9
Alien artifact (1):
While a ship is on an alien
artifact, add 7 to that ship’s primary weapon range.
Energy source (2):
If one or more ships that you
control are on energy sources at the start of your
energy phase, you gain 2 additional energy.
Observation station (1):
If one or more ships that
you control are on an observation station, all ships
that you control add 2 to the range of their
primary weapon.
Orbital market (1):
If one or more ships that you
control are on an orbital market at the start of
your energy phase, you may draw one additional
tactic card.
Shield regenerator (2):
If a ship that you control is
on a shield regenerator at the start of your energy
phase, you may add 1 shield peg to that ship. A
shield regenerator cannot raise a ship’s shields
above its starting shield value.
Warp gate (1):
When a small or medium ship that
you control begins its activation on a warp gate,
instead of moving that ship during its activation,
you may choose an empty space that is within 13
spaces of that warp gate. Place the base of the
activated ship onto that space. If it is a medium
ship, it must be placed so that both sides of the
base are on empty spaces.
Taking control of an opponent’s ship:
Certain tactic cards and powers on ships may
allow you to take over another ship. When you take over a ship, you take control of the
ship card, all attached cards, and all ships that ship card represents. If that ship is also
transporting any ships, those transported ships are immediately destroyed.
Remember that you can have only one of each named hero in your fleet at any time. If you
take over a ship that has a hero attached that is already in your fleet, you must choose
one of the heroes to discard.
If you take over a ship with the same name as a ship in your fleet (even if has not yet
launched), you must destroy the taken over ship.
Discovery tiles:
Depending on the mission, discovery tiles are placed on the battlefield
either power-side up or black-side up. When one of your ships ends its movement on a
discovery tile that is black-side up, turn the tile power-side up; the powers of the tile take
effect immediately. When one of your ships ends its movement on a tile that is
power-side up, the powers of the tile take effect immediately. Ships can move over and
attack through discovery tiles.
Tactic card hand limit:
You can never have more than 10 cards in your hand at a time.
If drawing a card would put you over this limit, you must discard a card before drawing.
You still gain one energy for the discarded card.
Tactic card deck runs out:
If you draw the last card in your tactic card deck, immediately
shuffle your discard pile and create a new facedown deck. If you go through the deck a
second time, do not create a new deck. You can no longer draw tactic cards for the rest
of the game. If you are the last player to go through your deck a second time, the game
is over instantly.
Replacing attached tactic cards:
You can always replace an additional weapon, hero, or
ship upgrade card on a ship or squadron if you have either reached your total for that
card type, or if you simply want to replace the attached card. To replace an attached
card, you must pay the full energy cost to attach the new card, then choose an existing
card of the same type that is attached to that ship card and discard it.
OTHER RULES CONCERNING CARDS
AND POWERS:
Breaking the rules:
Powers on ship cards and tactic cards often break the
rules of the game. If a ship or tactic card contradicts the rules, go with what
the card says.
KEY TERMS
Adjacent:
A ship is adjacent to another ship if a hex space the ship occupies
shares a border with a space the other ship occupies.
Asteroid Cover:
When a small or medium ship adjacent to an asteroid is hit by an
attack, roll the number die. On a 6+, the attack misses.
Debris Damage:
Each time a ship moves onto a new debris field, you must roll
the number die for debris damage. On a 1-6, the moving ship takes 1 direct
debris damage.
Direct Damage:
Direct damage is applied like normal damage. Remove shield
pegs first, then add hull pegs. There are specific types of direct damage.
Direct Hull Damage:
Direct hull damage is applied only to the hull. There are
specific types of hull damage.
Direct Shield Damage:
Direct shield damage is applied only to the shields.
There are specific types of shield damage.
ECM Damage:
Each time a ship moves adjacent to an enemy ship, the opponent
rolls for electronic countermeasure (ECM) damage. On a 5+, the moving ship
takes direct damage based on the size of the ship it moved adjacent to.
(small =1, medium=2, large=3)
In Play:
A tactic card is in play if it is attached to a ship. A ship is in play if it is on
the battlefield.
Printed Cost:
The cost to play or attach a tactic card can be modified by some
powers on ship and tactic cards. If a power references the printed cost of a tactic
card, it is the cost of the card before any modifications.
Shields Up or Down:
A ship’s shields are up if it has at least one shield peg on its
base. A ship’s shields are down if it does not have any shield pegs on its base.
You Control:
You control a tactic card if it is attached to a ship you control.
You control a ship if it is in your fleet and in play.