Combat OrdersRecon RaidType: Raid
Minimum Force Size: 0.25 FP
Effect: Successful Recon Raids will discover the deployment of forces in the target star system.
Naval ReconType: Raid
Mimimum Force Size: 0.25 FP
Requirement: Mobile or LFB Mobile movement class. Pirate Transit is mandatory.
Effect: If the required Pirate transit is successfully undetected gain full knowledge of enemy forces in hex (100%
reliable). If Pirate Transit fails, the raider may retreat or engage any forces defending (which can be from any or all planets in the hex). If the defender successfully engages then damage is rolled. If the Recon mission is engaged by the Defender the recon unit gains full knowledge of the units that engaged them (only applicable if any of the Recon mission escapes) but no other Naval forces in the
hex.
Resource RaidType: Raid
Minimum Force Size: None, but see below.
Effect: If successful, the raiders steal RP equal to the maximum RP output of the hex, or the total FP of the raiding force, whichever is less.
Destroy Resources RaidType: Raid
Minimum Force Size: 10% of the RP cost of the hex element being targeted, rounded to the nearest 0.25.
Special: Ground forces are required to target all elements except for SYs and RSes, which must be targeted by naval forces. Hex elements on space stations are an exception to this and must be attacked with naval forces or marines.
Effect: If the raid is successful, roll 2D6:
2–10: Targeted element is offline for a number of turns equal to the roll result.
11-12: Targeted element is destroyed.
HPG: 0.25
MF or IC: 2.50
SY or PF: 5.00
RS: 7.50
Blackbox Factory or HPG Network Hub: 10.00
General Orbital BombardmentType: Battle
Effect: Damage or destroy all hex elements on a specific planet. Roll 2D6, 2 – 10, that is the number of turns the hex is terrorized, on an 11 or 12, all hex improvements are destroyed.
Note: May only be completed by WarShips. The use of this order cannot be concealed with Disseminate Disinformation.
InvasionType: Invasion
Effect: Initiates an Invasion operation, consisting of three or more combat operations. If successful, attacker may gain control of the target world.
Note: Invasions cannot occur without the presence of ground forces. Aerospace fighters may be used on Invasion orders in
support of ground forces.
DefenseType: Any, as per attacker.
Effect: Defends assets of target world or hex (all friendly forces in a star system under attack may use this order, unless they are specifically prohibited by their orders).
Naval EngagementType: Battle
Effect: Forces will engage enemy space forces and/or attempt to break an interdiction.
Planned Naval EngagementType: Raid
Requirement: Mobile or WarShip movement type. Successful Naval Recon by a different friendly force.
Effect: Forces will engage enemy space assets if a successful naval reconnaissance identified the targets, and if a successful pirate insertion is rolled. The attack will however only allow one roll of the simple resolution chart or five turns on a 100 x 100 hex map. This may not be retreated from. A single formation can be targeted. A failed pirate insertion will convert this attack to a standard Naval Engagement.
Tactical Orbital BombardmentType: Battle
Effect: Ground targets will suffer considerable damage with no ability to return fire. For every 10FP of warships, the opposing faction’s ground forces suffer 2D6 damage in FP. For every roll of 2 or 3, the faction’s own ground units suffer 2D6 damage in FP due to friendly fire. Defending units may react with Scatter orders to reduce damage.
TrialType: Battle
Goal: Obtain a desired item through customary Clan methods.
Effect: Whole planets can be acquired through the exertion of minimal resources. Clan Trials minimize waste and maximize results.
BlockadeType: Invasion
Effect: No forces or supplies can move in, out or through of the Hex any faction save the blockader’s
faction. The Blockade remains in effect until the blockading faction chooses to cease the blockade or the blockade force is destroyed.
Blockade may be bypassed with Blockade Running orders or with Pirate Transit*
During a Blockade no RP from the target hex may be used, and it may only be banked a maximum of one cycle, in addition no troop or Flotilla movements will be allowed in, out or through the hex unless Blockade Running or Pirate Transit* is used.
*The presence of a Blockade imposes a -2 penalty on pirate transit attempts. A failed transit into or out of a blockade hex allows the blockade force the option of immediately attacking the interlopers.
Blockade RunningType: Movement
Effect: Contest a blockade without directly attacking the blockade force. Roll 2d6;
2-7 - Failure: Blockade force catches the runners and inflicts 2d6x5% of its FP to them. Runners inflict 1d6x5% of their FP on the Blockade force.
8-10 - Failure: Runners are able to escape the Blockade Force but cannot execute their movement order.
11-12 - Successful: Runners are able to execute their movement order.
Commerce DisruptionPhase: Main
Type: Invasion
Effect: Remove a random number of resource points from a power. 2D6 roll: 2= fleet takes 50% damage
and is caught (GM will announce how much information is available to those who caught the Flotilla on
Commerce Raiding) and engages in 2 rounds of combat with defending OZ forces at 50% damage, 3-9 no
effect, 10= 1 resource point of Hex lost (plus lose .5 RP per cycle for three cycles), 11=2 resource points
lost (plus lose .5 RP per cycle for six cycles), 12=100% of Hex resource points lost (plus lose 1 RP per
cycle for 6 cycles). Note multiply lost resource points per Cycle the mission is successful. If the result is
10-12, roll 2D6, on a 2 or 12, power is caught. Any merchant group trading in said area loses equivalent
resource points percentages based on investment in the area.
PatrolType: Special
Goal: Defend all worlds in hex.
Requirement: Mobile or WarShip movement type.
Effect: The unit is declared on a standard defensive mission. This normally is done patrolling one hex of
space, but can include two hexs. If an offensive operation is attempted in a hex patrolled by a unit on
Defensive Patrol, the unit may respond, although its effectiveness against raids, battles and invasions
are different. They may be utilized as the forces defending an aero based raid if the raid is uncovered,
or as the percentage of raiding force defending. If a battle, they may defend on a roll of 5+ on 2D6.
They may always defend against Invasions.
The second hex must be specified in the faction orders and must be adjacent to the first.
Ground SupportType: Battle
Requirement: Non-WarShip Aerospace units.
Effect: Eligible ASF units can contribute their FP in support of ground operations.
Guerilla WarfareType: Invasion
Requirement: Ground forces only
Effect: Survivors from any other Battle type order may be designated as Guerillas. Any forces designated as Guerillas immediately take 1d6 FP of damage representing materiel losses in the process of going to ground. Guerilla units become Static units and cannot be moved until friendly forces regain control of the star system.
The maximum Guerilla force (per faction) in any star system is 10 FP.
Each turn, hostile factions with garrison forces present roll 2d6 each turn. On a 10+ the Guerillas are uncovered and may be attacked. On any other results, roll again and consult the Guerilla Warfare table - this is the amount of damage the Guerillas sustain over the course of the turn through low-intensity combat.
ScatterType: Special
Effect: Forces can be scattered to avoid orbital attacks. Scattering makes all but 2d6+5% of the force immune to orbital attacks, but also leaves 2d6% of the force out of position and unable to participate in the next round of combat (invasion scenarios).
Defensive InterdictionType: Special
Requirement: Aerospace units
Effect: Successful interdiction prevents attacking transports from landing their troops. This is the default combat order for defensive aerospace and naval forces, and may be changed before the engagement if the defending player so chooses. If an interdiction is cancelled, there is nothing to stop the transports from landing.
Note: Naval Engagement or Break Interdiction orders can be used to penetrate interdiction. If 25% of the interdiction force is destroyed, the interdiction fails and is no longer effective.
Offensive InterdictionType: Special
Requirement: Aerospace units
Effect: Successful interdiction prevents defending transports from retreating from a system. Offensive Interdiction is only possible where no hostile forces are on interdicton, blockade, or naval engagement orders.
Note: Naval Engagement or Break Interdiction orders can be used to penetrate interdiction. If 25% of the interdiction force is destroyed, the interdiction fails and is no longer effective.
Break InterdictionType: Battle
Requirement: Non-aerospace units attempting to execute a movement order
Effect: If a force has no remaining aerospace or naval units and thus cannot use Naval Engagement to contest interdiction, it may continue attempting to break through the interdiction by using its transports to attack. When this is done, the attacker rolls on the Interdiction chart with a +2 modifier for damage dealt to the enemy. The interdicting force also rolls on the Interdiction chart, with a -2 modifier to determine its damage dealt.
This process may be repeated until the interdiction is broken, the attackers are destroyed, the attackers surrender, or the interdicter lets them go.