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Eidolon unification war basic-1

The document outlines the rules and mechanics for the tabletop game 'Eidolon: The Unification War', focusing on fleet-scale combat during a fictional conflict. It includes sections on phases of play, movement, combat rules, and various weapon types, providing a structured approach to gameplay. The rulebook is a heavily edited version intended as a sample, with optional rules and extensive army lists removed.

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0% found this document useful (0 votes)
47 views66 pages

Eidolon unification war basic-1

The document outlines the rules and mechanics for the tabletop game 'Eidolon: The Unification War', focusing on fleet-scale combat during a fictional conflict. It includes sections on phases of play, movement, combat rules, and various weapon types, providing a structured approach to gameplay. The rulebook is a heavily edited version intended as a sample, with optional rules and extensive army lists removed.

Uploaded by

War Master
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Unification War

Fleet scale combat during humanity's darkest hour.

The Copyright in all text, artwork, images and associated models, herein related to Eidolon:
The Unification War are the property of David Tarron 2024. All Rights reserved

No part of this document, may be reproduced or transmitted in any form or by any means
either electronic or mechanical, including scanning, photocopying, recording or by any
information storage and retrieval system, without the written permission of the copyright
holder.

This version of the Rulebook is heavily edited, all optional rules sets have been removed, army lists
are severely limited, other features have also been removed. It is intended as a sample, but still
includes the base rules to play the game.

1
Contents
3. Phases of Play
4. Movement Rules
6. Arcs of fire
8. Combat Rules
9. Cover
11. Ramming
13. Mecha Close Assault
14 Close Assault
16. Special Combat Rules
19. Weapon Types
23. Weapon Descriptions
27. Setting up Pre-Game
28. Unit Data Cards
29. Unit Stat Sheet Explained
30. Game Setup/ Terrain
33. Using Gaming Aids
37. Game Type
38. Fleet Organization
39. Fleet Detachments
41. Army lists
54. Gallery
62. Credits and Thanks

2
Phases of play.

Initiative.
Both sides roll a d10 and add their highest COM score to the result at the start of each turn, the player
with the highest roll can choose whether to act first in each phase that turn or to let their opponent go
first.

Movement.
At the start of the movement phase players restore all COM and use any commands skills or equipment
that are required to be used in the movement phase. Each player moves their capital ships in turn foll-
owed by fighters and mecha. Ranged Reflex weaponry and Point Defense weapons can be used in
response to enemy assault charges. Any unit destroyed in this phase takes no more part in the game.

Close Assault.
Close assault takes place before the shooting phase. If a unit is destroyed during close assault, it remains
in play until the resolution phase. Boarding actions are also resolved in this phase.

Shooting.
Each player takes turns to fire with ranged weaponry. Fighter and mecha attack runs are also resolved.
Damage inflicted in the shooting phase takes effect in the resolution phase. Point Defense (PD) weapons
can also be used in response to enemy missiles and torpedoes.

Resolution.
Both sides move their fleets according to any reserve movement they have, in order of initiative that
turn. Destroyed units are removed from play, any unit that has lost Aura shields will re-generate 1 lost
shield in each resolution phase.

3
Movement Rules
All movement is measured in centimetres. A unit can move forward any distance up to its maximum in
the movement phase. The units Agility (AG) determines how many 60 degree turns it may make at any
point during that movement. The unit can add multiple turns together if it wishes and does not have to
make a full 60 degree turn if it is not necessary. Mecha and fighter class units are considered super
manoeuvrable and can turn to face any direction during movement, regardless of their respective Agility.
Units that are designated as either heavy or super heavy must move at least 5cm in between each turn
made. This represents the lower manoeuvrability of larger vessels. Such units must be carefully posi-
tioned for maximum effect during combat.
Movement is shown on the unit army lists and the reference cards with the full movement followed by a
lower number denoting the distance it can travel as reserve movement.
The movement phase is split between Capital ships and Fighter/Mecha classed units. Capital ships are
moved first, followed by their opponents. Once that movement and any other action in that phase is
complete, the sequence is repeated, only this time with Fighter and Mecha units. This maximizes the
ability of these units to be reactionary and have better positioning compared to larger slower units.

Prow weapons
If a capital ship elects to remain stationary during the movement phase, it may turn in order to line up a
prow weapon shot in the shooting phase. Otherwise, any unit equipped with a prow weapon may make a
single 60 degree turn in the shooting phase at the cost of 1 COM point. This can be very useful when
lining up a powerful shot from a prow weapon.

Reserve moves.
For most units their reserve move reads as half. This means that the unit can move up to half its maxi --
mum speed in the resolution phase. Only one 60-degree turn can be made during reserve movement. A
unit can also make a linear move sideways or backwards.

Hanger bays
There are several unit types that can launch from the hanger bays of larger vessels. Launches are a free
action, the number of units that can launch in either the movement or resolution phase are detailed in the
unit description of certain capital ships in the army lists. A unit can launch at any point in its parent vessel’s
movement. Once launched it can be placed anywhere within 10cm of the launch vessel at the point of
launching and cannot move any further until the next movement or resolution phase.

Any appropriate unit may land in the hanger bay of a friendly ship so long as there is hanger capacity to
do so. To do this the unit must first move within 10cm of the carrier vessel in the movement phase, it
will enter the hanger bay in the resolution phase.

Units still in hangers when a Capital ship is destroyed are also lost.

Note: Dropships and Bombers take up 2 fighter bay slots each and only if listed in the ship
description.

4
Facing.

All units have four facings that are used when determining a particular weapon system arc of
fire. see diagram below.

They are FORE (front), AFT (rear), PORT (left) and STARBOARD (right).

5
Arcs of fire explained.
Determining the arc of fire for a unit’s weaponry can be troublesome, I have tried to make it as simple
as possible. You would think that this section should be under combat rules, which perhaps it should,
however during play it is often essential to properly position your units, to ensure your prospective
targets are in the fire arcs of the various weaponry at your disposal.

As you can see below, broadside arcs are determined by the length of the vessel, the longer the vessel
the wider the corridor of fire will be. Prow weapons follow the centre line of the vessel even if the prow
weapons themselves are mounted off centre. All other arcs have their origine at the centre point of the
vessel. Capital ship bases were designed as a hexagon to help determine the fire arc of weapons, since
each facet of the base is 60 degrees.

Aft 120 Prow

Port Broadside Starboard Broadside

6
Fore 180 Starboard 180

Aft 180 Port 180

360 Fore120

7
Combat rules
Range Increments
When measuring range to or from capital ships, do so from the model. In the case of mecha and fighter
units measure to or from the base.
There are four increments for ranged weapons, notation and range in cm are listed below.

Range Distance in CM
Increment
Short 10
Medium 20
Long 40
Unlimited

Extended range
Any long-ranged weapon can shoot at targets over maximum effective range at -1 to hit per 10cm, this is
limited to 2 increments or a maximum of 20cm. The exception to this rule is Missiles (which detonate at
max range) and Torpedoes which have unlimited range.

Arcs of fire
All weapons have an arc of fire after their description. Such as Fore 120, Port 180 etc.

A 180-degree arc of fire covers a full facing from the centre of the unit. Each flat side of a hexagonal
base is a 60-degree arc. 360 Degrees means that the weapons have a full field of fire on all facings of the
unit. A fire arc described as a broadside, fires in a narrow corridor as long as the ship.

Measuring
When measuring range measure from one ship’s hull to another at their closest point, not from the
weapon itself. In the case of fighters and mecha measurements are to and from the base instead.

Ranged combat
Shooting is worked out by adding your CR (combat rating) to the weapon P (potency), any other bonuses
or penalties are worked out and then added to each d10 rolled depending on the weapon being fired. To
score a damaging hit on the target unit you must achieve a total equal or above the targets Defense
(DEF)

e.g. A plasma cannon is fired and has 2 attack dice. The CR of the firing unit is 5 and P of the weapon
system is 6. Both dice are rolled, giving a 4 and a 9. Add the CR and P to the result of each dice.
First dice 5+6+4=15
Second dice 5+6+9=20

Note: If you are using combat data cards during play, the CR and P will have already been added
together, all you need to do is add the result of your D10 rolls to that figure and match the targets
Defense (DEF).

8
Defense
The Target has a defense value which is made up of their CR (combat rating), A (armour) and AG
(agility). Certain equipment, skills and battlefield conditions can alter this value when working out if
attacks have caused damage or not.
e.g. A units DEF (defense) is 14 because their CR is 5, A is 5 and AG is 4. This value is adjusted by
equipment, skills and conditions. So, if the unit was behind heavy cover that confers +2 DEF, their final
DEF would be 16. Any attack made against them would have to achieve at least 16 to hit, to cause the
unit to take damage.

Defense Modifiers
+1 Target has Light cover
+2 Target has Heavy cover.

Rolling to hit.
Roll D10
Roll of 1= Miss
Roll of 10 =Critical hit

Miss
Sometimes you will only need to roll a 1 to hit, negating the need to roll at all. However, to represent the
chaos of a frantic space battle and shifting favour of the gods of luck, for the purposes of this game a roll
of 1 always misses.

Critical Hit
A roll of 10 to hit on an attack dice is an automatic hit, regardless of the target DEF. In addition, a
critical gives a bonus dice to attack with. If another 10 is rolled on the bonus dice, roll another additional
dice and so on.

Critical hits and rolls of 10 on an attack run always take effect first.

It is possible to massively increase the damage caused by rolling 10s. Weapons with many attack dice
can benefit greatly from this.

If a target requires a 10 or more to hit, then a roll of 10 on a dice will count as a hit but will
not count as a critical.

Note: A Point Defense critical may block a missile or torpedo even if 11 or more were needed. Point
defense critical hits do not generate an additional dice.

Line of Sight (LoS)


Generally, when picking a target to fire at you will need to be able to draw a line of sight from the firing
unit to the target unit. Some things block LoS such as cover or screening ships. However, you may find
that you want to fire on a unit that has another enemy unit in front of it. Since the game renders 3-
dimensional space into a 2-dimensional plane for ease of play, you may consider that you have a clear
shot to the far unit. When you elect to fire at the target your opponent may then decide to use the inter-
posing unit to screen (see cover section) the target or just allow you to roll to hit as normal.

9
Cover
Cover is only normally counted if 50% or more of the target is obscured. For ease of clarity all terrain
features (Wrecks, Asteroids, Stations etc.) create cover from the play surface upwards, so that any unit
will not suffer loss of cover due to arguments over line of sight.
Light cover is debris fields and small asteroids.
Heavy cover can be industrial structures, stations, shipwrecks, and large asteroids.
Capital ships can act as defensive screens for other units see the table below for bonuses. If the target
unit is missed, but the roll is high enough to hit the screening ship, then it will take damage instead. If
the screening ship is larger than the target unit it is screening, it can elect to receive enemy attacks itself.
Because the screening ship is intentionally putting itself in harm’s way it suffers a penalty to its defense
while screening. If after applying a defense bonus to the screened unit and a defense penalty to the
screening ship, they both have the same defense value then the screening ship will have its defense
reduced by another 1 point.

Screening ship Unit cover bonus Screening ship


Defense penalty
One mass larger +3 -4
or more
Equal mass +2 -3
One mass smaller +2 -2
Two mass smaller +1 -1

A Unit in the fighter or Mecha class does not count as interposing cover either to each other, or any other
unit. They cannot act as a screen and do not incur any penalty if they are in an attacker’s line of sight to
another target unit.

Fighter and Mecha units may pass through terrain with no penalty if they have the movement to clear it.
In addition, these unit types also gain a +1 bonus to DEF in addition to standard cover bonuses due to
their size. Neither do they need to end their move more than 2cm from terrain features like capital ships,
since they are manoeuvrable enough to avoid any accidental collision.

10
Attacking the enemy
In ranged combat category S and category A weapons cost 1 COM to use. They can only be fired once
per turn (unless specified by a special rule or action.)
Category B weapons are defensive batteries often arranged in groups or spread over the surface of the
vessel to give maximum coverage. You can fire them for the cost of 1 COM either in your shooting
phase or in one of your opponent’s turns in reaction to an action they have taken if they have the Point
Defense ability. These circumstances are detailed in their relevant section. There is no limit to how
many times they fire so long as your unit still has enough COM points left to fire. All weapons of the
same type, fire at the same target but can only fire at any given unit once per shooting phase.

Category C weapons are automatic reflex weapons (controlled by AI in response to attack) and special
nonaggressive systems. Category C weapons do not cost any COM points to fire and can be used once
per turn in the movement phase.
When using a unit that has Missiles and/or Torpedoes, you must declare what your targets are going to
be before you make any rolls. If you are targeting an enemy unit with more than one missile for
example, the target must know before you roll so that they can decide whether to use a PD weapon to
intercept with. If a defending player decides to intercept the attack, they must use a COM point with a
Point Defense weapon and roll dice. Each weapon category has an interception difficulty that must be
equalled or beaten to block an attack dice.

If intercepting missiles in the movement phase from a reflex weapon, then a reflex weapon can be
employed to intercept the attack if it has the PD ability, at no cost.The target may choose whether to
make one roll against all weapons of the same type or they may decide to use more COM and defend
against each missile/torpedo. Any attack dice that were not blocked by interception may now be rolled
against the targets DEF. Additional dice from Critical hits cannot be intercepted.

Ramming
Fighters and Capital Ships
It is unlikely that fighters would use ramming since it would result in their destruction. Therefor they are
not included in the ramming rules. Fighters, Bombers, Dropships and Mecha cannot ram or be the target
of a ram. Larger vessels can use ramming quite effectively; however, you would have to be desperate or
insanely confident to do so. Some vessels have re-enforced prows to help withstand the shock incurred
during collision. In fact, the C-XEC faction have made the practice of ramming a matter of pride and
have several heavier ship designs aimed at dealing out ramming damage.
Ramming and the damage it can inflict vary according to several factors. When resolving unintentional
collision due to drifting use the procedure for Assault. Intentional ramming cannot be initiated during the
resolution phase.
Once a ram has been resolved and both units survive, they are then considered to be in Assault and can
only use assault weapons against each other in the close assault phase.
Capital ships use electromagnetic docking tethers during assault to hold on to each other. To break away
from another capital ship an opposed dice roll must be made either in the next resolution or movement
phases. Both players roll a D10 and add the Mass value of their unit to the result. The player wishing to
break away from assault must roll higher than their opponent. If both players wish to end the assault,
then no roll is made.

11
To instigate a ram, the attacking unit must be moved within 2cm of the target or closer and must also
have enough movement to reach the target. Then follow the steps below.

Step 1: look at the Ramming attack resolution table and find your units mass category down the left
side of the table.
Step 2: Using the same table find your targets mass category along the top of the table.
Step 3: Cross reference the two to find how many hits you have caused.
Step 4: Find the targets mass down the left side of the table and cross reference it with the
attacker’s mass along the top, to find how many hits the attacking unit takes.

Ramming attack resolution table


Vessel mass Light Medium Heavy Super
category Heavy
Light 3 2 2 1
Medium 4 3 2 2
Heavy 5 4 3 2
Super heavy 8 7 6 5

If being rammed before you have moved your unit, you may take evasive manoeuvres. For every COM
point expended, the target of a ram may reduce the number of hits taken by one. If COM is used to lower
the number of hits taken, the attacking unit will also benefit from the same reduction, as the collision is
made less deadly or avoided entirely.

Note:
Units with re-enforced prows inflict one extra hit when ramming and receive one less as a result of
the ram itself, but only when they are the attacking unit.

Note: ASH (shields) are ignored during ramming and collisions but are still active when taking
Point Defense fire from a target unit.

Point Defense vs Ram.


Units with Point Defense and Reflex weapons can fire at an enemy unit that intends to ram them.
Damage is resolved before the ram and if the ramming ship is destroyed on approach, the ram fails.

e.g.
A UEC Destroyer could use 1 COM point to fire once with its Pulse Batteries at a C-XEC Heavy Cruiser
that is attempting a Ram, as well as using COM points to avoid the collision if it had not previously
moved that turn.

12
Mecha Close Assault
Once enemy units close to 2cm or less with their opponent, a close Assault is initiated.
Assault suits can make melee attacks but must be as close as possible to the enemy unit to do so. Some
ranged weapons can be used in assault.
On the stat bars you will see that there are a number of attacks. This is the number of standard attacks
per round, that the crew can make in close assault.

Note: only assault weapons and unarmed attacks can be used in close assault, unless otherwise
stated.
As soon as a unit receives enough damage to remove it from play the close Assault either continues with
remaining attacks aimed at other enemies in range, or it ends. In close Assault all units get to return fire
or melee attacks even if they are destroyed (this represents the actions of both sides occurring simult-
aneously.) However, if destroyed they will not get to act in the Shooting phase.

The Table below gives details of actions a model may make when receiving a charge.

First round Assault actions


Possible actions while Description
receiving a charge
A Raise Olympus or +1 DEF bonus in the first round of
ballistic shield to receive combat.
the charge (Mecha only)
B Employ reflex weapon or Make a single attack with any ranged
attack of opportunity weapon at
-2 to hit or deploy reflex weapon.
C Evade/ Jink Attacker moves into close assault. Both
the attacker and all evaders roll a d10 and
add their AG to the result. If the evade
scores higher than the attacker, you may
move the evader backwards just out of
close assault range. Otherwise proceed
as normal.
D Utilize an appropriate Benefit according to skill
defensive skill
E Fire a PD (Point Defense)
weapon (costs 1 COM)

Note: The above actions are taken in response to the first charge only; and pertain to assaults
between opposing Mecha and Mecha vs Fighters only.
If the defender is charged by multiple assailants in the same turn they may respond to an enemy
of their choice.
Any bonuses conferred by an action are active and apply to all enemies in the assault.

13
Close assault
Rolling to hit in close assault uses CR (combat rating) and P (potency), both are added together. Bonuses
and penalties are worked out and then a d10 is rolled for each ATT (attack). The result of each dice roll
is worked out as for ranged combat.

P+CR (apply mods) +d10= attack result.


For unarmed mecha attacks simply roll a d10 and add the units CR if an unarmed attack is not listed
under a unit’s available actions.

Some ranged weapons can be used in assault. Make to hit rolls as for ranged combat. Mecha designed
for close assault can be far more decisive, easily finding a way through their targets’ defenses.

Breaking out of close assault


Capital ships can move freely out of close assault if engaged with Mecha or Fighter class units. How-
ever, those units can choose to move with it and maintain the assault if they have the movement to do so.
In the resolution phase any surviving units in close assault can use their reserve move to leave the
combat unless they are immobilized in some way. Upon leaving a close assault the unit leaving and all
enemy models in assault range make an opposed agility roll. If the leaving model achieves the highest
score, they manage to break away from the assault unhindered. Any enemies who roll higher, may make
a single attack of opportunity with an assault weapon (or unarmed attack) against the unit that is trying to
break away at -2 to hit.

If moving out of close assault in the movement phase, the procedure is the same as for breaking out in
the resolution phase. If, however, the Unit is a Mecha it may leave close assault in the following move-
ment phase without incurring any attacks of opportunity.

Close assault cannot be initiated in the resolution phase.

Note: A unit may not break out of a close assault in the movement phase if it is charged by a new
enemy but may take one of the actions associated with receiving a new charge.

Once a unit destroys an opponent in close assault and is no longer engaged, the unit can then act in the
shooting phase and may make a reserve move (if it is able) in the resolution phase.

14
15
Special Combat Rules
Mecha assault suits vs capital ships
Every Capital ship command knows how dangerous Assault suits are, likewise mecha pilots know just
where to hit a vessel to cripple it before delivering the finishing blow. When a mecha unit gets within
10cm of an enemy capital ship, it can initiate an attack run using the same rules as fighter units, as
described below in Fighters vs Capital ships.

In close Assault all primary attacks are made as unarmed unless the Mecha is equipped with an Assault
weapon. An additional attack is granted by the presence of more than one assault weapon. If unarmed
simply roll a dice for each attack and add the units CR to the rolls.

Ranged weapons with Assault capability can be used but you do not get to fire them once for each ATT
you have, instead each attack in addition to the first is applied to the weapon in the form of an extra dice
when rolling to hit.

Attacks can be made with any weapon in any combination, so long as they have the required number of
attacks. Mecha equipped with Reflex weapons can use them in Assault in addition to any other actions.
As a reaction to the Mecha assault the Capital ship under attack can fire Reflex and Point Defense
weapons. If either side is destroyed in the exchange, they will not get to act in the shooting phase. If a
mecha moved into assault range, it is locked in assault and will move with its target.

Fighters Vs Capital ships


It can be difficult to get fighters safely to target, but if they can get within 10cm of an enemy capital ship
they can be very effective. At that range fighters get to target specific areas of the target vessel. Shield
generators, Weapons systems, Engines and the Bridge are all open to precise hits. When making an
attack run on a capital ship first designate a specific area of the ship to target, then make your normal
rolls to hit against the targets defense rating. If any 10’s are rolled, refer to the relevant table for the
target area you chose and roll a dice for each hit caused. Any other successful hits are resolved in the
normal manner.
As soon as a Fighter unit declares its initial attack on a Capital ship and moves within 10cm of it, the
Capital ship may respond with any reflex weapons before the fighter attack run begins, the fighter can
also fire reflex weapons at this point. If a Fighter unit moved into assault range with a Capital ship in the
movement phase, the target can use point defense weaponry in response to the assault charge. The
fighters will get to return fire with assault weapons only. The fighter unit is now considered to be locked
in assault and will move with its target. If fighters are engaged within 2cm of a capital ship for a second
turn, then this becomes a close assault. Only Assault weapons can be used by both parties and the
combat continues in subsequent Close Assault Phases.

16
Attack Run Table
Target area D10 Roll Result
Engines 1-6 The engines take heavy damage Move is
reduced by 10cm for the rest of the game.
7-9 Engine shutdown! Damage causes the
engines to shut down for 1 turn, the unit can
move again in the reserve phase in the next
turn.
10 The vessel loses 1 more DUR as explosions
tear through the engine section. If the unit
survives the additional
damage, it suffers Engine shutdown for the
rest of the game.
Bridge 1-9 The command centre is damaged by the
impact, the unit loses 1 COM for the rest of
the game.
10 The Command bridge is destroyed the unit is
reduced to half its COM points (rounding
down) for the rest of the game.
Shield generators 1-9 The generators take significant damage, they
are unable to recharge for the rest of the
game.
10 The Aura Shield generators explode, leaving
the unit without shields for the rest of the
game.
Weapon systems 1-6 Fire control is damaged, all weapon systems
except
missiles and torpedoes suffer a-1 penalty to
all rolls to hit for the rest of the game
7-9 One Category S or A weapon of the attacker’s
choice is destroyed.
10 The ships point defense system is knocked
out.
All category B weapons are inoperable for
the rest of the game.

Note: If the target unit still has operating Aura Shields, then only shield generators can be targeted.
Note: Heavy units always receive damage one lower than the attacker rolled for. Super heavy units have
the same advantage as Heavy, but they may ask for a single re-roll of a
result instead.

Carriers
The following rules are applicable to Carriers only and not to any ship that has a carrier capacity.
Carriers are the command centres of the battlefield. In most cases this class of ship is built for defense,
while launching deep targeted strikes with fighters and other special role units. The largest of them,
however, are akin to battleships in their offensive capabilities and armour.

17
These larger vessels are referred to as a class of their own, the Battle Carriers. The other two desig-
nations are Assault Carriers, which are designed to carry small forces deep into the enemy fleet before
launching and Support Carriers, which can strike at range while skirting the battlefield looking for an
opportunity to launch a surprise attack.

Fighter Repair

If a fighter unit with at least 1 DUR remaining returns to a carrier hangar bay, the fighter unit may repair
1 DUR at the start of each turn that it remains aboard the Carrier vessel.

Heightened Defense

Carriers have multiple defensive perimeters and highly sophisticated sensor arrays compared to other
warships. They can track hundreds of targets at once in the maelstrom of combat, something that also
gives their defensive weapon systems an edge. All Point Defense weapon systems re-roll 1’s to hit.

The Big Picture

The Carriers C&C is a hub for battlefield intelligence, in this environment plans constantly change and
carrier crews are able to adapt in an instant. Luckily for their allies, they can also share their insight.
Once per turn the Carrier can donate 1 COM to any Allied unit within 60cm either in the movement or
shooting phase.

Shield Repair
Any unit that has Aura shields will regenerate 1 shield in the resolution phase of every turn while they
still have a functioning shield generator. Shields that are permanently destroyed are not regenerated.

Fleet Commander
At the start of the game nominate one of your Capital ship units to be your Fleet Commander.
Your Fleet Commander re-rolls all 1’s to hit. If the re-roll results in a 1 it is a miss. The Fleet
Commanders ship is the Flagship of your Fleet.

Squads
Fighter and Mecha units can group together to form a squad. For a squad to benefit from any bonuses
they must stay within 5cm of another unit in the same squad. A squad usually consists of 3-5 units.

If the unit has a Squad leader, either veteran or officer, they are able to sync a fire resolution with any or
all of their fellow squad members, who have a LoS to the target. All weapons of a single type in the
squad may use the leaders P+CR. In addition to this, the Leader gains a +1 bonus to hit, for every
additional unit that contributes to the attack to a maximum of +2.

I.e. a squad of 5 mechs would fire with a +2 bonus to hit, on top of the leaders CR, with all weapons of
that type.

A squad can only use this skill once per turn. It cannot be applied to reflex attacks or Close assault. Once
squad strength drops below 3 no bonuses will apply.

Special characters cannot join squads.

18
Weapon types

Category S
The most powerful weapons systems in the game and only able to target Capital targets. Each weapon
system or turret requires 1 command point to fire and can only be fired once per turn.
Missiles and Torpedoes in this category have a DEF of 17 when being intercepted by Point
Defense.

Category S
Weapon P Dice Range Type
Macro Pulse 8 4 Long Capital
Cannon
Hv Particle 7 4 Long Capital
cannon
AU Tactical Nuke 8 5 Long 10cm Blast
Disruptor
Capital
Smart 5
Hv Ion Cannon 5 3 Long Disruptor
Capital
Plasma Torpedo 6 2 unlimited Capital
5cm blast
Plasma Special Rule
Graviton 6 2 unlimited Capital
Torpedo Graviton Special
Rule
5cm blast
Brimstone 7 6 Long Capital
Missile system 10cm Blast

19
Category A
This class of weaponry includes heavy weapons that are usually a vessel’s main offensive grouping.
Each individual weapon requires 1 command point per turn to fire.

Missiles and Torpedoes in this category have a DEF of 16 when being intercepted by Point
Defense.

Category A
Weapon P Dice Range Type
Railgun 6 1 Long Snipe 2
Rail Battery 6 2 Long Snipe 1
Pulse Cannon 5 3 Medium -
Laser Cannon 5 2 Medium -
Battery
Giga Battery 5 2 Long Graviton Special
Rule

Graviton Blaster 5 1 Short Assault


Graviton Special
Rule
Cruise Missile 4 2 long Smart 4
Special
Fusion Missile 5 2 long Smart 4
Special
Plasma Cannon 6 2 Long Plasma Special
Rule
Capital
Particle Cannon 5 2 Long Capital
Gauss Battery 5 2 Long Snipe 1
Capital
Pulse Rifle 3 1 Short Assault
(Mecha)
Heavy Pulse 4 2 Medium -
Laser (Mecha)
Laser Gatling 4 3 Short PD
Assault
Coil Rifle 5 2 Long Snipe 1
Melee weapon 3 1 Assault Assault
Sekamura blade 5 1 Assault Assault

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Category B
The most common weapon systems in use for defense. These weapons are often arrayed in groups or
positions to cover every field of view. The number of each type on the vessel are halved (rounding up.)
This has already been calculated on the unit data sheet. This number indicates how many weapons on
average can fire in any direction at any given time. For this reason they are considered to have a 360-
degree arc of fire. All weapons of the same type fire at once, with a collective pool of dice at a single
target. It costs 1 command point each time you fire these weapons. All weapons can fire as many times
per turn as you want so long as you have the command points to do so. Each target can only be fired on
once by each weapon group.

Missiles and Torpedoes in this category have a DEF of 15 when being intercepted by Point
Defense.

Category B
Weapon P Dice Range Type
Pulse battery 2 1 Short PD
Assault
Hv pulse battery 4 1 Medium -

UEC Flak Battery 3 2 Medium Special Rule Flak

C-XEC Cyclops 3 3 Medium Special Rule Flak


Interceptor
Ion Pulse Battery 2 1 Short PD
Disruptor
UEC Ranger 3 1 Medium -
Missiles
C-XEC 3 2 Short PD
Ifrit Missiles
Plasma Blaster 3 2 Short PD
Plasma Special
Rule

21
Category C
Category C weapons are used in the movement phase. In the case of reflex weapons, they are auto-
matically fired in response to an enemy moving into range. Reflex weapons do not cost command points
to fire. You can elect to not fire them if you wish. It may be advantageous to Reserve them for another
phase of the turn.

The re-enforced prow is a ship upgrade that only takes effect during a ram.

Melee weapons are used once a turn in assault range and cost 1 COM to use, even if the Mecha has
multiple attacks with that weapon.

Missiles in this category have a DEF of 14 when being intercepted by Point Defense, but only by
another reflex weapon.

Category C
Weapon P Dice Range Type
Micro missiles 2 2 Short PD
Reflex 4
Pulse Blasters 2 2 Short PD
Reflex 4
Re-enforced prow Assault Special
Unarmed strike 0 1 Assault Assault
Ballistic Shield 1 1 Assault Special
Olympus Shield 2 1 Assault Special

22
Weapon Descriptions
Assault Weapons
Some conventional or energy weapons can still be used in close assault. This is especially useful for
units that lack the ability to engage other units with melee weapons.

Blast Weapons
All blast weapons are designated as having a 5cm or 10cm blast radius. However, a blast only occurs
when a critical hit is rolled. For each critical hit made against the target unit a single dice is also rolled
against the DEF of any other unit within the blast radius, as if it had been targeted by the weapon.
Distance to be measured from the centre.

Note: A secondary unit caught in a blast cannot use Point Defense weaponry to negate damage from a
blast caused by torpedo or missile hits against another unit.

Ballistic shield
This is a light solid shield designed to add protection while leaving the hands free. The shield attaches to
the arm. Although two can usually be carried, the unit will only receive a DEF bonus for one of them.
However, a second shield will still count as an additional melee weapon. Adds +1 to DEF.

Capital
Some weapon systems are too unwieldly to be used to target small craft. Such weapons cannot target
Fighter, Mecha or Dropships.

Disruptor
These weapons can overload an Aura Shield.
When a Disruptor weapon scores a critical hit against an aura shield it is destroyed for the rest of the
game.

23
Flak (Flak Special Rule)
This defensive weapon fires an impressive salvo of high explosive shells filled with monomolecular
shards and a chemical plasma accelerant that creates a blanket of plasma fire, concussive blasts and
spinning white hot armour piercing metal shards, to tear apart or otherwise disrupt an attack. Used
widely throughout the Corporate Systems and the Colonies of Earth.

This weapon system is quite versatile in that it can be used to fire on Mecha and fighters using the PD
ability to far greater range than standard Point Defense batteries. The system can also be used to defend
an allied unit that is under missile or torpedo attack so long as the Flak cannons have a clear line of sight
of the friendly unit it is defending. It can be deployed in response to an enemy Ram, Assault charge,
Boarding action, missile or torpedo attack.

They do not have to be deployed if the player does not want to use them. A roll is made. For the flak to
destroy the incoming missiles or torpedoes you must roll equal to or higher than the interception
difficulty set in the weapon categories. For every successful interception you can remove 1 dice from
those rolled by the enemy.

Graviton Torpedo (Graviton Special Rule)


Not only can it tear through the heaviest of armours, but this torpedo also shares the common trait of
being able to penetrate graviton shields, negating any DEF bonuses associated with them.

Giga Weaponry (Graviton Special Rule)


A scaled-up technology derived from backward engineered Etarian infantry weapons. A rapid firing
pulsed graviton accelerator that surrounds the unstable Graviton wave particles in a jacket of super-
heated plasma. A frighteningly efficient weapon system, able to just as easily tear a squad of fighters
apart or rend the hull of a battleship.

Fire from a giga weaponry ignores all graviton shields, Target units lose all DEF bonuses associated
with them.

Melee weapons
Melee weapons are usually blades and heavy shields, used to batter or rend an opponent. Their effective
range is limited to close assault (2cm) only.

Missiles (Smart Special Rule)


All missile launchers carry enough ammo for the duration of the battle. Missiles are generally AI
controlled fire and forget weapons that will move as if they are fighters, varying their speed and moving
around obstacles to reach a target. When fired, a player can target an enemy in line of sight or use a
Fighter or Mecha unit as a spotter so that the missiles can target an enemy that is obscured. Missiles that
have a Smart stat in their description are a representation of the onboard AI’s ability to think and react
while searching for their target. This is added to the CR that is usually applied when shooting. Some
missiles are guided by the pilots and crew themselves and don’t have the smart trait, using their own CR,
such missiles cannot use spotters.

Olympus Shield
The Olympus shield is designed to absorb damage adding +1 to DEF. In close assault the shield is far
more effective due to its size and weight. If an attack with the shield scores a critical, roll two additional
dice instead of one.

24
Particle Beam weapons
The most common use for Particle beam weaponry is as a ship’s main prow mounted cannon. They
cause a massive drain on ships’ power reserves and in larger variation have dedicated reactors. The
particle beam itself is a series of narrow charged proton beams, focused by electromagnetic conductors
and further accelerated through superconducting microwave cavities to near light speed. The result is a
continual beam of highly destructive energy. The main benefit of these weapons is their ability to safely
overcharge, making them even more destructive.

Plasma weapons (Plasma Special Rule)


This effective and volatile technology has a long history going back to the first armed spacecraft. The
UEC no longer uses plasma weapons to defend its vessels, however they are in common use throughout
the Corporate Executives and beyond. Whenever a roll to hit with a plasma weapon scores a critical hit
DO NOT roll an extra dice, the critical hit confers an automatic extra point of damage.

Point Defense (PD)


The PD ability conveys an attack bonus of +2 to hit against Fighter and Mecha class units as well as
any missiles and torpedoes. It also allows the unit to use COM points to try to shoot down missiles and
torpedoes directed at it or any friendly unit in weapon range.
They are also invaluable in defense during the movement phase since any Fighter or Mecha units
coming into Assault range of them can be fired upon with the use of COM points. They share some
similarities with Reflex weaponry, in that they can destroy units in the movement phase.

Pulse weapons
Pulse weapons are among the most prevalent ship-based weapons. Their high fire rate and efficient
power usage make them ideal for short to medium range defense. Pulsed laser technology is not new but
is solid and reliable. Pulse batteries are still the best choice for keeping fighters and Mecha at bay.

Reflex weapons
Reflex weapons are automated robotic systems, which work in tandem with the units AI or as part of a
missile guidance system. In the weapon tables, the AI has a score of 1-10 and will be shown as (Reflex
4) etc. in the weapon tables. This represents their level of awareness. And is used in place of the pilots
CR score when shooting reflex weapons.
These weapons may fire once per turn when the unit is charged by an enemy in the Movement phase, or
at any point in the Movement phase when enemies are in range. They can still fire even if the crew is
incapacitated. Reflex weapons that also have the PD weapon type are especially suited to fending off
Fighters and Mecha.

Reflex weaponry can only fire on enemies in close assault with their unit so long as the weapon also has
the Assault description.

If engaged in an assault for a second turn, reflex weaponry can still be used against any new enemy
charger, or another enemy in range since they fire independently from the pilot.

Some very powerful Mechas have multiple reflex weapons, they may split fire between multiple targets
or concentrate them all on one. Any enemy destroyed by reflex weapons in the movement phase is an
immediate casualty but can return fire if they too have reflex weapons. They will not get a shooting
phase.

25
Smart Weapons (Smart Special Rule)
These are weapons with built-in AI that can adjust its course on the way to a target. They carry a bonus
to the attack roll of each dice designated by the number beside the word Smart in the weapon type col-
umn. In addition, they can target an obscured enemy in cover so long as a friendly unit of fighters or
mechs have a Line of Sight (LoS) to the target.

Sekamura blade
A long sonic bladed weapon (usually a sword) employed by Mecha of the UEC.

Snipe
Weapons with the snipe ability are usually long-range one-shot cannons. They carry a bonus designated
by a number beside the word snipe in the weapon type column. The snipe bonus can be used to negate
penalties for extended range or a target cover bonus.

i.e. A snipe +1 weapon could extend its range by 10cm without suffering any penalty or it could lower a
targets +2 cover bonus to +1.

AU Tactical Nuke
The Tactical Nuke is a miniaturized fusion based nuclear warhead attached to an advanced missile
delivery system. Their smaller yield means they can be used safely in fleet actions. The tactical nuke is
deployed by ship or installation.

Torpedoes
Torpedoes are large and very fast moving with heavy payloads. If they miss the target, they are con-
sidered lost. They are generally fired from the prow of a capital ship. They also have the benefit of
unlimited range.

26
Setting up Pre-game.
Step 1.
Choose a game type and decide whether you are going to use just the base rules or expand the game with
optional rules sets.

Step 2.
Agree on a point limit for your forces and then choose them from the army lists.

Step 3.
Set up your forces according to standard procedure or the directions given for the game type you have
chosen.

Base rules vs options.


All optional rule sets are as they say “optional”, it is up to you as players to decide whether to play the
base game or to add any or all the optional rule expansions to your game. The base game is designed to
be a fast, simple rules set which still allows plenty of scope for tactical play. The optional rules are there
to add more flavour, excitement and unpredictability to the game.

In the base game any unit that has its Durability (DUR) value reduced to 0 is destroyed and removed
from the game.

Optional rule sets:


Catastrophic damage.
This set of rules adds catastrophic damage tables to the game. The tables come into effect once units
reach 0 DUR. Any hits taken once this has happened count as catastrophic damage and a series of rolls
are made on the appropriate table to determine the damage caused. The use of these rules can create
some nail-biting exchanges where an otherwise destroyed unit can turn the tide. The game will tend to be
longer and more unpredictable. Any unit reduced to 0 DUR also incurs the engine shutdown status
effect.
Command skills.
These are skills for use with Capital ships only, they will allow the player more versatility and add
greater tactical depth to the game play.
Special units and characters.
Unlike elites, special units and characters are uniquely powerful and as such consideration should be
given to whether the inclusion of such would unbalance your game. They will often have unique
equipment, skills, or abilities. These units will be listed in faction army lists, along with any additional
rules for their use. Since the function of this rulebook is to teach you how to play the game some more
advanced aspects have been held back for future expansions, Special Units and Characters will be among
these.
Boarding actions.
Some units have a special attack called a boarding action, this allows them to move into close assault
range and invade another unit (typically a Capital ship or Station).

27
Unit Data Cards
Unit data cards are a useful quick reference tool during gameplay, but they do not carry all the rules and
information associated with the unit. It is important to learn the capabilities of your unit as described in
the game rules and army lists.

28
Unit stat sheet explained.
CR (Combat Rating)
The pilots/command crew skill plus the crew’s level of competence and fighting ability.
ATT (Attacks)
Number of attacks the unit (generally Mecha) has in close assault.
COM (Command)
Command rating of the unit. Determines the number of separate actions that can be taken in any turn.
Com can also be used for command skill activation. Also used in morale checks.
A (Armor)
The effectiveness of protective armour.
AG (Agility)
The number of 60 degree turns a unit can make during movement.
DUR (Durability)
The number of hits a unit can take before being disabled or taking catastrophic damage.
ASH (Aura shield hits)
The number of hits that can be absorbed by an Aura high density energized particle field.
M/RES (Move/Reserve)
Distance in centimetres that the unit can move in the movement phase and the distance of any reserve
movement they are able to make during the resolution phase.

Mass
Fighter
Mecha
Light 3
Medium 4
Heavy 5
Super Heavy 8

Weapon Type Description

A Assault

PD Point Defense
SP Special rule
SM Smart
D Disruptor
B-5 Blast 5cm radius on a critical
B-10 Blast 10cm radius on a critical
C Capital
X2 etc. Number of weapons of that type with the same arc of
fire. The number of dice displayed is for one weapon.
RF Reflex weapon
SN Snipe weapon (either SN-1 or SN-2)

SP-F Flak special rule

29
GAME SETUP
After the initiative roll off has been resolved, the loser of the roll will begin to deploy their forces. First,
deploy mecha and fighter class units. If they are going to enter the game inside a vessel with carrier
capacity, then you do not need to deploy them at this stage. Once you are done, your opponent will do
the same. Continue deploying your forces in order of unit mass (from light through to super heavy,
followed by fighters and mecha.) taking turns with your opponent until all starting forces are deployed.

Up to 25% of your force can be held back to be deployed along your starting table edge at the end of
your movement phase of the second turn. You may attempt to hold them back for the third turn, but each
unit must pass a morale check to delay deployment. Once on the table they cannot move (or launch from
hanger bays) but can act in all subsequent phases of that turn. Unless otherwise stated this is the standard
procedure for deploying your fleets.

TERRAIN
It is most common that a battle will take place in the vast emptiness of interstellar space. Sometimes one
side or another will use dense asteroid fields, abandoned stations or the debris of a recent battle to make
a stand or lure their enemy into an ambush.

Below you will find a means of randomly generating some simple “Terrain” that will act as cover and
influence how you play.

Terrain description Cover Bonus


Small Asteroids x3 1
Large Asteroid 2
Abandoned Station 2
Ship Debris 1
Wrecked Superheavy 2

Roll a d10 for each sector of the play area divided up as shown in examples below.

In the result margin of the table below, the result will either read empty or have a number. The number is
how many cover points of terrain can be placed in that sector and will of course be dependent on what
you have, you can’t have an abandoned station in every sector if you only have 1 model…

If you run out of model terrain while rolling, no matter, just stop and roll initiative. The winner of that
roll chooses which table edge to play on.

Roll d10 Result


1-5 empty
6-7 1
8-9 2
10 3

30
Any terrain placed within 2cm of another will be considered as continuous but will still have an
individual cover bonus. So, a large Asteroid in a continuous line with small asteroids will confer +2
cover bonus to Defense, while the small Asteroids give +1.
It is possible to move past terrain that is more than 2cm apart from another. But only if the capital ship
can pass through the gap without touching. Any capital ship ending its move less than 2cm from terrain
must roll a d10 and roll under their agility or they count as colliding with the terrain. The only exception
to this is Any terrain designated as a station, ending a move within 2cm of that would either be a
potential assault or a docking attempt.
For the purposes of working out the collision damage, all light cover terrain counts as heavy 5 and all
heavy cover counts as super Heavy 8
No matter the size of the play area, divide it into sectors roughly 1ft or 30cm square. The dimensions of
the game space will vary greatly. This is only a guide so do the best you can with what you have.
Each player takes it in turns to roll for terrain in each sector and can place it any way they like but must
not be in a deployment zone. Once the process is complete, begin the procedure for deployment.
Below is an example of a 1.2m x90cm or 4ftx3ft gaming area. The deployment zones are shown in red
and are 20cm deep. And the white lines show the sector divisions.
If your area is square it won’t matter which edge you play on but for dimensions like the one below, you
might want to discuss with your opponent what suits you best.

The example above is good for games with a staggered deployment or reserves.

31
While playing along the long side of the gaming area allows more freedom to manoeuvre your fleet and
speeds up the game since you could be in close range a turn sooner.

For the purposes of these rules any reference to the board, table, gaming
area or battle map etc. all mean the same thing, essentially whatever surface
you are playing on.

32
USING GAMING AIDS
The following items were designed for use during play, in movement, combat and the tracking of your
unit’s status.

Turn Guage.
First is the Turn Guage which is shaped to fit around the base of the unit stand. You can hold it down
with one hand while turning your unit. Every turn of the unit that lines up the hexagonal facets of the
base and Turn Guage equals a 60-degree turn.
You can achieve the same by holding a straight edge, such as rule or even a pencil. However, this won’t
be as precise as the Guage.
When turning a super heavy unit that has 2 stands, turns are made with the front stand, so be aware that
the back of the vessel will swing out, so watch out for units or terrain in the way!

The Turn Guage Using a straight edge

Unit starting position Unit facing after a 60-degree turn

33
Card Stands.

Card stands were designed to keep track of your unit status. Pegs are used to easily identify how many
Command points, Aura Shields and Durability the unit has. It is a good idea to colour code your pegs,
not only does it make them easier to see at a glance, but you may lose a point of Ash or COM perm-
anently due to a special attack or catastrophic damage, in which case use of a black peg can mark that
loss.

A card-stand with unit card and pegs.


Which stats the
symbols refer to.

Above left: A card-stand with pegs set up with the units starting stats.

Above right: A card-stand showing the use of a black peg to denote the permanent loss of an Aura
Shield. Losing permanent com points represents a loss of crew and will have a significant impact on
your unit’s ability to fight.

34
Blast templates.

Some weapons have a blast area when a critical hit is rolled, either 5cm or 10cm radius. These templates
have been made to fit around the base of the unit stand. If the hull of another capital ship or the base of a
fighter/mech is within the blast radius of the template, they take damage.

Though the templates have been made as half circles, the blast area is a full 360-degree circle. It will not
always be necessary to place the template around a stand base, it may be obvious that another unit is
close enough to get hit. If there is any contention about whether a unit is in the blast radius or not, let
chance decide and have both players roll a d10, the highest makes the decision.

5cm and 10cm blast templates.

The 5cm blast will only reach close units while the reach of the 10cm blast template should not be
underestimated. Any fighters or mecha caught in a blast are affected like any other unit.

35
When a Superheavy capital ship suffers a blast result from an enemy’s critical attack the blast marker is
placed on the nearest of the target unit’s base stands to the origin of the attack.

36
GAME TYPE

Annihilation protocol
Victory can only be assured by the destruction of the enemy force, hit them fast and hard
before they can re-enforce.

The Mission: Destroy as much of the enemy force as possible in 4 turns.

The Setup: Each player sets up their forces at opposite board edges up to 20cm in from the edge.

Requirements: none

Special: Should an enemy unit leave the table you receive full points for that unit as if you had
destroyed it.
Victory Conditions: Victory goes to the player with the most Victory Points at the end of turn 4.

Victory Points
Victory points are awarded for destroyed enemy units and are roughly equal to ten percent of the base
points cost of that unit. You will find tables with relevant information in the army lists.

37
FLEET ORGANISATION
For competitive games players fleets are organized into detachments. Which detachments are chosen and
how many of each is up to the player and will depend on the size of a battle they are playing.
If players are interested in experimenting with different fleets, maybe open organization is for them. In
open organization, no limits or restrictions are put on what is in the players fleet, anything goes.
Detachments are laid out by unit mass starting with Light units and moving from left to right. Red Units
are required, Black units are optional. A player must include all red units in each mass category in order
to move on to the next column.

Light Mecha Fighter Medium Heavy Super Heavy

Note: In the example above, if the player wanted to include Mecha or Fighter class units in their
fleet, they would have to first take 4 Light units (designated in red).
Likewise, if they wanted to include a Heavy unit, they would have to take 4 light and 2 Medium units
to unlock the Heavy unit column.
Fighter and Mecha units are limited to the number shown in the detachment. If units are taken with
carrier capacity (Fighter or Mecha hangers), then extra units of Fighters and Mecha units can be
taken up to the additional number of hanger slots available.

38
FLEET DETACHMENTS

Light Mecha Fighter Medium Heavy Super Heavy

N/A N/A

Light Mecha Fighter Medium Heavy Super Heavy

N/A

39
Light Mecha Fighter Medium Heavy Super Heavy

Light Mecha Fighter Medium Heavy Super Heavy

40
ARMY LISTS
In the tables below you will find details of units and their points costs as well as how many Victory
points (VP) are awarded when they are destroyed.

Unit Class Mass Points cost Victory points


Knight Corvette Light 3 110-140 10
Starlancer Destroyer Light 3 215 20
Shadowcaster Cruiser Medium4 235-260 25
Caledonia Cruiser Medium 4 155-195 15

Unit Class Mass Point cost Victory points


Paladin Corvette Light 3 100 10
Huntsman Destroyer Light 3 150 15
Tantalus Destroyer Light 3 140 15
Predator Destroyer Medium 4 210 20
Dragon Cruiser Medium 4 300-325 30

41
UEC FORCES
UEC United Earth Colonies

After the colonization of nearby stars, the United Nations was renamed and a new set of values put in
place. The primary concern of the UEC was now the improvement and preservation of the peoples of
Earth. By the time the vast Ark terraforming ships had returned to Earth, continued genetic enhancement
during their time away had given rise to a generation of superior humans, more physically perfect and
intellectually acute than any before them. These new superior humans were called the Children of Sol
but would be collectively called Chosen.

The newly formed UEC was built on a foundation of conflict against the colonies of the Sol system that
the people of Earth had left behind two generations before. Earth had been left to recover from a series
of global disasters caused by the aftermath of a cometary impact on the Lunar surface. Most of its
neighbouring colonies had plundered what was left behind. With superior technology and the new
Chosen, the people of Earth once again stamped their authority on the Colonies with the assistance of the
loyalist Venusians.

Today the UEC is a warrior culture led by the Chosen, a minority group who live a life of comfort and
battle in equal measure. The citizens of the UEC have long since abandoned religion and instead honour
their ancestors, colonial heroes, historical figures and figures of ancient legend. It is not a system of
worship, but rather a belief that the deeds of an individual and their ability to inspire are carried in their
name. Every city has a hall of heroes with bronzes of inspirational people throughout history as well as
heroes of the colonies themselves. The people of the UEC are always looking back to their roots on
Earth and are fiercely proud of their heritage.

Although the UEC is a two-tier society the general population benefits a great deal from the system.
Although the Chosen are somewhat relentless and brutal fighters when dealing with their foes, their
friends are blessed indeed. All chosen are sworn to protect the peoples and their interests at any cost; it
is with this unwavering determination and the strength to back it up, that the UEC has prospered while
surrounded by hostile forces.

All the Colonies of Earth have professional defense forces, they are The Colonial Guard and the
Colonial Navy. Next are the forces of the Chosen. They are not as numerous but are a force to be
reckoned with. Most are with the Mobile Infantry and can serve in many capacities, Ship Crew, Marines,
Mecha pilots etc. The life of a Chosen is a life of continual service to the UEC. The very best of the
Mobile infantry initiated into the Aesir the most formidable warriors humanity has ever seen.

Another force has just emerged in the UEC, it is small, but numbers are slowly rising, many are unsure
exactly what it comprises of. They are called the Vanir; its members are drawn from across the UEC.
There are rumours of supernatural abilities, however it is impossible to confirm them since they are the
most highly classified branch of the military.

42
Knight Type: Corvette Mass: Light 3

Crew DEF CR COM AG DUR ASH


Colonial Navy 14 5 3 5 3 2
Mobile Infantry 15 6 4 5 3 2
Elite Aesir 16 7 4 5 3 2

Squad size Unit cost Movement


1 Colonial Navy 110pts 30/15
Mobile Infantry 130pts
Elite Aesir 140pts

Equipment Fire Arc Notes


1 Rail Battery Prow Snipe 1

4 Pulse Batteries 360 Point Defense, Assault

The Knight is a modified assault configuration of an earlier Corvette design. The ship has been updated
and fitted with a prow mounted Heavy Rail Battery giving it the capability to hit hard at long range in
support of the larger vessels that Corvettes traditionally escort. This modification has been made without
sacrificing the ships defensive capabilities, where it can operate in a missile and torpedo screening role
for heavier ships in the fleet.

The Navy uses them in large numbers as supply escorts in peace time and during conflicts in recon and
screening roles. In the mobile infantry they are used more aggressively as part in support of assault craft
and drop ships.

43
Starlancer Type: Destroyer Mass: Light 3

Crew DEF CR COM AG DUR ASH


Colonial Navy 14 5 4 4 5 3

Squad size Unit cost Movement


1 215pts 30/15

Equipment Fire Arc Notes


1 Graviton Torpedo Launcher Fore 120 Capital, Graviton Special Rule, 5cm Blast

2 Fusion Missile Launchers 360 Smart Special Rule

5 Pulse Batteries 360 Point Defense, Assault

The Colonial Navy must cover a lot of territory in its patrols, one way of doing this is by crewing many
small vessels with high mobility and impressive offense and defense. The Starlancer fits the role well
and has seen continued service for over 60 years, as the UEC’s primary patrol and interception vessel.

It is a fast ship with a high damage output potential which exemplifies the Destroyer.

44
Shadowcaster Type: Cruiser Mass: Medium 4

Crew DEF CR COM AG DUR ASH


Colonial Navy 15 5 5 4 7 3
Colonial Navy Veteran 16 6 6 4 7 3

Squad size Unit cost Movement


1 Colonial Navy 235pts 30/15
Colonial Navy Veteran 260pts

Equipment Fire Arc Notes


1 Macro Pulse Cannon Prow Capital

2 Rail Batteries 360 Snipe 1

2 Heavy Pulse Batteries 360 -

4 Pulse Batteries 360 Point Defense, Assault

One of the most successful Cruiser designs to come out of the newly formed United Earth colonies
following the Sol reclamation war of the mid-22nd century.

The Shadowcaster was once a common sight in the Navy of the UEC, however so many of the aging
ships were lost during the Separatist war, that it was decided to move on to newer designs rather than
replace them. While outdated it still has an important role to play and is more than capable of fulfilling
it.

45
Caledonia Type: Cruiser Mass: Medium 4

Crew DEF CR COM AG DUR ASH


Colonial Navy 16 5 4 5 5 3
Mobile Infantry 17 6 6 5 5 3

Squad size Unit cost Movement


1 Colonial Navy 155pts 30/15
Mobile Infantry 195pts

Equipment Fire Arc Notes


2 Laser Cannon Battery 360 -

3 Heavy Pulse Batteries 360 -

Boarding Action 360 Colonial Infantry +7


Mobile Infantry +9

The Caledonia is a heavy troop transporter used in planetary assaults primarily by the Mobile infantry.
It can quickly make planetfall and deploy hundreds of troops and their support vehicles straight into the
battle zone, while giving heavy fire support with its cannons.

The vessel will often maintain a landing zone during an offensive, where it will act as a forward com-
mand centre or mobile fortress. It also has its uses in boarding actions and station assaults, since it can
carry many well-armed troops into the action, with a much higher survivability rate than those using
dropships etc.
However, for all its strengths the Caledonia has a weakness in defensive fire, opting to forego Point
Defense batteries in favour of heavy armour and the ability to launch boarding actions.

46
C-XEC Corporate Executive Forces

C-XEC (Corporate Executive) formerly (CSA) Core Systems Alliance

A loose alliance of systems led by four mega corporations called Executives. Each Executive is made up
of the CEO’s of publicly owned conglomerates and major industries. The families of the Executive
board members govern the many worlds under their influence, running them like businesses, more often
than not people are treated as resources like any other. The primary concern of the executives is the
acquisition of wealth for themselves and their shareholders.

The CSA was born from the conflict that ensued after the return of the Children of Sol to Earth, many
corporations had grown so powerful as to have private armies and fleets of ships. Those that were able,
chose to flee the Sol system and develop their own terraforming programs. They took a great many
people with them with the promise of work and new lives under exotic skies. Many of these people saw
two generations pass on board ship before finally settling.

The rebranded C-XEC now boasts a large population many times that of the UEC, its core worlds are
prosperous and well ordered, while others at the limit of colonization are underdeveloped and somewhat
lawless by civilized standards. The C-XEC military is large but not highly motivated and is generally
limited to anti-piracy patrols and planetary defense.

C-XEC Factions

The Mercurius Executive are explorers and ship builders’ intent on expanding their empire through the
terraforming of new worlds. They were the first of the Corporate Executives to set up a substantial
shipyard. The Magnetron shipyards are the largest and most prolific in the corporate systems. They have
a reputation for being blunt and unapologetic, like their ships.

While the Velusaan, the smallest faction in terms of territory have limited themselves to defending their
borders during the war. Historically the miners and producers of high-grade raw materials for the other
Executives. Since just before the beginning of the war all communications within the Velusaan systems
ceased. Much speculation has ensued after recent footage of Etarian vessels orbiting Valya Major in the
Executives home system was recovered from an escape pod, found drifting at their border.

The Musashi Executive is the largest and wealthiest. They are the producers of consumer products and
over 70% of all food in the corporate systems. Their leaders are opulent and removed from normal
society living on vast interconnected cloud cities hanging within the breathable layers of the great gas
giant Pandora in the Destiny System. They also boast the largest fleet in Human space.

The oldest and most advanced of the Executives are the Fayen. They were founded in the early days of
the first expansion when the mega-corps rebelled against Earth rule and tore through the cosmos in a
race to claim territory and natural resources. Their leadership acts like Feudal barons, following a strict
code of honour. Strong rivalries between ruling houses mean they are just as happy fighting against each
other as against their enemies. However, the upper echelons of the Executive are far more reserved and
secretive. Any organized military orders come down from a group known only as the Shadowed Throne
and they are obeyed without question.

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Paladin Type: Corvette Mass: light 3

Crew DEF CR COM AG DUR ASH


Corporate 14 5 3 5 3 2

Squad size Unit cost Movement


1 100pts 30/15

Equipment Fire Arc Notes


1 Gauss Battery Prow Capital, Snipe1

1 Ifrit Missile System 360 Point Defense

3 Pulse Batteries 360 Point Defense, Assault

Boarding Action - Corporate +7

During peacetime this ship saw a great deal of use policing busy trade routes. During times of conflict,
it plays a valuable defensive role, freeing larger vessels up to concentrate on offense.

The ship is also popular amongst Mercenaries since it can easily move into position to launch combat
boarding actions.

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Huntsman Type: Destroyer Mass: Light 3

Crew DEF CR COM AG DUR ASH


Corporate 14 5 4 5 4 3

Squad size Unit cost Movement


1 150pts 30/15

Equipment Fire Arc Notes


2 Plasma torpedo launchers Fore 120 Capital, Plasma Special Rule

1 Heavy Pulse Battery 360 -

3 Pulse Batteries 360 Point Defense, Assault

The Huntsman Destroyer is a versatile ship. Where the ship is lacking, is in full weapon
coverage and unimpressive armour. The destroyer is best used to chase down and execute
targets from long range. The design was hastily developed for war from an old Freighter
design and has spawned several iterations based on the same hull. They are functional and
by and large are considered useful if a little outdated.

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Tantalus Type: Destroyer Mass: Light 3

Crew DEF CR COM AG DUR ASH


Corporate 14 5 4 5 3 2

Squad size Unit cost Movement


1 140pts 30/15

Equipment Fire Arc Notes


2 Plasma torpedo launchers Fore 120 Capital, Plasma Special Rule

1 Ifrit Missile System 360 Point Defense

2 Pulse Batteries 360 Point Defense, Assault

One of the most common ships in C-XEC, used in great numbers by all factions. Produced in the Amber
Vale Shipworks. It shares the predatory aspect of all vessels produced by the Fayen Executive.

Unlike most other Destroyers that the Executive factions have to offer, the Tantalus is a small ship
comparable in size to a Corvette. Most of its onboard systems are automated, allowing the vessel to
maintain a minimal crew for long periods before returning to base. This makes it the perfect ship for
long patrols or hit and run attacks in enemy territory.

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Predator Type: Destroyer Mass: Medium 4

Crew DEF CR COM AG DUR ASH


Corporate 14 5 5 5 5 3

Squad size Unit cost Movement


1 210pts 20/10

Equipment Fire Arc Notes


2 Cruise Missile Launchers 360 Smart Special Rule

3 Heavy Pulse Batteries 360

3 Pulse Batteries 360 Point Defense, Assault

The Predator Destroyer is a versatile ship, agile and well-armed. Some would argue that it is better
categorized as a light cruiser, since it can put out significant damage at close range. The destroyer is
best used to chase down and execute targets from long range. As with all ships of this size, it is better
for them to operate in packs where they can concentrate their fire.

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Dragon Type: Cruiser Mass: Medium 4

Crew DEF CR COM AG DUR ASH


Corporate 15 5 6 5 9 4

Squad size Unit cost Movement


1 300pts 20/10

Equipment Fire Arc Notes


1 Heavy Particle Cannon Prow Capital

2 Plasma Torpedo launchers 360 Capital, 5cm Blast, Plasma Special Rule

2 Plasma Cannons 360 Capital, Plasma Special Rule

1 Cyclops Interceptor Aft 180 Point Defense, Flak Special Rule

4 Pulse Batteries 360 Point Defense, Assault

Dragon, a fitting name for this merciless killer. It is a comfortable lone hunter that carries some powerful
weaponry for its size. One thing that makes the Dragon stand out is its smart launch torpedo system.

Torpedo launch tubes are set in either side of the vessel and are controlled by an AI to maximize a fire
solution against enemies in any direction.

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Dragon Type: Cruiser Mass: Medium 4

Crew DEF CR COM AG DUR ASH


C-XEC Elite Guard 16 6 7 5 9 4

Squad size Unit cost Movement


1 325pts 20/10

Equipment Fire Arc Notes


1 Heavy Particle Cannon Prow Capital

2 Plasma Torpedo launchers 360 Capital, 5cm Blast, Plasma Special Rule

2 Plasma Cannons 360 Capital, Plasma Special Rule

1 Cyclops Interceptor Aft 180 Point Defense, Flak Special Rule

4 Pulse Batteries 360 Point Defense, Assault

It is common for Cruiser crews to be stationed on the same ship for many years. When this happens,
they are designated as Elite Guard and awarded the Executive veteran flag in recognition of their
prowess.

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Above: UEC (United Earth Colonies) Patrol, comprising of Naval and Mobile Infantry
vessels of the Sol system.

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Below: Capital Ships of the United earth Colonies.

Below: A mixed force of UEC vessels faces off against a C-XEC fleet from the Mercurius Executive.

55
Above: A C-XEC Mercurius patrol made up of a pair of Corvettes, a Cruiser and three
Destroyers.

Above: The infamous Garuda class Battleship in a defensive formation.

56
Above: Epsilon Eridani 6th Fleet Special Rapid Reaction Force.

Below: The New Manhattan Collective of the Velusaan Executive.

57
Above and below: A trio of Navy training Knight Corvettes from Arden’s
world in the Alpha Centauri System.

58
Above: UEC Mobile Infantry forces engage a Squad of Mercurius Executive Archangels.

Below: A UEC Veteran Gilgamesh Heavy cruiser at the centre of combined force of capital
ships and fighters.

59
Above: UEC Mobile infantry with dropships carrying merciless boarding teams.

Below: UEC Elite Aesir, with a squad of Nemesis Assault Suits leading the charge.

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Above: A mass dogfight between CXEC and UEC Mecha.

That’s poor form…the Archangels left their right flank open.


No doubt they thought the Asteroid field would shield them.

1-5, 10-14 Models painted by RageofAchilles.


These images show the standard paint schemes of the various factions and units detailed in this rule-
book. While only the Mercurius Executive is depicted here, in its Olive drab, in the following section
you will see examples of the colour schemes of the other C-XEC factions.

6-7 Models Painted by Scott Macey.


In both pictures Scott has created his own striking colour scheme for the UEC and C-XEC fleets as well
as his own nameplates.

8-9 Models painted by Velvet Mark.


Mark painted his Knight corvettes in subtle greens, accented with yellow decals for contrast. Painting
the bases to blend in with the playing surface is a clever way to draw your eye directly to the model.

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Credits:

Concept and design: David Tarron


Game rules and Miniatures: David Tarron

Art: RageofAchilles (aka David Tarron)


Game testing: Scott Macey, Darren Millar, Curtis Lander. Many Thanks for your patience and for
finding the blind spots.

Thanks:
Many thanks to my friend Scott Macey for his support and enthusiasm for the Eidolon universe over
many years. It would have been a very different universe without your input my friend ☺.

Thank you to Graham Richards, my friend of nearly 40 years, for his artist eye and valuable advice
during the long process of putting this project together.

Many thanks to the players! It means a great deal to me to see people playing and enjoying my creation,
it has been many years in the making and comes from a spark of an idea back in 1995. The rules have
gone through several iterations since 2012 and are based in a universe I created as a roleplaying Games
master way back in 2006.

I started hand sculpting ships out of styrene and putty in 2012 and cast them in resin, the results were
usable, but unrefined. I then left the project for several years but continued world building. In 2018 I
took a risk and bought a resin printer and within a month had gone from middle-aged technophobe to
budding 3d modeler.

Over 5 years later I have a vast number of files and a near endless wealth of lore to draw from. The
army lists contained in this Core Rulebook are just a taster of what is to come.

You could call it my life’s work, so I hope you enjoy it!

David Tarron
Creator of Eidolon: The Unification War and Cold Fusion Minis

On the following pages are links to the work of 3 Artists whose skills I greatly
admire. They have given me inspiration and support over the years in different
ways and they are great guys, talented and humble. Please Check out their
fantastic work!

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Kallamity is a one-man brand created by Luca Zampriolo in 2008. Luca Zampriolo is a painter, sculptor,
illustrator, Mecha and concept designer and modeller. Kallamity offers beautiful resin cast scale model kits
of his personal designs and design/prototype service for other companies. I hope you find some interest!

facebook.com/lucazampriolo/

Instagram.com/Kallamity/?hl=it

Kallamity.com

Luca Zampriolo YouTube

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Hello, I’m Mark Keenan, a freelance miniature sculptor based in Manchester, UK. I first started getting into tabletop
miniature games playing HeroQuest and Space Crusade in the 90s, and quickly got into all the various Games Workshop
system in my teens. I started sculpting in putty around 25 years ago, making additional players for my Blood bowl teams,
and extra units for my Epic armies.

After a hobby break in my 20’s I got back into sculpting when my sons were old enough to paint and play, and that’s
when I started getting into casting my miniatures at home. Initially using pewter (melted in a saucepan on the kitchen
hob…) Then polyurethane resin in a pressure casting pot. I switched to digital sculpting about 7 years ago, which was
challenging but an amazing experience for me, especially as the cost of 3D printers dropped massively over that time – I
can print out whatever is in my head

I’ve been lucky to work on various ranges for various companies, including Warlord Games, GCT Studios, Microworld
Games, Mantic and Impact Miniatures.

It’s my genuine passion taking an idea and turning it into a full-fledged 3d miniature that people can play with and enjoy.
Feel free to check out my Facebook page, thanks!

https://www.facebook.com/velvet.mark.9/

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Instagram -@macey4271
YouTube _ @scottmacy3243
TikTok - @bag3921

Long term wargamer, role-player, painter, maker and Games master.

On my pages are examples of sculpting, acrylic on canvas painting


projects, 3d printing and miniature converting and painting. These are
across many worlds, Warhammer, 40k, Necromunda, Dungeons and
Dragons, Star Wars and of course Eidolon.

65
Please join the Facebook group for info on further developments.

Eidolon- The Unification war

https://www.facebook.com/groups/1543939016225436/

Full Rulebook, 3D Print files of Miniatures and Accessories available at MyMiniFactory

https://www.myminifactory.com/users/ColdFusionMinis

Unification is the only way for us to survive the stars. I have seen the horrors that await us…on dark graveyard worlds that
were once thriving civilisations, before even our Sun was born. And I have felt the pitiless gaze of hungry eyes upon me in
the void, evidence of vast intelligences ever searching insidiously for something to dominate and destroy. So, I Andromeda
Rae, High Marshal of the UEC will bring humanity together as one and I shall guide and protect them for I am Eidolon…

The full printed rulebook is also available on Amazon

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