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Information
Round Sequence
- Resolve Events: resolve assigned Custom Events and Eye of Terror Events. Every participant needs a recorded result.
- Select Operation: each player declares one Main Operation or Passes.
- Perform Operations: current declarations become public; admins organise them into Encounters, combine participants and determine the order of play.
- Results: participants record their individual results; admins confirm PF, Fleet, Infrastructure and other consequences.
- Fleet Movement: players submit secret Fleet destinations, which are revealed together. A Fleet must stop at the first Planet on its route controlled by another Alliance whose Active Defense Grid is enabled. Alliances with a disabled grid do not block movement through their controlled Planets. Blocking uses Planet control and grid settings before any orders are revealed, so simultaneous movement order does not matter. New conflicts wait until the next round.
- Development: each player may build one Infrastructure piece and recruit one Fleet, paying both costs when doing both.
- Close Round: Requisition income is awarded, Fleet repair counters fall by 1, next-round Events are prepared and the round number increases.
Reputation
- Victory: +1 Reputation
- Defeat: −1 Reputation
- Draw or Nothing: no change
- Recruit a Fleet: +1 Reputation
- Lose a Fleet: −1 Reputation
- Capture a Stronghold: +1 Reputation
- Lose a Stronghold: −1 Reputation
Reputation cannot fall below 0 and has no maximum. Destroying an enemy Stronghold gives no Reputation unless an Event says otherwise.
Requisition
- At Close Round, each Alliance gains Requisition equal to its PF on every Planet.
- The Planet controller gains an additional floor(PF ÷ 2).
- Contested and Uncontrolled Planets provide no controller bonus.
- A Stronghold costs 10 Requisition.
- Every other building costs 5 Requisition.
- Every additional Fleet costs 8 Requisition.
- Fleet maintenance is free.
Buildings
- Stronghold — 10 Requisition: requires PF 5 and guarantees control of its Planet.
- Space Dock — 5 Requisition: requires PF 3 and increases Fleet Limit by 1 while active.
- Logistics Support Facility — 5 Requisition: increases eligible Fleets from Movement Range 2 to 3 from that Planet.
- Planetary Shield Systems — 5 Requisition: prevents Bombardment from reducing the controller's PF.
Only the controlling Alliance can build. Each type can be built once per Planet and every building occupies one Infrastructure slot.
Fleets
- Every player begins with one free Fleet and must always retain one active Fleet.
- Base Fleet Limit is 1, plus one for each active Space Dock.
- Base Fleet Movement Range is 2; an active Logistics Support Facility increases it to 3.
- A Fleet may enter an enemy-controlled Planet but cannot move through it while the controlling Alliance's Active Defense Grid is enabled.
- One new Fleet can be recruited per Development phase. Its owner secretly chooses a controlled Planet and may change that placement until the Warmaster reveals it before the next round.
- Operational: can move, support and Bombard normally.
- Damaged: still provides presence but cannot Bombard; repair time falls at Close Round.
- Destroyed: remains in campaign history but leaves the map and Fleet Limit.
Player Operations
Each player chooses one Main Operation per round. To operate on a Planet, their Alliance must have PF there or the player must have an active Fleet there.
- Resolve Fleet Conflict: challenge a hostile Fleet sharing the Planet. The admins can combine several declarations into one multiplayer Encounter.
- Planetary Fight: attack an opposing Alliance where both sides have PF. The standard result gives the victor +1 PF and the defeated opponent −1 PF.
- Landing: use a Fleet to establish PF on a Planet where your Alliance has none. An empty Planet grants PF 1; enemy presence requires an Encounter.
- Reinforce Presence: gain +1 PF where your Alliance already has PF. This requires either no opposing Alliance PF or your Operational, unengaged Fleet on the Planet. Reinforcement cannot be combined with Bombardment.
- Destroy Planetary Shield Systems: attack an existing Shield when you have PF or a Fleet on the Planet. Only an attacker Victory destroys it.
- Pass: take no Main Operation this round.
Bombardment is not a Main Operation. Eligible Operational Fleets may Bombard immediately before your Main Operation on the same Planet. Each Fleet normally removes 1 opposing PF, but Planetary Shield Systems protect their controller.