulebook on patreon.com/onepagerules. Advanced Rules .......................................................................15
About OPR Terrain Placement ......................................................15
OPR (www.onepagerules.com) is the home of many free games Deployment Styles .....................................................16
which are designed to be fast to learn and easy to play.
Extra Missions ............................................................17
This project was made by gamers for gamers and it can only exist
Boarding Actions........................................................18
thanks to the support of our awesome community.
Random Events ..........................................................19
If you’d like to support the continued development of our games
you can donate on patreon.com/onepagerules. Battlefield Phenomena ...............................................20
Roll-Offs
Whenever a rule tells you to roll-off, all players involved in the
roll-off must roll one die, and then compare their results. The
player with the highest result wins the roll-off, and in the event of
a tie the players must re-roll until there is a winner.
Modifiers Ship Facings
Throughout the game there are going to be rules that apply All ships must have clear front, sides and rear, based on where
modifiers to your die rolls. These will usually raise or lower the they are facing, which are used to determine various things like
value of a model’s roll results by either +1 or -1, but the exact movement and line of sight.
number may vary.
Ship facings are determined by straight lines starting from the
Whenever a modifier applies to one of your rolls, simply add or center of the base, forming four separate quadrants.
subtract the value from the roll and the new value counts as the
final result of the roll.
Example: A Heavy Ship with the Avenger Title (+1 accuracy)
shoots with its turret (accuracy 0). The player rolls two dice and
gets a 2 and a 4, for a result of 6. Because of the +1 modifier the
final result is 7 however.
Measuring Distances
To play the game you are going to need a ruler marked in inches
which you may use to measure distances at any time.
Distances are always measured from the closest point of the
attacking model’s base to the closest point of the target’s base.
Line of Sight
To determine if a model has line of sight to another model, draw
a straight line from the center of the attacker’s base to the center
of the target’s base, and if the line doesn’t pass through any solid
obstacle, then it has line of sight.
Measuring Movement
When measuring how far a model moves always measure so that
no part of its base moves further than the total distance.
Note that whilst all examples here show round bases these
movement restrictions apply in the same way to models on
rectangular bases.
Preparing the Battlefield
You are going to need a flat 6’x4’ surface to play on, which is
usually referred to by us as “the battlefield” or “the table”.
Whilst we recommend playing on a table you can of course play
on the floor, on a bed, or wherever else you have space.
Once you have found a space to play you are going to have to
place at least 5 pieces of terrain on it, though we recommend
using 10 or more to keep things interesting.
Whilst it’s always nice to play with great looking pieces of
terrain, you can simply use household items such as books or
cups as terrain pieces.
There are no specific rules on how you should place terrain, so
we recommend trying to set up the table in such a way that it
will provide a balanced playing field for everyone involved. Preparing your Fleet
Initiative Player Before the game begins, you and your opponent are going to
Once the battlefield is ready, players must roll-off, and the have to agree on what size of game you want to play.
winner becomes the initiative player. For a start we recommend playing with fleets worth 300pts each,
The initiative player will get to place objectives first, deploy first, and once you have gotten familiar with the game you can start
and start fist on the first round, but after that the initiative will playing with bigger fleets.
alternate between players. To put your fleet together simply select models and upgrades
from the common assets, as well as choose one faction from
Placing Objectives
which to take faction-specific ones.
After the table has been prepared you and your opponent must
Each fleet may only have 1 hero for every 300pts in it, and may
set up D3+2 objective markers on the battlefield.
only have twice as many squadrons as ships.
The initiative player goes first, placing one marker outside the
deployment zones, at least 9” away from the table edge, other
Deploying Fleets
markers and the deployment zones. Then the players alternate in Once the mission has been set up the players must deploy their
placing markers, until all markers have been placed. fleets, starting with the initiative player.
The Mission The initiative player chooses one table edge to deploy on, and
then places one ship fully within 12” of his table edge.
If at any point during its movement a ship moves over an
objective marker, then it is removed from the table and counts as Once he is done, then the opposing player places on ship fully
being carried by that ship. within 12” of the opposite table edge.
Markers are carried by ships until they are removed from play, in Then the players continue alternating in placing one ship each,
which case the marker is dropped on the spot. until all ships have been deployed.
After 4 rounds have been played the game ends, and the player Once ships have been deployed, then players follow the same
that is holding most markers wins. process, but this time deploying squadrons instead.
Rounds, Phases, Turns & Activations Activating Units
The game is structured into game rounds, ship class phases, Players may activate one unit model has not been activated yet
player turns and model activations. Here is the breakdown of and take one action.
what each of these mean:
Here are all available actions and what they allow models to do:
• Rounds: Each round is made up of multiple phases.
• Hold: The model may pivot by up to 180° and may
• Phases: Each phase is made up of multiple turns.
shoot after pivoting. Note that the model doesn’t
• Turns: Each turn is made up of a single activation.
move when using hold actions.
• Activations: Each activation is made up of an action.
• Move: The model must move by its full move speed,
Game Structure and may pivot once by up to 90° after having moved
by at least half its speed. The model may then shoot
After both players have deployed their fleets, the game starts with after having completed its move.
the first phase of the first round, and the initiative player gets the • Cruise: The model must move by its full cruise
first turn for the first phase (and all other phases in the round). speed, and may pivot once by up to 45° after having
Each round is made up of four phases, during which all models moved by at least half its speed. The model may not
of that type must be activated, before passing to the next phase, shoot after having completed its move.
which are played in this order: • Ram: The model must move by its full cruise speed,
and may pivot once by up to 45° after having moved
1. Squadrons Phase by at least half its speed. The model must end the
2. Light Ships Phase move in base contact with an enemy ship, and may
3. Medium Ships Phase not shoot after having completed its move.
4. Heavy Ships Phase
Note that squadrons may freely turn in any direction, and they
During his turn the player picks a model of the current phase’s can’t use ram actions or be rammed.
type that has not been activated yet, and then activates it by
performing an action.
Once the action has been taken his turn ends and the opposing
player’s turn starts. This continues until all models of the current
phase’s type have activated, at which point the phase ends and
the next phase begins (starting with the initiative player again).
Then, once all four phases have been played, the round ends,
and the next round begins. On each new round the player that
didn’t have the initiative during the last round gets to be the
initiative player for the new round.
After 4 full rounds have been played the game ends, and players
determine who won, by checking if they completed the mission.
Holding Disengaging Ships
When taking Hold actions, the ship may pivot by up to 180° to If a ship would end its move off the table, then it is removed from
change the direction it is facing, but may not move. play until the end of the round.
Ships that take Hold actions count as easy targets, and enemies At the end of the round the controlling player must then place
shooting at them get +2 accuracy until the ship moves again. the ship back on the same table edge within 4” of where it left.
Cruising Then the moving ship and any others it moved through each take
immediately take 1 damage.
When taking Cruise actions, the ship must move straight by its
full cruise speed value, and may pivot once by up to 45° at any Overlapping Squadrons
point after half its move.
If a ship would end its move overlapping any squadrons (friendly
Note that ships that take Cruise actions can’t shoot. or enemy), then all overlapped squadrons art first removed from
the table, and then each player may place the opposing player’s
Ramming squadrons anywhere within 1” of the ship.
When taking Ram actions, the ship must move straight by up to
Squadron Movement
its full cruise speed value, and may pivot once by up to 45° at
any point after half its move. The ship must end its move in base Activated squadrons may take Hold, Move and Cruise actions
contact with an enemy ship, or else may not take a Ram action. much like ships, however they may not take Ram actions.
Note that ships that take Ram actions can’t shoot, and they can’t Unlike ships, squadrons may freely turn in any direction when
ram any squadrons. moving, and enemies don’t get +2 accuracy when shooting at
them if they take Hold actions.
Pivoting
Engaged Squadrons
Whenever a ship pivots you may turn it around its center point in
order to face a different direction, and you may ignore all terrain Whenever a squadron moves within 2” of an enemy squadron,
and ships (friendly or enemy) to complete the pivot. then it must end its move within 2” of that squadron and counts
as engaged with it.
Note that any movement during a pivot is not counted toward
the ship’s total movement allowance. Squadrons that are engaged with enemy squadrons can’t move,
regardless of what action they take.
Picking Targets 1. Roll to Hit
When taking a Shooting action a model must pick one valid The attacker must first roll 2D6 and adds the weapon’s accuracy
target in order to shoot at it. value to the result, and if the target is being shot in its rear facing,
then the attacker may also add +2 accuracy to the result.
If the model has line of sight to the enemy mode, and has a
weapon that is in the right facing and within range of it, then that If the final value is equal or higher than the target’s evasion
enemy is a valid target. value, then the target takes a hit.
Note that the standard turret mounted on all models can fire in Example: A Medium Ship shoots at a Light Ship (evasion 11+)
any direction, so doesn’t need to be in the right facing. with its turret (accuracy 2) in its rear. The player rolls two dice
and gets a 3 and a 4, and then adds its accuracy for a result of 9.
Who can Shoot Because it was shooting in the target’s rear it adds +2, for a final
Models that haven’t taken a Cruise or Ram action, that have line result of 11. This means that the enemy ship is hit, because the
of sight to the target, and that have a weapon that is in the right result is equal to its evasion of 11+
facing and within range of it, may fire at it.
2. Roll to Damage
Squadrons that are engaged with enemy squadrons may only
The attacker must first roll 2D6 and adds the weapon’s strength
target enemy squadrons that they are engaged with.
value to the result, and if the target is being shot in its rear facing,
Firing Arcs then the attacker may also add +2 strength to the result.
To determine from which facing the attacker may shoot, and If the final value is equal or higher than the target’s toughness
which facing it may target, draw a straight line from the center of value, then the target takes 1 damage.
the attacker’s base to the center of the target’s base. Example: A Medium Ship shoots at a Light Ship (toughness 9+)
The ship’s facing that the line passes through is the facing it may with its turret (strength 4) in its rear. The player rolls two dice and
shoot from, and the target’s facing that the line passes through is gets a 2 and a 2, and then adds its strength value for a result of 8.
the facing that it may target. Because it was shooting in the target’s rear it adds +2, for a final
result of 10. This means that the enemy ship takes 1 damage,
Note that if it’s not clear exactly from which facing the attacker because the result is higher than its toughness of 9+.
may shoot, or which facing it may target, then roll one die, on a
1-3 the defender chooses, on a 4-6 the attacker chooses 3. Assign Damage
Squadrons are destroyed after taking 2 points of damage, whilst
ships must assign damage to upgrades instead.
The defender must assign damage to one of its upgrades, and
must continue assigning damage to that upgrade until it has
taken 2 damage, at which point it is disabled.
If all of a ship’s upgrades have been disabled, then the ship is
destroyed and removed from play as a casualty.
Ram Moves
To ram you must move the ramming ship by up to its cruise
speed to get in base contact with the target, at which point the
ramming ship stops immediately.
Ramming ships may move by up to their full cruise speed value,
and may pivot once by up to 45° at any point after completing
half of their move.
Note that ships can’t use ram actions if their final position would
overlap enemy ships (but may if it would overlap squadrons).
Ramming Damage
After the ramming ship has moved into base contact with its
target, compare the max. upgrades of each ship.
The ship that has the lower number takes D3+1 damage, whilst
the one with the higher number takes 1 damage. In case of a tie
both ships take D3 damage each.
Example: The bottom ship rams an enemy ship which has the
same number of max. upgrades. Because of this they roll a D3
and both get a result of 1, so they each take 1 damage. The ship
is then pushed by D6” and collides with an asteroid, and so it
additionally takes 1 damage.
When to Test Surrendering Ships
As fleets take casualties their psychological well-being Surrendering ships have lost all hope and are taken captive, flee
deteriorates and they will surrender. the battle, or are otherwise rendered ineffective.
There are two times when a ship must take a morale test: Simply remove the ship from the game as a casualty.
• Whenever a fleet is down to half or less of its starting Note that squadrons never take morale tests, and if all ships have
ships at the end of a round. surrendered or have been destroyed, then all of the fleet’s
• Whenever a special rule requires it. squadrons immediately surrender as well.
Example: An Empire fleet started the game with 5 ships, and is Example: An Empire fleet of 5 ships and 8 squadrons has lost 3
down to 2 ships at the end of a round, so all of its ships must take ships, and the remaining 2 ships must take a morale test. They
a morale test to see if they surrender. each take a morale test and fail, so all ships and squadrons
immediately surrender.
Taking Morale Tests
To take a morale test, the affected ship must roll one die, and
add the number of non-disabled upgrades it has to the result.
If the final total is 6+, then the morale test is passed and the ship
doesn’t surrender (nothing happens).
If the final total is lower than 6+, then there are different results
based on the situation that the ship is in:
• If the ship has taken the morale test because its fleet
was down to half of its starting ships or less, then it
immediately surrenders.
• If the ship has taken the morale test because of a special
rule, then check the rule’s description to see what
happens to it.
Terrain Rules Difficult Terrain
When setting up terrain all players must agree on what terrain Asteroid Fields, Space Debris, Gravity Wells, etc.
type rules each piece of terrain follows.
Terrain features that hinder a model’s movement or force them to
This will make sure that you do not have any weird situations or slow down count as difficult terrain.
misunderstandings during your game, and that things can
Models that move through difficult terrain halve their speed.
proceed smoothly.
Note that each piece of terrain may use multiple terrain type
rules where it makes sense.
Example: A piece of Space Debris terrain could count both as
Cover as well as Difficult Terrain.
Open Space
Any surface that is not specifically defined as a type of terrain
(like asteroids, space debris, nebulas, etc.) counts as open space.
Models in open space are not affected by any special rules and
any rules that affect terrain do not apply to open space.
Blocking Terrain
Planets, Space Stations, Large Asteroids, etc. Dangerous Terrain
Terrain features that can’t be moved through or are otherwise Radioactive Zones, Mine Fields, Black Holes, etc.
deemed as impassable count as blocking terrain.
Terrain features that could harm models or outright kill them
Models may not move through impassable terrain, and ships that count as dangerous terrain.
are pushed into blocking terrain immediately take 1 damage.
Models that move through or are pushed into dangerous terrain
immediately take D3+1 damage.
Cover Terrain
Space Junk, Gas Clouds, Nebulas, etc.
Terrain features that models can hide in or behind, or that could
stop projectiles, count as cover terrain.
If the majority of a model is in or behind a piece of cover terrain,
enemy units shooting at it get -1 accuracy.
Rules Priority Anti-Ship
Some models have one or more special rules that affect the way Weapons with this special rule may only target enemy ships
they behave, and that sometimes go against the standard rules. when they are fired.
Whenever you come across one of these situations, the special Anti-Squadron
rules always take precedence over the standard rules.
Weapons with this special rule may only target enemy squadrons
Unless specified otherwise, multiple instances of the same when they are fired.
special rule are not cumulative, however different special rules
that have the same effect are cumulative. Blast
When firing a weapon with this special rule, if the target is hit,
then all models within 2” of it are also hit (friendly or enemy).
Deadly
Weapons with this special rule always deal +1 damage.
Fragile
The first time during the game that a model with this special rule
takes any damage, it takes +1 damage.
Overheating
When firing a weapon with this special rule, if doubles are rolled
to hit, then the shooting ship takes 1 damage.
Note that if this damage would destroy the ship, it still gets to
complete its attack first.
Relentless
When firing a weapon with this special rule, the weapon may be
fired twice, even at different targets.
Note that if the attacking ship is destroyed as a result of its first
shooting, then it may not complete its second shooting.
Rogue
Squadrons with this special rule may activated during other
phases than the squadrons phase, but may only either move or
shoot when doing so.
Heroes & Titles Common Ships & Squadrons
When creating your fleet, you may give ships heroes and titles by Heavy Ship - 80pts
adding their cost to the ship’s total cost.
• Speed: Move 4“ / Cruise 6“
Each hero may only be taken once per fleet, and each ship may • Turret: Ran 24“ / Acc 0 / Str 6
only have one hero and one title.
• Defense: Eva 7+ / Tou 13+
Ship Upgrades • Upgrades: 4
All ships that are added to your fleet must be given as many Medium Ship - 60pts
upgrades as the max. number of upgrades they can take, and
• Speed: Move 6“ / Cruise 9“
each upgrade may only be taken once per ship.
• Turret: Ran 18“ / Acc 2 / Str 4
Note that unlike heroes and titles, all upgrades are free. • Defense: Eva 9+ / Tou 11+
Weapon Upgrades • Upgrades: 3
All models come standard with a turret that may be fired in all Light Ship - 40pts
directions, and doesn’t take up any upgrade slots. • Speed: Move 8“ / Cruise 12“
Ships may also additionally be assigned new weapons as • Turret: Ran 12“ / Acc 4 / Str 2
upgrades, which must be mounted on a specific facing. • Defense: Eva 11+ / Tou 9+
Each facing may only have one weapon mounted, and ships • Upgrades: 2
have a front, sides (counts for both sides), and rear facing. Gunship Squadron - 10pts
Note that unlike heroes and titles, all weapons are free. • Speed: Move 10“ / Cruise 15“
Common Assets • Turret: Ran 2“ / Acc 6 / Str 0
• Defense: Eva 13+ / Tou 7+
All of the models, heroes, titles, upgrades and weapons in this
rulebook are common across all fleets. Fighter Squadron - 10pts
When putting together your fleet you may select any assets from • Speed: Move 10“ / Cruise 15“
this rulebook, as well as choose one faction from which to take • Turret: Ran 2“ / Acc 6 / Str 0
faction-specific assets, in any combination. • Defense: Eva 13+ / Tou 5+
• Special: Anti-Squadron, Deadly
Bomber Squadron - 10pts