Fitg Rules
Fitg Rules
i'-t
FJA
221P10
Case is recognizable by the fact that it has two digits to the
Read this First: right of its decimal point. Each Major Section can have as
The rules of this SPI simulation game are organized in a
many as nine Primary Cases and each Primary Case can
format known as the Case System. This system of
have as many as nine Secondary Cases. The numbering
organization divides the rules into MajorSections(each of
system is meant as an organizational aid. Using it. Players
which deals with an important aspect of play). These Sec
can always easily tell where a Case is located in the rules.
tions are numbered sequentially as well as being named.
As a further aid, an outline of the Major Sections and
Each of these Major Sections is introduced by a General
Primary Cases is given at the beginning of the rules.
Rule, which briefly describes the subject of the Section.
Many times this General Rule is followed by a Procedure
which describes the basic action the Player will take when How the Section and Case Numbers Work:
using the rules in that Section. Finally, the bulk of each Major
viu Section Number
Major Section consists of Cases. These are the specific, Primary Case Number
detailed rules that actually regulate play. Each of these
Cases is also numbered. The numbering follows a logical
system based upon the number of the Major Section of
1 ^^condary Case Number
[6.53]
which the Cases are a part. A Case with the number 6.5,
for example, is the fifth Primary Case of the sixth Major The preceding example would be the number of the third
Section of the rules. Many times these Primary Cases are Secondary Case of the fifth Primary Case of the sixth Ma
further subdivided into Secondary Cases. A Secondary jor Section of the Rules.
1.0 INTRODUCTION 9.7 Detection Table 13.7 Characters Who Do Not Go on Missions
2.0 GAME EQUIPMENT 10.0 ENVIRON MILITARY COMBAT 14.0 POSSESSIONS
2.1 The Game-Map 10.1 Declaring Combat 14.1 Acquiring and Assigning Possessions
2.2 The Cards 10.2 How to use the Military Combat Results Table 14.2 Use and Loss of Possessions
2.3 The Playing Pieces 10.3 Fulfilling Combat Results 14.3 Companions
2.4 The Charts and Tables 10.4 Leaders and Combat 14.4 Weapons and Objects
2.5 Game Parts Inventory 10.5 Effects of Environ Types on Military Combat 14.5 Rebel Spaceships
3.0 HOW TO PLAY THE STAR SYSTEM GAME 10.6 Characters and Military Combat 14.6 Imperial Spaceships
4.0 STAR SYSTEM GAME SEQUENCE OF PLAY 10.7 Rebellion and Military Combat 15.0 REBELLION AND PLANET CONTROL
5.0 THE GALAXY 10.8 Military Combat Results Table 15.1 Moving the Loyalty Marker
5.1 The Provinces 11.0 SEARCH 15.2 How a Rebellion is Started
5.2 The Star Systems 11.1 When Search is Conducted 15.3 How a Rebellion is Stopped
5.3 The Planets 11.2 Which Units Search 15.4 Effects of Rebellion
6.0 THE CHARACTERS 11.3 Effects of Search 15.5 Control of a Planet
6.1 Character Cards 11.4 Search Table 15.6 Planet Control and PDB's
6.2 Character Counters 12.0 CHARACTER COMBAT 15.7 Other Effects of Planet Control
7.0 IMPERIAL AND REBEL MILITARY UNITS 12.1 The Attacking Force 15.8 Planet Control Chart
IN THE STAR SYSTEM GAME 12.2 The Defending Force 16.0 STAR SYSTEM GAME SCENARIOS
7.1 Use of Military Units in the Star System Game 12.3 Types of Character Combat 16.1 How to Use the Scenarios
7.2 Imperial Military Units 12.4 Active and Inactive Defenders 16.2 Flight to Egrix
7.3 Rebel Military Units 12.5 Break-Off 16.3 The Varu Powderkeg
8.0 PLANETARY DEFENSE BASES 12.6 Resolving Character Combat 17.0 INTRODUCTION TO THE PROVINCE GAME
8.1 The PDB Marker 12.7 Wounds and the Endurance Sheet 18.0 PROVINCE GAME SEQUENCE OF PLAY
8.2 Uses of PDBs 12.8 Capture 19.0 FORCE POINTS AND MILITARY UNITS
8.3 Down PDBs 12.9 Character Combat Results Table 19.1 Uses of Military Units
9.0 MOVEMENT 13.0 MISSIONS 19.2 Expending Force Points on
9.1 Moving on a Planet 13.1 Assigning Missions Planetary Defense Bases
9.2 Moving from Planet to Planet 13.2 The Mission Cards 19.3 Restrictions on Purchasing
9.3 The Detection Routine 13.3 Drawing Action Cards Imperial Military Units
9.4 Effects of Detection 13.4 Action Events 19.5 Elite Military Units
9.5 Stacking 13.5 Completing Missions 19.6 Suicide Squads
9.6 Enemy Reaction Moves 13.6 Bonus Draws 19.7 Force Point Cost Chart
How to Learn to Play the Game: phrasing your questions so that they can be answered by a
Familiarize yourself with all of the components. Read all simple sentence, word, or number. You must enclose a
of the General Rules and Procedures and read the titles of stamped,self-addressed envelope. We cannot guarantee a
the Primary Cases. Set up the game for play(after reading proper answer should you choose to phone in your ques
the pertinent Section) and play a trial game against tion (the right person is not always available — and since
yourself referring to the rules only when you have a ques SPI has published hundreds of games, no one individual is
tion. This procedure may take you a few hours, but it is capable of answering all questions). Write to:
the fastest and most entertaining way to learn the rules
short of having a friend teach them to you. You should
not attempt to learn the rules word-for-word. Memorizing
all that detail is a task of which few of us are capable. SPI
rules are written to be as complete as possible — they're SPI
not designed to be memorized. The Case numbering Rules Questions Editor
system makes it easy to look up rules when you are in for Freedom in the Galaxy
doubt. Absorbing the rules in this manner(as you play)is 257 Park Avenue South
a much better approach to game mastery than attempting New York, N.Y. 10010
to study them as if cramming for a test.
We hope you enjoy this SPI game. Should you have any
difficulty ijiterpreting the rules, please write to SPI,
20.0 PROVINCE GAME MOVEMENT 23.2 The Domino Effect as a Result of 33.3 Spending Imperial Force Points
20.1 Movement in the Interplanetary Starting or Stopping 33.4 Maintenance
Military Movement a Rebellion on a Planet 34.0 REBEL RESOURCES AND
Segment 23.3 The Domino Effect as a Result of REBEL SECRET BASE
20.2 Movement in the Character Movement Segment a Planet Becoming 34.1 How the Rebel Secret Base is Chosen
20.3 Movement in the Surface Rebel Controlled
34.2 How the Rebel Secret Base is Revealed
Military Movement Segment 23.4 Restrictions on the Domino Effect
34.3 The Rebel Resource Track
20.4 Interception of Military Units 24.0 MISSIONS IN THE PROVINCE GAME 34.4 Purchasing Rebel Military Units
20.5 Transporting Non-Mobile Military Units 35.0 IMPERIAL STRATEGIC ASSIGNMENTS
25.0 SOVERIGNS
20.6 Raking Attack 35.1 Arranging the Strategic Assignment Deck
25.1 Summoning Sovereigns
20.7 Detection in the Province Game 35.2 Movement Restrictions of
25.2 Capabilities of Summoned Sovereigns
20.8 Enemy Reaction Move in the Province Game Strategic Assignments
25.3 Unsummoned Sovereigns
20.9 Stacking and Orbit Organization 35.3 Exceptions to Strategic Assignments
26.0 CHARACTERS'HOME PLANET
35.4 Drawing and Exhausting the
21.0 HYPERJUMPING AND ROYALTY
Strategic Assignment Cards
21.1 How to Determine the Hyperjump Distance
27.0 REPAIRING POSSESSIONS 36.0 IMPERIAL ATROCITIES
21.2 How to Determine the Navigation Rating
27.1 Repairing a Damaged Spaceship 36.1 Imperial Atrocity Units
21.3 Using the Hyperjump Table 36.2 When an Atrocity May Be Committed
27.2 Repairing an Inoperative Possession
21.4 Drift
27.3 Varro Latac and Repair 36.3 Types of Atrocities
21.5 Drift 2
28.0 PROVINCE GAME SCENARIOS 37.0 MISSIONS IN THE GALACTIC GAME
21.6 Hyperjuminng and Detection 28.1 How to Use the Scenarios 37.1 Question Prisoner Mission
21.7 Hyperjump Table
28.2 The Empire's Backdoor 37.2 Gather Information Mission
22.0 SPACE COMBAT 28.3 Orlog Besieged 37.3 Spaceship Quest Mission
22.1 Restrictions on Space Combat 29.0 INTRODUCTION TO THE GALACTIC GAME 37.4 Enemy Secrets
22.2 Planetary Defense Bases and Space Combat 30.0 GALACTIC GAME SEQUENCE OF PLAY 38.0 GALACTIC GAME CAMPAIGN SCENARIO
22.3 Determined Assault 31.0 PLANET SECRETS 38.1 Preparing for Play
22.4 Leaders, Characters and Space Combat 31.1 Deploying Planet Secret Counters 38.2 Initial Imperial Military Deployment
31.2 Revealing Planet Secret Counters 38.3 Imperial Character Deployment
23.0 STAR-FARING RACES AND 32.0 GALACTIC EVENTS 38.4 Rebel Character Deployment
THE DOMINO EFFECT 33.0 IMPERIAL RESOURCES AND TAXATION 38.5 Victory Conditions
23.1 The Domino Effect as a Result of Shifting a 33.1 Taxing a Province
Planet's Loyalty Marker Two Spaces 33.2 The Imperial Resource Track PLAYER'S NOTES
Urban, a densely populated region that has been Shields: A quanitification of a spaceship's defen
[1.0] INTRODUCTION built-up to the extent that its original ecology no sive armament, used when attacked by an enemy
As you read these words in the comfort of your longer exists. Fleet Detachment,
home, a momentous battle is raging. In a remote Subterranean, an underground populated region; Sovereign: A named personage who controls the
corner of the cosmos, a band of intrepid freedom- created naturally or by excavation. populace of an Environ. Gaining the support of a
loving souls has sparked a rebellion against a Sovereign may be of great aid to a Player,
despicable imperial regime, whose stranglehold Liquid, an area composed of liquid elements such
as water or ammonia; with inhabitants living on Space Combat Strength:The strength and Naviga
encompasses dozens ofstar systems. Although this
the surface of the liquid, in the liquid or on the tion Rating of a military unit when involved in
war is contested by beings alien to Earth, and
"floor" or the liquid. Space Combat or some other function in an Orbit
although its sheer magnitude dwarfs the greatest
Box.
wars of Earth history, the struggle involves prin Air, an area of a planet's atmosphere populated
ciples that we humans hold dear — the rights to either by lighter-than-air beings, beings that fly, or Space Leadership Rating: The parenthesized
control our own destinies and live without fear. beings in floating habitats. Leadership rating that some characters possess,
Come with us now, as we travel beyond the vision Fire, an area too hot for habitation by humans used as a measure of that character's ability when
of the most powerful telescope, to an unknown and most other beings, but well suited to a few leading military units in space combat.
portion of the universe, where the cry goes forth peculiar species. Star-faring Race: An intelligent race that inhabits
for Freedom in the Galaxy! more than one planet,as a result of colonization.
Endurance Rating: A measure of a character's
Terms used in the Galactic Game:
[1.1] HOW THE GAME IS ORGANIZED stamina, representing the number of wounds the
Freedom in the Galaxy is not a simple game. The character may receive before he dies. Rebel Secret Base: A hidden region on a planet or
Players must familiarize themselves with many Environ Combat Strength: The strength of a on a planet's satellite that the Rebel Player uses to
military unit when involved in military combat or stockpile material for the Rebel army.
game mechanics and procedures designed to pro
vide them with the utmost in adventure and space some other function in an Environ. [2.0] GAME EQUIPMENT
fantasy. To facilitate learning, the rules are Leader: A character who has been named by a
organized into three distinct games, each with a [2.1] THE GAME-MAP
Player to lead military units involved in military
different level of complexity. combat. The 22" X 34" game-map portrays a "slice" of the
Those who are unfamiliar with the game system central portion of the galactic empire. The various
should play the Star System Game. It introduces the Leadership Rating: A quantification of a
circles and tracks on the map represent Star
basic concepts of characters, combat, and mis character's ability when leading military units. Systems, which detail political, economic, racial
sions outlined in rules Sections I.O through 16.0, Maneuver Rating: A quantification of a and geographic information on each important
and uses only one star system display on the map. spaceship's maneuverability and ease of handling. planet in the empire, as explained fully in Section
The Province Game is an intermediate level game. Mission: An attempt by a character or group of 5.0. Also included on the map are the Game-Turn
It uses one province on the game-map,comprising characters to acheive a certain objective beneficial Record Track and other record-keeping aids, and
four to six star systems and rules Sections 17.0 to the owning Player. a key explaining how to read the Planet Tracks.
through 28.0. After Players have mastered all the
concepts of the Star System and Province Games, Mission Group: One or more characters that are [2.2] THE CARDS
they may proceed to the Galactic Game, in which performing a single mission. There are 140 cards in Freedom in the Galaxy,
the entire game-map and rules Sections 29.0 Pilot: The character controlling a spaceship that a thirty-two Character cards (nrs. 1-32), which
through 38.0 are used. Unless specifically stated Player is moving. describe the attributes of all the important per
otherwise, all rules introduced in the Star System Planetary Defense Base: A network of tracking sonages that took part in the rebellion, for better
Game apply to the other games. Likewise, rules in equipment and land-to-air weapons spread over a or worse; twenty Possession cards (nrs. 33-52),
troduced in the Province Game apply to the Galac planet's surface,used by the Player that controls representing spaceships, robots, and other objects
tic Game. of aid to Rebel characters; fifteen Mission cards
the planet to defend against incoming or outgoing
Each game may be played in a number of enemy forces. (nrs. 53-67), each describing a different mission
scenarios, each depicting an action on a certain that a Player may have his characters perform; thi-
portion of the game-map. A scenario may be Spaceship: A craft that may carry characters, and ty Action cards(nrs. 68-97), used when characters
either a Start Rebellion scenario or an Armeged- that is piloted by characters, from one planet to are resolving missions; twenty-nine Galactic Event
don scenario, denoting that the scenario starts another cards (nrs. 98-126), used in the Galactic Game to
when the rebellion is only a dream in the eyes of a Special Environ: A title that collectively describes determine a special condition or event each Game-
few idealists, or when the Rebel and Imperial Subterranean, Liquid, Air and Fire Environs. Turn; and fourteen Strategic Assignment cards
forces are preparing for a final confrontation in a (nrs. 127-140), used in the Galactic Game to
particular area, respectively. regulate the movement of Imperial forces.
[1.2] GLOSSARY OF GAMETERMS Terms used in the Province [2.3] THE PLAYING PIECES
Active and Non-active: One of two states in which and Gaiactic Games: The 400 back-printed cardboard playing pieces
a character involved in character combat may be. Cannons: A quantification of the offensive represent the characters and military forces that
Attacking Force: In character combat, the capabilities of a Spaceship, used during a may take part in the rebellion, and informational
Spaceship Quest mission. counters. All character, spaceship, and military
characters, locals, creature(s) or military squad
playing pieces are usually referred to as units. The
that isatiacking. Drift: Lost in space; as a result of an off-course
informational pieces are referred to as counters or
Bonus Draw: Extra Action Card draws a Player hyperjump.
markers.
may receive when resolving a mission. Elite: A Rebel or Imperial military unit provided [2.31] Sample Units
Break-Off: An attempt by characters defending in with the latest in weaponry and equipment, and
CHARACTER UNIT (Front)
character combat to escape unscathed from the at plenty of it.
tackers. Force Point: A representation of men, material
Character: A person or other intelligent being with and capital that a Player may use towards the pur Name
a collection of individual attributes controlled by chase of military units.
one Player. Hyperjump: A faster-than-light method of travell
Character Combat Rating: A character's skill at ing over great distances in deep space. Leadership Ratin, 4(1)10 Card Nr.
battling other characters or forces. On the Interception:The act of overtaking enemy military
Character Cards, referred to simply as "Com Space Leadership Rating
units as they attempt to enter or leave orbit around
bat." a planet with friendly military units. CHARACTER UNIT (Back)
Defending Force: In character combat, the Navigation Star: An especially bright or unique
characters who are defending. star not orbited by life-sustaining planets, used to
Environ: An inhabited area of a planet. An En aid interstellar space travel(hyperjumping). Derban
viron may be one ofsix types. Raking Attack: An attack by a Planetary Defense Detected
Wild, any earth-type non-developed or little- Base on Enemy military units that are attempting
developed area such a jungle, desert, plain or tun to move past its weapons to or from the surface of
dra. a planet.
IMPERIAL SPACESHIP UNIT(Front) [2.32] Summary of Unit Types Front Back
Rebel Camp
Front Back Rebel
Spaceship Gelba Camp
Shields Coup
Manuever Rating
Character
^21/R 3(1)26 Det
Planet Secret
(Unrevealed) Mutant
Cannons Maximum Passengers
Secret
Woriil
Explorer Planet Secret
(Revealed)
IMPERIAL SPACESHIP UNIT (Back) Rebel Spaceship
Nr.33 Dmg
Game
Turn Game-Turn
Spaceship Hecfac's
Spaced^
Imperial Spaceship
Dmg
Damaged ■
Phase Phase
Wild Rebel Military Unit
Note: Rebel spaceship unit values appear on matching Rebel
spaceship Possession Card. Note: All Rebel Control Control
markers are on the back of
IMPERIAL MILITARY UNIT (Front) Rebel military units.
The Imperial Player may now react to the Rebel 1. Mission Assignment Segment. Using the Mis
Player's moves by moving any one Imperial TheImperialPlayer Takes His Turn sion Cards, the Rebel Player assigns missions to
military unit or any one Imperial character to each The Imperial Player now conducts his Player- any of his characters in an Environ that are not
Environ occupied by Rebel military units or Turn. He may perform all game functions the stacked with military units.
detected Rebel characters. Rebel Player performed in the Rebel Player-Turn 2. Mission Action Segment. The Rebel Player
with his own characters and military units. He is resolves all his assigned missions in the Environ by
Either Player Initiates Military Combat subject to Rebel detection and search (when it is drawing Action Cards. Some of the Events on the
Either Player may declare military combat bet possible). When the Imperial Player has finished cards may call for search, character combat, or
ween opposing military units in the same Environ. his Player-Turn, a complete Game-Turn has pass some other function (such as completing a mis
The Player initiating the combat is termed the at ed, and another begins. After a number of Game- sion)to interrupt the drawing of Action Cards.
tacker, the opposing Player is the defender. Each Turns have been completed (as determined by the
Player may name a character that is present in the scenario), the game is over and a winner declared. 3. Bonus Draw Segment. The Rebel Player draws
Environ as the leader of his military units. The extra Action Cards for eligible missions in the En
Players use the Military Combat Results Table to viron that have not been completed, provided the
resolve the combat. characters on the mission survived the Action
Card Events drawn in the previous Segment.
TheImperialPlayerSearches
for Rebel Characters [4.0] STAR SYSTEM GAME
In each Environ where the Imperial Player has SEQUENCE OF PLAY 2. IMPERIAL PLAYER-TURN
GENERAL RULE:
The galaxy is composed of five provinces, each of
which includes four to six star systems. The star
systems are connected by space routes. Each star
system contains one to three planets, in the form
of planet tracks, which present information ex
clusive to each planet. The playing pieces are plac
ed on and moved around the various spaces of the
Planet Tracks and star systems.
Nole: The game-map is nof.a physically realistic
representation of an imagined part of the galaxy,
but rather a political and informational display of
the Empire's domain.
CASES:
[5.11 THEPROVINCES
Provincial boundary lines divide the galaxy into
five provinces. The central province—the "First
Province"—is the political "power base" of the
Empire.Running in clockwise order around the Refer to the following key to understand what the nu nber of Action Cards the Player may draw
First Province are the four outlying provinces. terms and numbers on a planet mean. The sample wh ;n performing a mission (see Case 13.3) and the
Each province has its own provincial government planet for this key is Orning, which orbits the star maximum number of military units a Player may
centered on a capita! planet from which the Em Gelass(#24)in Province Two. have in the Environ (see Case 9.5).
pire exercises control over the province. The First G. In the left hand side of the Environ appears the
Province also contains the Throne Planet (planet A. The Orbit Box names and numbers the planet.
name of one or more races. If the name is followed
162, Orlog), the ceremonial center of the galaxy. Note that the first two digits of the planet's three-
by a star (as the example is), the race is a star-
In the Star System Game, the Players are not con digit number are those of its star. Aside from iden
faring race; otherwise it is a planet-bound race. In
cerned with provinces, since they are using only a tifying the planet, this box is not used in the Star
the Star System Game, the race affects the nature
single star system. In the Province Game, a pro System Game. In the Province and Galactic
of an Irate Locals attack (see Case 12.14). In the
vince represents the entire playing area. In the games, units may be put in orbit around the planet
Province and Galactic Games, occurrences in En
Galactic Game, in which all five provinces are us by being placed here.
virons occupied by a star-faring race may affect
ed, the provinces regulate Imperial taxation and B. In this corner of the Orbit Box may appear the other planets.
Imperial movement. term capital, Throne, secret, or the name of a star- H. In the middle of the Environ is the Resource
faring race. These terms are not used in the Star rating. This is used to determine how many Rebel
[5.2] THE STAR SYSTEMS
System Game. In the Province and Galactic military units are created if the planet goes into
The 25 circular displays on the game-map are Star games, they denote the important political status rebellion. Often the Resource rating is followed by
Systems. At the center of each star system is a star of the planet, making it a major point of conten a star; this has no effect on the Star System Game.
which is named and numbered (for example, in the tion between the Players. I. In the lower right-hand corner of the Environ
center of the map is Zamorax, Star 13). Note that
C. The Politico! Track is used to record the cur may appear a Coup rating (as in the example) or
each star number has two digits, the first being the
rent loyalties of the planet's populace. A Loyalty the name of a sovereign (not shown). The Coup
number of theprovince thestar is in.
marker is moved from space to space on the track rating is used when the player is performing a
[5.21] Each star system has from one to three as the Players' actions change the planet's loyalty. Coup mission in the Environ (see Case 13.2). The
planets.Eskch of these is represented by a circular The five spaces on the track describe the planet's sovereign has no effect on the Star System Game.
ring, or partial ring, that surrounds the star (and current feelings toward the Empire. The number in J. In the upper left-hand side of the Environ is the
are the Player's only concern in the Star System each space is used to assign a numerical value to Environ type symbol: There are six Environ
Game). Actually, each star system may have more each Loyalty. For example. Unrest is -2 in terms Types; Urban, Wild. Liquid, Subtrerranean, Air,
planets than are shown on the map, but they are of the Empire Player and + 2 in terms of the Rebel and Fire; the latter four are collectively referred to
uninhabited by intelligent races and therefore have Player. The numbers are also used to identify the as Special Environs. The Environ type determines
no importance in the games. current strength of the Planetary Defense Base(see which section of a drawn Action Card is referred
[5.22] Each star is surrounded by a Drift Area. Case 8.II). to (see Case 13.3) and what type of Rebel military
Each star system is bordered by a Drift Two Box. units will be created if the planet is placed in
D. S (Start Rebellion) and A (Armegeddon)
All the star systems are connected by a network of rebellion (see Case 15.4), and affects the strength
denote where a planet's Loyalty marker is placed
space routes. None of these items affect the Star at the beginning of a scenario (see Case 16.1). On
of certain military units (see Case 10.5).
System Game. In the Province and Galactic K. In the right-hand side of the Environ may ap
some planets there may appear AC in the Unrest
Games, these regulate Hyperjumping (see Section pear the name of a creature. If an Action Card
Space of the Political Track. This means the planet
21.0). states that a creature attacks, its attributes are
is already Rebel-controlled at the start of an
Armegeddon scenario.
determined by looking it up in the Galactic Guide
(see Case 13.45).
[5.3] THE PLANETS E. An Environ in the planet's surface, or other
There are 51 planets in Freedom in the Galaxy. A habitable area, or part of one of these. Each planet
planet is represented by a Planet Track arrayed in a has from one to three Environs, each with its own
circle or semicircle around a star. Most of the ac characteristics. All the action in the Star System
Games,and most of it in the Province and Galactic
[6.0] THE CHARACTERS
tion in the game takes place on the Planet Tracks.
Each Planet Track includes information about the Games,takes place here. COMMENTARY:
planet's inhabitants, its political leanings, size, F. The Environ Size rales the Environ's popula Central to the play of Freedom in the Galaxy are
economic value and other specific properties. tion and geographic size. This rating defines the the characters. As in all great space adventures,
the fate of the galaxy is not determined by armadas • Home Planet is the world from which the military units in the same Environ. Military units
and armies so much as by the special contributions character hails. In the Province and Galactic may search for Enemy characters and, if suc
and astounding feats of an intrepid few. By their Games a character receives certain benefits when cessful, attack them with asquad(%ee Case 12.12).
actions in the game, the characters inspire he is on his home planet, especially if he is royalty When playing the Star System game, only the first
planetary populations to join their cause, under there, which is noted by his title. Note that some number on each military unit is used, as the unit's
mine the grand plans of the enemy, and handle characters have more than one home planet, combat strength. The second number is only used
crises large and small. although they would only be considered royalty on in the Province and Galactic Games.
the one for which they had a title.
GENERAL RULE: [7.2] IMPERIAL MILITARY UNITS
• Special Characteristic. Many of the character's
There are 20 Rebel characters and 12 Imperial have one or more special attributes that affect In the Star System Game the Imperial Player
characters in the game. The Players are assigned a some specific game function listed at the bottom receives Militia, Patrol, and Line military units.
portion of these characters at the beginning of of the card. All are self-explanatory. These have strengths of I-O, 1-2, and 3-2 respec
each scenario. They sometimes gain more as play tively. No other Imperial military units are used in
proceeds. Each character is represented by a card Cards representing characters a Player currently
the Star System Game.
and a counter. The card is held by the Player and controls should be kept face up in front of him.
describes the character's attributes. The counter is Characters that are being moved together, or in [7.21] Militia miliary units have no printing on the
used on the map to show the geographic location the same Mission Group should have their cards reverse side; they are always deployed and moved
of the character. During the game each Player grouped together. If a character has a possession with their strength face up. These units may only
moves his characters around the map,according to (see Section 14.0), its card should be placed be moved from Environ to Environ on a single
the rules for Movement (Section 9.0), and has underneath the character card so that the opposing planet; they may not leave a planet.
them perform Missions or lead military units in Player cannot see it until the Player wishes to [7.22] Patrol and Line Military units have
combat. declare use of the possession. "mobile'* printed on their back side. The Imperial
[6.2] THE CHARACTER COUNTERS Player deploys and moves these units upside-
CASES: down.The Rebel Player should not know what the
The Players use the character counters to show in true value of a mobile unit is, until the unit's
[6.1] THE CHARACTER CARDS which Environ, Orbit Box or Drift Area a strength must be used to execute some game func
The character cards serve to give each character a character is currently operating. The counters are tion, such as a combat or search. At this time, the
personality and to describe special talents or placed on and moved about the game-map, accor unit is flipped over to show the unit's strength and
weaknesses the character may possess. The Player ding to the set-up instructions in the scenario being remains that way until the function is completed,
refers to the following values and descriptions on played and the rules for movement.The front side at which time the Imperial Player flip the unit back
the card when a character is involved in some game of each counter has the character's name and to its mobile side. The Imperial Player may always
function that may be affected by the character's Leadership rating (identical to that on the look at the strength of his mobile units.
attributes. character card)as this rating effects the strength of
[7.23] Mobile military units may be moved from
• A liegiance and Race. The character's allegiance military units with which the character is stacked.
planet to planet; that is, from any Environ to any
(Rebel or Imperial) and his race appear at the top The back-side of each character counter has the other Environ in the Star System, regardless of
of the card. character's name and the word "Detected." If the which side is face-up.
• Name and Tille. The character's name may have character is detected during the course of play, the
a title listed underneath it noting that the character counter is flipped over to show this condition,and [7.3] REBEL MILITARY UNITS
is Royalty on. a certain planet or is an Imperial flipped back to the front side when the character is In the Star System Game, Rebel military units
Knight. The title has no effect on the Star System no longer detected (see Case 9.3). come in denominations of I-0 and 2-1 only; the lat
Game. ter being considered mobile, (see Case 7.23)
• Combat is a rating of the character's fighting although this is not noted on the counter. No other
ability (both hand-to-hand and with fire Rebel military units are used in the Star System
weapons.) It is used whenever the character is in
[7.0] IMPERIAL AND REBEL Game. Rebel military units are never deployed
volved in combat with creatures. Enemy charac MILITARY UNITS IN upside-down.
ters, Irate Locals, or Enemy squads. The rating STAR SYSTEM GAME [7.31] Rebel military units come in six Environ
may be reduced as a result of wounds received in types; one for each Environ type on the game-
combat(see Case 12.72). COMMENTARY: map. Thus, there are Rebel Urban units, with
• Endurance represents the number of wounds the Although the characters in Freedom in the Galaxy strengths of 1-0 and 2-1; Rebel Liquid units with
character may receive in combat before he dies. pave the way to the Players' goals, it requires strengths of 1-0 and 2-1; and so forth.
The rating is used in conjunction with the charac military success to secure victory. The Empire has
[7.32] Rebel military units are created in an En
ter Endurance Sheet on which the character's cur a rigid, well organized and well lead military arm viron when a planet goes into rebellion (see Case
rent Endurance is recorded and changed as the that has successfully carved out a nation in the
1S.4I). Military units of the matching Environ
character receives wounds in combat or spends stars through offensive strategy. It is not,
type are placed in such an Environ at that time,
time healing(see Case 13.71). however, designed to deal with partisan activity in
although they are not restricted to stay there.Rebel
its seemingly secure areas. The Rebel army,dwarf
• Intelligence represents knowledge, experience army units fighting in their own Environ type
ed in size by the Imperial forces, is composed of
and intuition. It affects the character's perfor receive benefits in combat (see Case 10.5).
scattered provincial groups with no established
mance on the Gather Information, Assassination, doctrine to aid or hinder their operations.
and Coup Missions. It is also used against
creatures that attack mentally and aids when GENERAL RULE:
searching for the Enemy or trying to hide from the Both players are provided with a variety of
Enemy(see Section 11.0,Search). military units. Each unit represents about one
• Leadership represents the ability to lead military million soldiers. The differing strengths of these
units in combat and other game functions. Some units is based on the amount of equipment and
characters have an additional Leadership rating in technological development they have been sup
parentheses. In the Galactic and Province games, plied with. Military units are used to gain and keep [8.0] PLANETARY DEFENSE
this rating is used to lead military units in space control of a planet, to hunt for Enemy characters BASES(PDB)
combat. Leadership also affects the Start Rebel and to destroy the Enemy's military units.
Camp,Coup,and Subvert Troops Missions. COMMENTARY:
CASES:
• Diplomacy represents political tact and per The Planetary Defense Base (PDB) represents a
suasiveness. It affects the most important mission. [7.1] USE OF MILITARY UNITS IN THE planet-wide network of tracking and detection
Diplomacy. STAR SYSTEM GAME equipment tied into a command and processing
• Navigation represents the ability to pilot a Both Players may move their military units from center. Each PDB may be supported by varying
spaceship. It is used in conjunction with, and may Environ to Environ. Some military units may be amounts of heavy weapons to attack what the base
be affected by the Maneuver rating of a character moved from planet to planet. Military units may has detected. As a relatively inexpensive defensive
spaceship when evading detection. In the province be moved in Reaction to Detected Enemy weapon, the PDBs have proven quite successful;
and Galactic Games, it also affects Hyperjumps characters or Enemy military units(see Case 9.6). thus the Empire has installed them, or at least the
and the Spaceship Quest mission. Combat may be initiated between opposing foundation for them, on all their subject worlds.
GENERAL RULE: character spaceships,and military units. They may becomes Level 1). A loss of 1 has no effect on a
Every planet in the game is provided with a be moved from Environ to Environ on a planet. PDB.
Planetary Defense Base(PDB),which may be used Characters who are being moved in a spaceship [9.26] A military unit may never attack an Enemy
by the Player who controls the planet (see Case and mobile military units may be moved from an
PDB;it may only defend against a PDB attack.
13.6) to detect Enemy character spaceships and to Environ to any other Environ in i\\.e starsystem.
[9.27] Note that a particular military unit could be
attack Enemy military units. Each PDB may be at PROCEDURE: attacked twice in this manner during one move;
one of three levels of effectiveness; Level 0,1 or 2.
Characters, their spaceships, and military units once as it leaves a planet, and again as it arrives on
The higher the level, the better it is at hindering the
Enemy. When a PDB at any of these levels cannot may be moved individually or together, in which another, assuming both planets are occupied by an
function due to some action in the game, it is con case they are called a stack of units. Unlike many Enemy-controlled PDB.
sidered Down. When it is operating, it is con other SPI games,there is no "cost" to move units, [9.28] In the Province and Galactic Games, a
sidered Up. and distance is not considered; the Player simply PDB does not make this type of attack on Enemy
picks up the units and places them at their destina military units; instead, it may execute a Raking At
tion. However, if an Enemy PDB is present, the tack(see Case 20.6).
CASES:
movement of characters in a spaceship may be in
[8.1] THE PDB MARKER terrupted by the Detection Routine (see Case 9.3) [9.3] THE DETECTION ROUTINE
and the movement of military units by an attack The Detection Routine takes place when a
Each PDB is represented by a PDB marker placed
from the PDB (see Case 9.2). A Player may move character spaceship is leaving a planet occupied by
on the Political Track of its planet. The counter is
as many or as few of his units as he wishes in his an Enemy PDB,arriving on a planet occupied by
printed on both sides; the front side shows that it is
Movement Segment; however, each unit may be an Enemy PDB, or moving from Environ to En
Up, and the backside shows that it is Down.
moved only once per Segment. When the Player viron on a planfet occupied by an Enemy PDB.The
[8.11] The current level of a PDB is shown by its has finished moving all the units he can or wishes Detection Routine is resolved using the Detection
position on the Political Track. For example, an to move, the Enemy Player may make reaction Table(9.7).
Imperial-controlled Level 2PDB would be placed moves.
on the Patriotic space of the Track; a Rebel- Procedure:
Units may be moved only to or from Environs. A To use the Detection Table, first determine the
controlled Level 1 PDB would be on the
unit may never be placed in an Orbit Box, Drift
Dissentspdicc. A Level O PDB controlled by either Evasion Value of the spaceship (as explained on
Player would be on the Neutralspace,the controll Area, or other portion of the star system in the the Table and in Case 14.52) then roll the die, fin
Star System Game. In the Province and Galactic
ing Player being identified according to the defini ding the result under the appropriate column.
tion of planet control (see Case 15.5). Games,these areas are used by the Players.
The column to which the Players refer to resolve
[8.12] At the start of the game the PDB marker is CASES: detection may be changed by the level of the PDB
placed Up on each Planet's Political Track, in ac and whether or not characters are already
[9.1] MOVING ON A PLANET
cordance with the scenario instructions. detected; these are explained on the Detection
Military units and characters may be moved from Table.
[8.13] In the Star System Game, a PDB's level
Environ to Environ on a planet. The units are con [9.31] Results that may be achieved in the Detec
may not be improved once play begins. Note that
sidered to be moving via the surface of the planet. tion Table are the following.
the level of a PDB has nothing to do with whether
Thus, characters are not subject to Detection by
it is Up or Down; it may switch between these two U (Undetected). Proceed with the spaceship's
the planet's PDB (if Enemy-controlled) and
states during play. In the Province and Galactic movement. If the characters in the spaceship are
military units so moved may not be attacked by the
Games, a PDB's level may be improved. currently detected, flip the counters over; they are
PDB(see Case 9.2). However,if characters are be
ing moved on a planet in a character spaceship(see no longer detected.
[8.2] USES OF PDB
Case 14.5), they are considered to be flying from D (Detected). Flip all the counters of the
The Player that controls a planet may use its PDB characters in the spaceship to their detected side
Environ to Environ and thus may be detected.
to attempt detection of Enemy characters enter (do not flip over the spaceship) and proceed with
ing, leaving, or travelling about the planet in a their movement.
spaceship(see Case 9.3)if the PDP is UP. He may [9.2] MOVING FROM PLANET
also use it to attack Enemy military units that are TO PLANET Dd (Detected and Damaged). Flip all the
entering or leaving the planet(see Case 9.2). As ex Mobile military units(see Cases 7.22 and 7.3)and characters and the spaceship over and proceed
plained in the appropriate Case, the level of the characters in spaceships may be moved from an with their movement. However, when the
PDB determines its effectiveness in carrying out Environ on one planet to and Environ on another. spaceship reaches its destination, it is eliminated.
these actions. A PDB that is Down may not be If a spaceship is leaving or arriving on a planet oc The characters aboard are not harmed.(In the Pro
used at all, regardless of who controls the planet. cupied by and Enemy PDB,the Detection Routine vince and Galactic Games, the spaceship is not
is undertaken as detailed in Case 9.3. If a military eliminated; see Section 27.0).
[8.3] DOWNPDBs
unit is leaving or arriving on a planet occupied by E(Eliminated). The ship and all characters aboard
When a PDB is Down (back-side of the counter an Enemy PDB, the PDB may attack the military are destroyed(remove from play).
facing up), it is totally inoperable until the counter unit,in accordance with the following cases.
flipped back over. It may not be used for any pur *Some D results on the Table are followed by an
pose by either Player. [9.21] A PDB attacks a moving military unit or asterisk. Ignore this in the Star System Game.
stack of units according to the rules for military [9.32] If the Enemy PDB is at Level 0, it may still
[8.31] A PDB may go Down as a result of a combat (Section 10.0), resolving the attack on the
Sabotage mission (see Mission Card nr. 53)or the attempt to detect a spaceship. However, as noted
Military Combat Results Table(10.8). on the Table, all Dd and E results are treated as D.
Action Event "Locals Raid" (see, for example.
Action Card nr. 70). [9.22] Regardless of the strength of the military A PDB that is Down may not be used for detec
unit(s), an attack by a Level 2 PDB is resolved on tion.
[8.32] A Player who controls a planet that has a the 3-1 column of the Table, and an attack by a
Down PDB may put the PDB Up according to the [9.331 It is possible that a spaceship would have to
Level I PDB is resolved on the 1-1 column. A undergo the Detection Routine twice in one move
instructions in the scenario being played. In the Level 0 PDB may not be used to attack military
Province and Galactic Games,a Player may put a — once when leaving a planet and again when ar
units.
Down PDB Up by expending a ForcePoint. riving on another. However, when a spaceship is
[9.23] As in Environ military combat (see Case moving from Environ to Environ on one planet,
[8.33] When a planet is controlled by neither 10.2), the attacker (in this case, the Player con the Detection Routine is resolved only once.
Player (see Case 15.5), neither Player may use the trolling the PDB)rolls the die to see what losses the
PDB,whether it is Up or Down. When one Player [9.34] Military units and any characters or
defender must take, and then the defender (the spaceships moving with them never- undergo
gains control of the planet, the PDB may be used Player moving the military units) rolls the die to
by that Player at its current level, if it is Up. Detection; they are always considered detected.
see what losses the attacker must take.
The PDB could attack the military units, however
[9.24] Military units attacked by a PDB take (see Case 9.2).
losses as described in Case 10.3. After fulfilling the
[9.35] Detected characters moved from one En
[9.0] MOVEMENT loss, the movement of military units may be con viron to another on the same planet without a
tinued.
spaceship are no longer detected; flip the character
GENERAL RULE:
[9.25] If a PDB incurs a loss of 2 when attacking, counters over (unless there are other detected
During the Movement Segment of his Player- it is placed Down.If it incurs a loss of3 or more, it characters already in the Environ being moved to;
Turn, a Player may move any of his characters. is placed Down and reduced a level (Level 2 see Case 9.4).
10
[9.36] If a spaceship that is already damaged [9.57] When a Player has finished moving all the bat Strength Points of attacking units must be
receives a Damage result during the Detection units he wishes to in a Movement Segment, his eliminated(the result to the left of the slash).
Routine, that result is instead treated as an E; the units should be organized in two stacks in each En 6. Both Players remove the required number of
spaceship and all aboard are destroyed. This situa viron — one containing all the military units in the units from among their own units to fulfill the
tion will occur only if a spaceship is damaged by Environ and any characters (whether leaders or combat results as closely as possible, without ex
detection as it is leaving one planet and undergoes not) and spaceships accompanying those military ceeding them.The Players then proceed to the next
detection again as it arrives at another (see Case units, and the other containing those characters Environ where combat is possible.
9.35). and their spaceships that may perform missions.
Thus, characters that were moved with military CASES:
[9.4] EFFECTS OF DETECTION units need not be slacked with them at the end of
[10.1] DECLARING COMBAT
When a character or stack of characters have the the Movement Segment. However,if a character is
Detection side of their counters face up, aU the stacked with a military unit during the Mission In each Environ where combat is possible, the
Player's characters in that Environ are considered Phase, that character may not perform a mission. Phasing Player declares whether he wishes to have
detected.
combat or not. If he does, he is the attacker in the
[9.6] ENEMY REACTION MOVES combat. If he does not, the non-Phasing .Player
[9.41] The Enemy Player may make a reaction During the Enemy Reaction Segment, the non- declares whether or not he wishes to have combat.
move if there are detected characters in an Environ Phasing Player may make a reaction move for If he does, he is the attacker in the combat. If he
(see Case 9.6), and may conduct search for those each Environ that contains a military unit or a does not, no combat takes place in the Environ.
characters during the Search Phase (see Case detected character that belongs to the Phasing The fact that a Player is the attacker or defender in
II.1). Player. The reaction move consists of moving one one Environ has no bearing on his status in
[9.42] In addition to detection by an Enemy PDB, of his characters, or one of his military units, or another Environ where combat could take place.
characters may become detected as a result of one military unit and a leader(see Case 10.4)from If combat is declared by either Player in an En
events on the Action Cards when resolving mis any Environ on a planet to the Environ on the viron, alt military units in the Environ must be in
sions(see Case 13.4)or by conducting a search (see same planet that fulfills the preceding requirement volved in all the combat.
Case 11.31). for reaction.
[10.2] HOW TO USE THE MILITARY
[9.61] A reaction move may not be made from
[9.43] When characters that are already detected COMBAT RESULTS TABLE
one planet to another; only from one Environ to
undergo the Detection Routine, a column shift ad another Environ on the same planet. Once combat is declared in an Environ, the
justment is made on the Detection Table (9.7), as Players follow the instructions in the preceding
explained there. [9.62] A unit moved in reaction may be stacked
Procedure to resolve it. To find the proper ratio
with any of the owning Player's units currently in
[9.44] The Assassination mission (see Case 13.2) column to use on the Military Combat Results
the Environ (within the restrictions of Case 9.5)
may be performed only against a detected Enemy Table, compare the total attacking strength to the
and may take part in all succeeding activities in total defending strength as a ratio (e.g., 12 to 5, 3
character.
that Environ this Game-Turn.
to I, or 14 to 3). Then, round the ratio in the favor
[9.5] STACKING [9.1] DETECTION TABLE of the defender to conform to one of the ratio col
There is no limit to the number of units a Player (see Charts and Tables) umns listed on the Table (the preceding examples
may move as a single group. This group is called a would become 2-1,3-1,and 4-1, respectively).
stack, and may include military units, characters, [10.21] After determining the ratio column, it
aifd character spaceships. However,the number of may be necessary to shift one or more columns in
military units a Player has in an Environ may [10.0] ENVIRON either direction if a Player has a leader advantage
never exceed its Environ Size Number. At the end MILITARY COMBAT (see Case 10.4) or an Environ advantage(see Case
of his Operations Phase, a Player may have up to 10.5). This adjusted column is used to resolve the
two stacks of units in each Environ; one of GENERAL RULE: combat.
military units and one of characters that are eligi Military combat may occur during the Military [10.22] Note that the two extreme ratio columns
ble to perform missions. Combat Segment of either Player-Turn in any En on the Table (1-6 and 6-1) may be used only as a
[9.51] The limit on military units in an Environ is viron occupied by military units belonging to both result of a column shift. Therefore, before column
per Player. For example, in an Environ of size 4, Players. Either Player may declare military com shifts are taken into account, the minimum and
each Player could have up to four military units bat in such an Environ, but combat is not re maximum ratios are, respectively, 1-5 and 5-1.
there at any one time. If a Player's stack in an En quired. If neither Player wishes to have combat in Thus,if the unrounded ratio(attacker to defender)
viron is ever found to exceed the limit, he must an Environ, it does not occur. is 1 to 9, or 9 to I, the rounded ratios would be 1-5
eliminate (remove) the excess units of his choice and 5-1, respectively.
PROCEDURE:
immediately. Characters and their spaceships
The Phasing Player chooses the order in which he [10.23] Each ratio column is composed of six dou
never count toward this limit.
ble results that apply to the defender (the result to
wants to resolve combats in Environs occupied by
[9.52] If a stack includes any military units, it is the right) and the attacker (the result to the left).
opposing military units. In each Environ, the
moved according to the procedure for moving The result of the combat is found by rolling twice
following procedure is used.
military units, undergoing attack by Enemy PDBs (as described in the Procedure) to provide the
and taking part in military combat if called for. 1. The Phasing Player and then the Enemy Player Players with a wider variety of outcomes.
Such a stack is always considered detected. declares whether he wishes to have combat. If
combat is declared by either Player, the Player [10.3] FULFILLING COMBAT RESULTS
[9.53] If a stack containing military units includes
who declared combat is termed the attacker and Each combat result (as determined by the oppos
a character with a Leadership Rating of 1 or more,
the other Player the defender in that particular ing Player's die roll) requires a Player to remove a
that character may be named as the leader those
combat. certain number of Combat Strength Points from
units whenever the owning Player wishes(see Case
10.4). 2. Each Player totals the Combat Strengths of all his involved units by eliminating some of them
his involved military units and names a leader if (removing them from play). If, for example, a
[9.54] If a stack includes no military units(has on Player incurred a combat result of 2, he would
one is present.
ly characters, possibly with a spaceship), each
3. These total strengths are compared as a ratio of have to remove units whose total Combat Strength
spaceship and its passengers is moved individually;
attacker strength to defender strength. Round the Points equalled two as closely as possible without
that is, each ship would undergo Enemy detection
ratio in favor of the defender to conform to the
exceeding the figure. If a Player does not have
separately.
simplified ratios found on the Military Combat units of the proper denomination to meet the
[9.55] A spaceship may be moved only if it is result exactly, he removes those units that would
Results Table(10.8). "Shifts" to this column may
stacked with military units or a character that has a fulfill the result most closely; but he never removes
be applied if a leader is present or for some other
Navigation Rating of one or more(see Case 14.5). more Strength Points than called for. Thus, if the
applicable reason.
[9.56] Characters may be moved from an Environ Imperial Player had two units worth three Combat
4. The attacker rolls the die and reads the result to Strength Points each involved in a combat in
to an Environ on another planet only if they are
the right of the slash on the appropriate line of the which they incurred a loss of 2, no units would be
stacked with a spaceship or mobile military units.
column to determine how many Combat Strength removed since to do so would exceed the combat
Note that each spaceship has a maximum number
Points of defending units must be eliminated. result. If, in the same instance, he had two units
of characters it may carry (see Case 14.5); this
number is the limit of characters that may be 5. Then the defender rolls the die, referring to the worth one Combat Strength Point each, they
stacked with a single spaceship as it is moved. same ratio column, to determine how many Com would both be removed. Therefore, the Players
11
will find that stronger units are much less should be placed with the other Friendly character may search only for characters that are alone or
vulnerable to combat loss. counters in the Environ,if there are any. stacked with other characters or spaceships.
[10.4] LEADERS AND COMBAT [10.7] REBELLION [11.12] Some Action Events allow the non-
AND MILITARY COMBAT Phasing Player to conduct an immediate search
If either Player has a character with a Leadership
for characters going on a mission(see Case 13.48).
Rating of one or more in an Environ where a com Under most circumstances, military combat may The Sequence of Player is interrupted while the
bat is taking place, he may name that character as occur only during the Military Combat Segment of search (and character combat, if found) is resolv
the leader of his military units. The character the Player-Turn. However, if a planet goes into ed.
should be stacked with the military units at this Rebellion, thus producing Rebel military units(see
time if he is not already (however, see Case 9.57). Case 15.4), those units may immediately declare [11.13] Some Action Events will make characters
A leader shifts the combat ratio a number of col combat on all Imperial military units in the same subject to detection while on a mission, thus mak
umns in favor of the owning Player equal to his Environ. The Sequence of Play is interrupted ing them eligible for search in the Search Phase of
Leadership Rating. For example, an Imperial while the combats are resolved. The Imperial their next Player-Turn. Other Action Events may
leader with a rating of 2 would shift the combat Player may not declare combat in this situation. actually cause the characters to be found.
ratio two columns to the left if defending and two Both Players may name a leader for their units if [11.2] WHICH UNITSSEARCH
columns to the right if attacking. available. If no Rebel leader is present, the Rebel
troops receive one column shift anyway(represen A Player may conduct search with military units
[10.41] If both Players have a leader in a combat,
ting the local Rebel who raised the troops),for this (and a leader, if present) or with characters, or
the lesser Leadership Rating is subtracted from the
with both.
greater to yield a net column shift in the superior special combat only.The combat is resolved accor
leader's favor. If the leaders have equal ratings, ding to the normal prpcedure. After all such com [11.21] A Player may not use characters that are
neither Player receives column shifts for leaders. bats on the planet are completed, the Players pick stacked with military units to conduct search. He
up the Player-Turn where they left off. may separate the characters he wishes to use from
[10.42] Leaders enable a Player to achieve the 1-6
or 6-1 column on the Military Combat Results
the military units immediately prior to conducting
[10.8] MILITARY COMBAT the search, and then carry it out. The characters
Table(see Case 10.22). RESULTS TABLE would then not be accompanying the military
[10.43] A Player may name only one leader for (see Charts and Tables) units, however.
each individual military combat.
[11.22] If a character is contributing his Leader
[10.44] The presence of a leader enables the Im ship Rating to a search by military units, he may
perial Player to negate the penalty column shift in not search as a character.
Special Environs(see Case 10.5)in addition to the
[11.0] SEARCH
[11.23] If a Player is searching with both
leader's normal column shifts.
COMMENTARY; characters and military units, each search is resolv
[10.45] Leaders may never be eliminated to fulfill ed separately on the Search Table. Thus a Player
When Enemy characters are detected, the Player's
a military combat result. However, if a Player's may make a maximum of two searches in an En
forces are considered to be aware that the Enemy is
military units are totally eliminated in combat, the viron at one time. If one group succeeds in finding
present in the area. In order to actually confront
leader is attacked by a squad from the surviving the Enemy characters, only that group m^y attack.
the Enemy, they must he found. To do this, a
Enemy military units(see Case 10.6). If both groups succeed in finding the characters,
Player may conduct a search.
both groups may attack separately. The searching
[10.5] EFFECTS OF ENVIRON TYPES Player decides who searches first.
ON MILITARY COMBAT GENERAL RULE:
The non-Phasing Player may conduct search for
All Rebel military units are classified into the six
Environ types. Each unit has the name of one En
detected Enemy characters in an Environ occupied
by his own characters or military units, during the
viron type printed on it, and can be further iden
Search Phase. He may also conduct search for [11.3] EFFECTS OFSEARCH
tified by color. Whenever Rebel military units are
involved in combat and at least one of the units
detected Enemy characters that are performing [11.31] When a Player uses his characters to con
shares the same Environ type as the Environ they missions, if called for by an Action Event(see Case duct search, those characters are automatically
13.4). Search is resolved by using the Search Table
are in, the Rebel Player receives a column shift of detected; flip their counters over if not already
one in his favor on the Military Combat Results (11.4). Characters that are found by search may be detected,(see Case 9.42).
attacked.
Table(to the left if he is defending,and to the right [11.32] If characters succeed in finding Enemy
if he is attacking). For instance, if a combat were PROCEDURE: characters during a search, the non-Phasing
occurring in an Urban Environ, and the Rebel Player may (but is not required to) initiate
1. The non-Phasing Player determines the Search
Player had at least one Urban military unit there, character combat between the searching
he would receive a column shift.
Value of the units he is conducting search with. If
they are military units, the value is the total of their characters and the found characters (see Case
In any combat in a specialEnviron (see Case 5.3, Combat Strength Points plus the leader's Leader 12.11).
part J), the Imperial Player receives an automatic ship Rating,if a leader is present. If he is searching [11.33] If military units succeed in finding Enemy
column shift against his favor(the Imperial troops with characters, the Search Value is the sum of characters during a search, the non-Phasing
have trouble operating in such strange places). their Intelligence Ratings(see Case 11.23). Player may (but is not required to) initiate
This column shift is not applied if there is an Im character combat between a squad and the found
2. The Phasing Player determines tlie Hiding
perial leader present. The leader may still con characters(see Case 12.12).
tribute his full Leadership Rating for column Value of the characters being searched for by ad
ding the Intelligence Rating of one character in the [11.34] Once characters are found, they must be
shifts as well. Rebel military units do not suffer
group to the Environ Size Number and then sub attacked immediately,if at all. After the combat is
this penalty. This column shift is in addition to any
tracting the total number of hiding characters. resolved, or the non-Phasing Player has decided
awarded to the Rebel Player for having units of the
same special Environ type in the combat. 3. Refer to the Search Table,cross-referencfng the not to attack, the characters are no longer con
Search Value with the Hiding Value to yield a sidered found;they are still detected, however.
[10.6] CHARACTERS number. The non-Phasing Player rolls the die; if
AND MILITARY COMBAT [11.4] SEARCH TABLE
the result is equal to or less than the number, the (see Charts and Tables)
Characters, including leaders, that are stacked characters have been found.
with military units are never affected by combat
CASES:
results and never have an effect on the combat(ex
cept, of course, the leader; see Case 10.4). [11.1] WHEN SEARCH IS CONDUCTED [12.0] CHARACTER COMBAT
However, if characters are stacked with military
A Player may conduct search only during the
units that are totally eliminated in a combat, the GENERAL RULE:
characters are immediately attacked by an Enemy Search Phase of the Enemy Player-Turn or, if call
ed for by an Action Event Card, and then only in Character combat occurs when the Phasing
squad according to the rules for character combat Player's characters have been found by the non-
(see Case 12.12). The strength of the squad is Environs occupied by detected Enemy characters
and Friendly characters or military units. He may Phasing Player's characters or military units, or
determined by the strength of the Enemy military when the Phasing Player's characters encounter a
conduct search in each such Environ.
units that survived the military combat, which is creature or Irate Locals while on a mission (see
then applied to the Squad Chart (12.16). If the [11.11] A Player may not search for Enemy Case 13.4). The attackingforce in character com
characters survive this combat, their counters characters that are stacked with military units; he bat is always controlled by the non-Phasing Player
12
and the defendingforce is always controlled by the force. Only one of these types will be involved in tacking force, the combat may be a firefight or
Phasing Player. Character combat is resolved in any one character combat. hand-to-hand, as explained on the Irate Locals
one or more rounds, each executed by comparing [12.11] Characters that have taken part in a suc Chart (12.17). When a creature is the attacking
the attacker's and defender's total Combat force, the combat is hand-to-hand. When
cessful search are the attacking force in the ensu
Ratings and referring to the Character Combat ing combat(if the Player that conducted the search characters are the attacking force, the attacking
Results Table (12.9). Characters may receive - wishes to initiate such combat). Their attack
Player may declare either type of combat, im
wounds in combat, which reduces their effec strength is determined by adding together all their mediately upon finding the Enemy.The difference
tiveness in future round's of combat, and may between hand-to-hand and firefight combat is ex
Combat Ratings(see Case 12.44), less wounds(see
eventually cause theni to expire. In some types of Case 12.72). If they are Rebel characters, combat plained in Case 12.6 and on the Character Combat
character combat, the attacker may attempt to Results Table(12.9).
benefits of any possessions they may have are also
capture defending characters instead of killing taken into account. [12.32] When characters or a squad are the attack
them. ing force, the attacking Player should declare
[12.12] If military units have taken part in a suc
Once combat between characters is initiated, it cessful search, a squad is the attacking force in the whether he is conducting kill pr capture combat.
many cease only if the characters on one side are ensuing combat. The attack strength and en Capture combat makes the attacking forces less ef
all dead or captured, or if the defending Player fective but allows them to capture Enemy
durance of the squad is determined by referring to
breaks ojy with his characters. The attacker may characters(which is more valuable than just killing
the Squad Chart (12.16). If a leader is with the
never break off,and must a/woy.;attack. them), as explained in Case 12.8. Irate Locals and
military units, the squad's endurance is increased,
creatures always initiate kill combat.
There is no distinct Phase in the Player-Turn when as explained on the chart. Military units are n'ever
character combat takes place; it is initiated im affected by the outcome of character combats in [12.4] ACTIVE AND INACTIVE
mediately upon finding characters or encountering volving squads that they have "dispatched" upon DEFENDERS
creatures or Irate Locals. The Sequence of Play is finding Enemy characters. When a Player's characters are attacked, he may
interrupted while the combat is resolved. [12.13] When characters are going on a mission, split them into two groups: active and inactive
PROCEDURE: they may draw a "Creature attacks one Mission defenders. At least one character with a current
Group" Event Card (see Case 13.45). If they do, Combat Rating above 0 must be named as an ac
1. Determine whether the character combat will the creature is the attacking force in character tive defender; the others may be either active or in
be hand-to-hand or afirefight(see Case 12.31). combat that is resolved immediately. The active,as the owning Player sees fit.
2. The attacker announces whether he is attemp creature's attack strength and endurance may be [12.41] Active characters contribute their Combat
ting to kill or capture, if he has a choice (see Case found in the Galactic Guide. Ratings(and possession bonuses,if they are Rebel;
12.32). [12.14] When characters are going on a mission, see Case 14.2)to the defending force and suffer all
3. The defender announces which of his they may draw an "Irate Locals attack one Mis combat results incurred by that force.
characters will be active and which will be inactive sion Group" Event Card (see Case 13.47). If so, [12.42] Inactive characters contribute nothing to
•in the upcoming round of combat. He must name the Irate Locals are the attacking force in the defending force and suffer no results of the
at least one character as active. character combat that is resolved immediately. combat. They may break off from the combat
The Irate Locals' attack strength and endurance is more easily than active characters can (see Case
4. The combat differential is determined jjy sub
tracting the total Combat Ratings of all active determined by looking up the race in the Environ 12.5).
on the Irate Locals Chart(12.17).
defending characters from the total Combat [12.43] The Player defending in a character com
Strength of the attacking force. [12.15] When characters are going on a mission, bat can change the active and inactive status of his
5. The defender may attempt to break off from
they may draw an Event Card that causes them to involved characters before each round ofcombat.
the combat,thus allowing his characters to escape be automatically found(no search is necessary). If
so, the attacking force is either Enemy characters [12.44] The attacking force is never divided into
unscathed, by using the break-off section of the active and inactive parts; the entire attacking force
Character Combat Results Table(see Case 12.5). or an Enemy squad, depending on which of these
is active.
the non-Phasing Player has in the Environ. If he
6. Unless all defending characters have succeeded has both, he must choose one type as the attacking
in breaking off,the attacker rolls the die and refers
[12.5] BREAK-OFF
force. If he has neither, the characters are not If the defender wishes to break off from combat
to the column on the Table that matches the deter found.
mined differential. This column may be shifted to with his inactive characters or with both his active
the left or right if capture combat is being attemp [12.16] Squad Chart and inactive characters together in a given combat,
ted or the defender attempted to break off. He (see Charts and Tables) he refers to the break-off section of the Character
cross-references the number rolled with the col [12.17] Irate Locals Chart Combat Results Table before resolving a round of
umn and reads the number to the right of the slash; (see Charts and Tables) combat. The break-off section contains two rows
this is the number of wounds the defenders of numbers: one is for active defenders and one is
receive. If capture combat is being undertaken, [12.2] THE DEFENDING FORCE for inactive defenders. He then rolls the die once.
and a result with an asterisk (*) is obtained, a In character combat,the defending force is always If the die roll is equal to or less than the number
defending character is captured(see Case 12.8). characters that have been found by search or that listed above the proper differential column(taking
have encountered a creature or Irate Locals while into account the two-column shift for capture
7. Now the defender rolls the die and refers to the combat; see Case 12.8), the characters have suc
on a mission. When characters are found during
same column, reading the result to the left of the cessfully broken off.
the Search Phase, all characters not stacked with
slash; this is the number of wounds the attacker
receives. Again, if capture combat is being under military units are attacked in one combat. When Example: With the combat differential"+ 1" the
taken, an asterisk means that a defending characters are found while on a mission, or if they defending Player rolls a 3in his break-off attempt.
character is captured(see Case 12.8). encounter a creature or Irate Locals while on a His inactive characters (if any) have broken off,
mission, only the characters in one Mission Group while has active characters have not.
8. Both Players now record wounds incurred by are attacked(see Case 13.1). If more than one Mis [12.51] Characters that successfully break off are
their characters on the Endurance Sheet, sion Group is currently on missions in an Environ, no° longer considered found and may not be in
distributing the received wounds among their ac the group that is attacked is determined at random volved in the character combat.
tive characters as they see fit. Each wound a (see Case 13.43).
character receives subtracts one from both his [12.52] The defending Player may not attempt to
Combat and Endurance Ratings. break off with active characters only,if he also has
[12.3] TYPES OF CHARACTER inactive characters present: he must attempt to
The Players repeat steps 3 through 8 indefinitely, COMBAT
break off with all or none. The attacking Player
as long as both sides have live uncaptured Depending on the nature of the attacking force, may neverattempt to break off.
characters and the defender has not broken off
there are two weapon types in character combat: [12.53] If active characters fail in an attempt to
with all his active and inactive characters.
hand-to-hand, which involves fisticuffs, sword- break off, the Players refer to the differential col
play, clubbing, and other primitive fighting umn one to the right when resolving the subse
CASES:
methods; and firefight, which involves energy quent round ofcombat.
[12.1] THE ATTACKING FORCE weapons (ray guns, blasters, and such). In addi
tion, depending on the attacker's intentions, he [12.6] RESOLVING CHARACTER
In character combat,there are four different types
may initiate either killcombat or capture combat. COMBAT
of forces that the attacker could possibly consist
of: characters, a squad,a creature or Irate Locals. [12.31] When a squad is the attacking force, the To resolve a round of character combat, the
Each of these types is referred to as an attacking combat is a firefight. When Irate Locals are the at Players must first determine the combat differen-
13
tial. To do this, the defending Player adds the Just like characters, wounds incurred by non- swing the populations of the various planets in his
Combat Ratings of all active defending characters, character forces are deducted from the force's at favor, to gather information and more strength
taking into account possessions they may have and tack strength, unless otherwise specified. with which to achieve his goals, and to hamper the
wounds they may have incurred previously, to ar Enemy Player's operations.
rive at a total defense strength. The attacking [12.8] CAPTURE
Player finds his attack strength in accordance with If the attacking Player announces that he is at PROCEDURE:
Case 12.1. The defense strength is then subtracted tempting to capture Enemy characters, the Players The Phasing Player resolves his character's mis
from the attack strength to arrive at the differen refer to the differential column two to the left of sions one Environ at a lime. He completes all the
tial(a positive or negative number), which will cor the unmodified differential for all rounds of that steps listed below in one Environ where he has
respond to one of the differential columns on the combat. Whenever the attacker or defender rolls a characters eligible to go on missions and then
Character Combat Results Table. result with an asterisk, one active defending repeats this process in each other Environ where he
If the attacker has announced capture combat, use character is captured. After recording all wounds has characters. The order in which he goes from
the differential column two to the left of the actual incurred in that round of combat, the attacking Environ to Environ doing this is entirely up to
column for all purposes. If active defending Player chooses one character at random from him.
characters attempt to break off and fail, use the among all active defending characters (the defen 1. In a particular Environ the Player assigns mis
differential column one to the right to resolve this ding Player should fan the appropriate Character sions to any or all of his characters there that are
round of combat(therefore, if capture combat has Cards and the attacking Player should draw one not stacked with military units by using the Mis
been announced and the defender has failed to without looking). sion Cards. He organizes his character cards into
break off with his active characters, the net col [12.81] When a character is captured, his counter Mission Groups, each of which will undertake a
umn shift for the combat would be one to the left). should be stacked with the Enemy military units or mission. He then places a Mission Card on top of
Each Player rolls the die to determine how many characters that captured him. He may then be each Mission Group.
wounds the other Player's force receives, as moved with those units, but contributes nothing to 2. The Player then draws a number of Action
described in the procedure. If the combat is a them. If he is stacked with characters, at least one Cards equal to the Environ size,one at a time,
firefight, all combat results are doubled. If it is character must be assigned to guard the prisoner, looking at the appropriate section of the card.
hand-to-hand, the combat is resolved normally. which means that that character may perform no
3. As each card is drawn, the Player reads theAc-
missions while he is guarding. A prisoner with
[12.7] WOUNDS AND lion Event, immediately applying its effects if ap
military units has no effect on those units; they
THE ENDURANCE SHEET may be moved and conduct combat with all their plicable, then notes if any of the Mission Letters
printed on the card match the missions he has
After a round of combat, each Player must assign normal abilities. A Player with a prisoner may
assigned to his characters. If so, the effects of the
the wounds he has incurred to his characters. This assign and re-assign him to any character or
mission are immediately implemented (Exception:
is done by marking the boxes on the Endurance military unit in the same Environ at any time dur
see Case 13.5).
Sheet. He may distribute the wounds among the ing the Movement Segment of his Player-Turn.
active characters in the combat in any manner he 4. After the Player has drawn as many Action
[12.82] A captured character may be regained by
sees fit, as long as the number of boxes equals the cards as the Environ size permits, he may take
the original owning Player by executing a Free
bonus draws for those missions that are not yet
number of wounds received. Prisoners mission. The prisoner is also returned to
completed, providing the characters survived the
Example: The Rebel characters Rayner Derban the original owner if his counter is not stacked with
Action Events of the previous draws. Bonus draws
and Zina Adora fought a round of combat in Enemy units at any time (this may be a result of the
are taken for each mission separately. The number
which they received two wounds. This outcome Enemy Player's negligence or the units
of bonus draws each mission receives depends on
could be recorded in any of three ways: elimination).
the mission being resolved, attributes of the
[12.83] If the attacking force that captures a characters involved and their possessions (if any),
Zina Adora ISD character is eliminated in the same combat, the and their location.
Rayner Derban- JS □ □ □ □ character is not considered captured.
5. All the bonus draws for one mission are drawn
or:
[12.84] If a character is captured and the combat at once. The Player ignores all Action Events,
is still being resolved, he contributes nothing to looking only for the mission letter on the ap
Zina Adora either side'sstrength. propriate section of the card, and implements the
Rayner Derban □□□□□ [12.85] A Player may declare capture combat only effects of the mission if he finds the right Mission
if he is the attacker and only at the beginning of the letter.
or:
combat, The type of combat declared at the begin The Mission Phase in this Environ is now com
Zina Adora □□ ning of a character combat may not be changed for pleted. After repeating this process in all other
Rayner Derban SlSinnn the duration of that combat. eligible Environs, the Player's Mission Phase, and
[12.86] If a Player is conducting kill combat, the his Player-Turn, is over.
[12.711 Since characters may heal their wounds (see
asterisks on the Character Combat Result Table CASES:
Case 13.7), the Players should use a pencil to are ignored. Note, however, that both the attack
record wounds so that they may be erased (and ing and defending forces may still incur wounds in [13.1] ASSIGNING MISSIONS
Players should also be sure to make photocopies
capture combat. The Phasing Player begins the mission procedure
of the Endurance Sheets prior to using them).
[12.87] The Action Event, "Coup Mission in each Environ by assigning missions to any of his
[12.72] When the character has one or more
Aborted," or the failure to complete an characters that are not stacked with military units.
wounds, his Combat Rating is reduced by the He may assign as many eligible characters as he
Assassination mission, may cause characters to be
number of wounds he currently has. Therefore, a wishes to a single mission and may assign as many
captured. If this happens, and there are no Enemy
character may become weaker as rounds of com
military units or characters in the Environ, the missions as there are characters. The cards
bat pass. However, his Combat Rating may never representing all the characters going on a single*
characters are not considered captured.
be reduced below 0 (so, if the character has a mission should be stacked together with the mis
possession which raises his rating, his rating would [12.9] CHARACTER COMBAT sion card on top. This is called a Mission Group.-
be equal to the addition the possession gives him). RESULTS TABLE No character or Mission Group may be assigned to
(see Charts and Tables) more than one Mission group in an Environ. Some
[12.73] The number of boxes each character has
on the Endurance Sheet is the same as his En of the missions can only be assigned by a certain
durance Rating. When all the boxes of a character Player or when certain conditions exist in the En
are marked, that character is dead (as has befallen viron, as explained in Case 13.2. Characters are
the lovely but unfortunate Zina Adora in the se not required to be assigned missions; those that are
[13.0] MISSIONS not are in no way affected by missions performed
cond preceding example): remove the card and
counter from play. GENERAL RULE: in that Environ.
[12.74] When the attacking force is not composed During the Mission Phase of his Player-Turn, a [13.2] THE MISSION CARDS
of characters, the attacking Player should use a Player may have his characters perform missions Each Mission Card is tilled with the name of a mis
piece of scrap paper to keep track of his force's in the Environ they occupy. Using the Mission sion (e.g.. Assassination, Diplomacy, Subvert
wounds. When the force has received a number of Cards to assign missions and the Action cards to Troops, etc.) and an identifying letter for that mis
wounds equal to its endurance, it is dead or runs resolve them, the Player hopes to further his sion. Each card tells the Players what the goal of
away; the combat is terminated in either event. cause. He may send his characters on missions to the mission is, the effects of the mission if com-
14
pleted, restrictions on performing the mission,and Example: A group of characters in an Urban En may state that the Mission Group is attacked by
how bonus draws may be received for the mission. viron with an Environ Size of Four are performing one or two sentry robots. In this case, the attack
Most of the Mission Cards are self-explanatory. a Diplomacy mission. The Player owning the only takes place if the non-Phasing Player
However, a few require more explanation than characters draws an Action Card and reads the (Imperial or Rebel) controls the planet(see Case
could be printed on the card, so special notes on event listed under urban, "Creature attacks 15.5). Sentry robots are listed in the Galactic Guide.
these missions appear here. characters". After resolving this action,the Player [13.47] When an "Irate locals attack" event is
Coup (C): This mission may only be performed if looks at the mission letters on the card under ur drawn, the Players should look up the race named
the mission group includes at least one character ban. He does not see a "D" (the letter for in the Environ on the Irate Locals Chart(12.17)to
with an Intelligence rating greater than one, Diplomacy),so he decides to draw another card. If determine the attack Strength and Endurance of
although this has no effect on the outcome of the he draws three more(for a total of four), survives the attacking force. If more than one race is named
mission). If a Coup mission meets with any success all the events listed thereon,and has not completed in the Environ, the race named first is used on the
(i.e., the Loyalty marker is shifted in the Player's his mission, he may take bonus draws. chart. If the planet is currently in Rebellion or
favor as a result of the mission), a Coup mai^cer [13.31] The best way to draw Action cards is to Rebel-controlled, ignore the event if the Rebel
should be placed in the Environ. A Coup mission have the non-Phasing Player fan the deck, and Player is conducting missions.
may not be performed in an Environ with a Coup have the Phasing Player draw from anywhere in [13.48] When an event allows the Non-Phasing
marker or without a Coup rating. the deck. If the Players just draw off the top of the Player to conduct search for characters going on
Gather Information (I); Note that this is the only deck, it must be shuffled much more often and Missions, he searches for one Mission Group im
mission that directly rewards the Player with Vic much more thoroughly. In any case, drawn cards mediately, as explained in Case 13.43. If another
tory Points (see Case 16.19) if completed as should be returned to the deck and the deck should card is drawn that also allows Enemy search, he
described on the Mission card. be reshuffled after resolving all missions in each may search for a Mission Group that has not yet
Environ. been searched for in this Mission Phase(exception
Diplomacy (D): Some bonus draws for this mis
sion are dependent on the planet's current loyalty [13.32] Each Action Card has three sections: Ur to Case 13.42). If all Mission Groups in an En
in relation to the Player before the mission began. ban, Special, and Wild. The Urban and Wild sec viron have been searched for once (regardless of
For example, if the Rebel Player were doing a tions are referred to when resolving missions in an whether the search succeeded), no more searches
Diplomacy mission on a Patriotic planet, two Environ of one of those types. The Special section may be conducted. If an event prohibits Enemy
bonus draws would be subtracted from his total is refered to when resolving missions in a Subterra search for the remainder of the Mission Phase, all
number of draws for that mission. If he were doing nean, Liquid, Air or Fire Environ. When reading subsequent events that allow Enemy search are ig
the mission on a planet in Dissent, one bonus draw an Action Card, only the information listed under nored.
would be added to his total bonus draws. In the the proper Environ is used; the rest of the card is
ignored. [13.5] COMPLETING MISSIONS
Province and Galactic Games, the presence of a
sovereign may affect a Diplomacy Mission (see After the Phasing Player has resolved the event on
[13.4] ACTION EVENTS an Action Card, he reads the mission letters that
Case 25.3).
Each Action card has an event which may affect are listed after the proper Environ. If one or more
Subvert Troops(T)and Scavenge for Possessions one of the missions or the characters going on mis of the letters correspond to a mission his
(P): These Missions may only be performed by the sions in the Environ. characters are undertaking, that mission is com
Rebel player. pleted; the effects of completing the mission (listed
[(13.41)] If the event concerns a particular type
Start Rebel Camp (B): Only the Rebel Player may of mission, its instructions are only followed if on the Mission Card) should be implemented im
-perform this mission. An established Rebel camp that mission is being undertaken in the Environ mediately. The characters in the Mission Group
may perform any of the following missions: and has not yet been completed; otherwise, ignore that completed the mission then no longer take
C,D,F,I,S, or T; it may not perform any other the event.
part in the Action Card draws. If there are other
missions. Thus a Rebel camp is equivalent to a Mission Groups in the Environ still attempting to
character for mission purposes. A Rebel camp [13.42] If an event is drawn that is the same as a complete their missions, the Player may continue
never receives bonus draws and is never affected previously drawn event, or contradicts a previous drawing Action Cards, up to the limit of the En
by Action Events, even if that event would nor ly drawn event, it is ignored. For example, if the viron size.
mally abort the mission the camp is undertaking. Player drew the event that allows him an extra
bonus draw on his missions, and then drew the Example: The Rebel Player has two Mission
No more than one Rebel camp may be in any one Groups in an Environ with a size of 3; one is going
Environ at one time; a Rebel camp may never be event that prohibited any bonus draws on his mis
sions, the latter event would be ignored. If he drew on a Gain Allies mission (G)and the other on a
moved. Characters may not accompany a Rebel Start Rebel Camp mission (B). He draws one Ac
camp on a mission. a "Creature attacks" ca»d, all subsequent
"Creature attacks" cards would be ignored in that tion card, resolves the Event, and notes that
Start Rebellfon/Stop Rebellion (R): This mission Environ, during that Mission Phase. Exception: neither a G or B is listed. He draws a second card,
is resolved differently for each Player (it is harder see Case 13.48.
completes the event, and notes that a G is listed.
for the Imperial Player to succeed). Also, ihe He completes the Gain Allies mission by drawing a
result of success is different for each Player. [13.43] Some events state that they only effect one new Rebel character card, then returns the Mis
Mission Group. If more than one mission is being sion card to the Mission Card deck and places the
Assassination(A): If this Mission is aborted by an undertaken in an Environ, the Mission Group that new character card and the other characters in the
Action Event, the Phasing Player does not roll to is affected by the event is determined by chance. involved Mission Group aside. He draws a third
see how his Mission Group is affected by failing to To do this, the Phasing Player may take one card
complete the Mission. In the Province and Galac card,completes the event(which can only possibly
from each Mission Group and have the opposing affect the B mission Group)and does not find a B
tic Games, the roll is also not executed if the Mis Player draw one blind; or the Players may assign
sion Group was attempting to assassinate a mission letter. He may now take bonus draws(see
the Mission Groups pips on the die and have the Case 13.6)for the B Mission Group only.
sovereign (see Case 25.3). non-Phasing Player roll to see which group is af
The following missions are not used in the Star fected.
Some of the Missions allow for varying degrees of
System Game: Spaceship Quest, Summon [13.44] If an event aborts a mission, the success, depending on how many of the ap
Sovereign, Question Prisoner, and Steal characters in the involved Mission Group are no propriate Mission Letters the Player draws. These
Resources. longer affected by Action cards drawn subse Missions are Coup (C), Diplomacy (D), Free
[13.3] DRAWING ACTION CARDS quently(to resolve other missions in the same En Prisoners (F), Gather Information (I), Stop
viron)and to not take part in any bonus draws. Rebellion (R), Sabotage (S), and Subvert Troops
When resolving all the missions in an Environ, the
Player draws Action Cards and reads the section
[13.45] When a "Creature attacks" event is (T).
drawn, the Players should look up the creature [13.51] When undertaking any of the above listed
of the cards that corresponds to the Environ his
named in the Environ(on the map)in the Galactic missions(C,D,F,1,R,S, or T), the Player is not re
characters are in. He may draw a number of cards
Guide. Each creature has its own description and quired to consider the mission completed when he
equal to the Environ size. He draws the cards one
details on how and with what strength it attacks the draws one corresponding mission letter. He may
at a time,taking the action that the card dictates
characters. Some of the creatures attack in ways continue drawing Action Cards in hopes of getting
before drawing the next one. He may stop drawing
that differ from the normal character combat pro a second (or in the case of Coup or Free Prisoners,
at any time, but may not receive any bonus draws
cedure, or really do not attack at all. The descrip a third or fourth) mission letter, thus increasing
(see Case 13.6) unless he draws the maximum
tions in the Galactic Guide supercede any rules its the favorable effect of completing the mission.
number of cards allowable(by the Environ size).
modus operandi may seem to contradict. Each of these Mission Cards explains what suc
When a card is drawn, the event on the card is
resolved before mission letters on the card take ef [13.46] If no creature is named in the Environ cessful completion by drawing one, two or more
fect. when a "Creature attacks" event occurs, the card letters entails.
15
[13.52] If a Player draws one mission letter for character's special characteristic, or the event that [14.11] When the Rebel Player acquires a Posses
any of the above missions, and chooses to try for allows an extra bonus draw, may allow the Player sion Card, he should immediately assign it to one
more, the mission is not considered completed, to take bonus draws for that mission(for example, of his characters by placing the Possession Card
and the results of> completion are not im the Imperial character Barca will allow the Im directly under the Character Card. If the posses
plemented. If, while continuing with his draws, he perial Player two bonus draws on a Sabotage mis sion is received at the beginning of the game, it
encounters an event that aborts the mission, or all sion, even though that Mission Card does not list may be assigned to any Rebel character. If it is
the characters in the Mission Group are killed or any). received during play, it may be assigned to any
captured, the mission is not completed. On the character in the Mission Group that found the
other hand, if the Player chooses to try for a se [13.7] CHARACTERS WHO DO NOT GO possession.
cond mission letter and does not get one, but the ON MISSIONS
[14.12] Assigning a possession to a character is
mission is n'ot aborted and at least one of the in
Characters who are stacked with military units and not an irreversable decision; at the beginning of
volved characters survive, the mission would be characters who are prisoners, guarding prisoners the Rebel Mission Phase, the Rebel Player may
considered completed according to the effects for (see Case 12.81) or healing may not go on mis have his characters trade or give their possessions
one Mission Letter, and these would then be im
sions. to any other Rebel characters stacked together in
plemented (this would occur after the mission's
[13.71] If a Player wishes to have one or more of the same Environ.
bonus draws,if any).
his characters that have wounds heal those [14.13] There is no limit to the number of weapon
Example: The Imperial Player has a Mission
wounds, he may not assign them missions. If a and object possessions a character may have and
Group attempting a Coup mission (C) in an En character with wounds (of any number) does use at one time. A character may only have one
viron with a size of 4. On the first Action Card
nothing for the owning Player's entire Player- companion possession at a time and/or one
draw he gets a C; he could stop now, calling the
Turn, including leading military units, piloting a spaceship possession at a time.
mission completed and shift the planet Loyalty
character spaceship, or moving from Environ to
marker one space in his favor, but he decides to Environ without a spaceship (exception: A [14.2] USE AND LOSS OF POSSESSIONS
continue. On the second draw he gets another C, character may be a passenger in a character Until he wishes one of his characters to use a
he could call it quits now and shift the marker two spaceship or be moved with military units),he is
spaces in his favor, but he demands more. On the possession, the Rebel Player may keep its identity
considered healed] erase all wounds the character secret from the Imperial Player. Once a character
third draw he gets the event, "Coup Mission currently has on the Endurance Sheet (see Case
aborted." Tough luck! The adverse affects of the is in a situation where the Rebel Player thinks that
12.7). character's possession would be useful, he simply
Event are resolved, and the Imperial Player
receives no loyalty shifts at all in his favor. declares that he is using the possession and shows
the card. Some possessions may be used indefinite
[13.53] The Stop Rebellion mission only applies ly; some may only be used once, while others may
to the Imperial Player. Note that there is no reason become inoperative after use. This is noted on the
to stop when one R has been drawn, since comple [13.72] The Rebel character Doctor Sontag, and card.
tion requires that two R's come up on the Action the Medi-kit of Ptolus possession may heal
Cards (this is an exception to the other missions characters of their wounds in a turn in which the [14.21] If a Possession Card says "Never needs
listed above). When the Rebel Player is doing this characters are active. Any wounded Rebel repair", the Possession may be used as many times
mission, it is called Start Rebellion and only re character(s) stacked with Doctor Sontag, or any as the Rebel Player wishes.
quires one Mission Letter for success. character possessing the Medi-kit,at the beginning
[14.22] If a Possession Card says "May become
of the Rebel Player-Turn are immediately healed
[13.6] BONUS DRAWS inoperative after use," the Rebel Player must roll
of all their wounds. The Doctor or the Medi-kit
a die after using the possession each time accor
Most Mission cards list how bonus draws may be may not heal wounds between rounds of Character
ding to the instructions on the card. If the posses
received when undertaking the mission, after the combat or at any other time during the Game-
sion does become inoperative, it is lost; otherwise,
maximum number of Action Card draws have Turn; only at the beginning of the Rebel Player-
he may use it again. In the Province and Galactic
been taken in an Environ. The Phasing Player Turn. Note: the physician may heal himself, and
games,inoperative possessions are not lost,as they
calculates the number of bonus draws he will may perform missions on turns in which he heals.
may be repaired{see Section 27.0).
receive for each mission separately. He reads the
instructions on the Mission Card and checks the [14.23] If a Possession Card says "Lost after one
involved character's special characteristics and use" it must be returned to the Possession Deck
their possessions. He then draws that number of after its first use.
Action Cards all at once and look for the ap [14.0] POSSESSIONS [14.24] Whenever a possession is lost (for
propriate mission letter, ignoring all events. If he whatever reason) it is returned to the Possession
finds the right letter (or more than one if the mis GENERAL RULE:
Deck, which should then be shuffled, so that the
sion is one of those named in Case 13.5), he com There are twenty Possession Cards in the game. possession might be drawn again (however, see
pletes the -mission as described on the Mission Each card represents an item of special use to the Case 14.26).
Card. He may then take bonus draws for another characters. There are four types of possessions:
mission in the Environ, if there are any being character spaceships, weapons, objects, and com [14.25] If a character is killed, any possessions he
undertaken. panions, as noted on the cards. Each card may have are considered destroyed by the same at
Example: The Rebel characters Scott Rubel and describes how the possession may be used and how tack that eliminated the character and are thus lost
Rayner Derban (who possesses the Advisor An it augments a character's attributes. Possession (exception: Spaceships, Case 14.55), and are not
droid)are going on a Diplomacy mission(D)in the Cards may be acquired by the Rebel Player during returned to the Possession Deck.
Urban Environ(with a size of 3)on a planet whose the course of the game, or are sometimes given to
[14.26] If a Rebel character is captured, the Im
Loyalty marker is currently on the Loyal space(-1 him at the start of the game. He then may assign
perial Player may take and hold on to that
in terms of the Rebel Player, see Case 15.11). The the possession to one of his characters to use. The
character's possessions (exception: Case 14.55),
three Action Cards drawn included one D,but the Imperial Player may not acquire Possession Cards but may not use them. If the captured character is
Rebel Player decided to try for more; the mission and his characters derive no benefits from Posses
subsequently freed, the Imperial Player still keeps
was not aborted and the characters survived the sion Cards. He does receive Imp,erial character
the possession, until the end of the play.
Events. The Rebel Player may now take four spaceships, although these are not represented by a
card. [14.27] If a possession is being used to receive
bonus draws for the mission: three for Rayner's
bonus draws on a mission, its use must be declared
Diplomacy rating, one for the Advisor Android's
CASES: at the outset of the mission, before drawing any
addition, one for the other character (Scott), and
Action Cards.
minus one for the planet's current loyalty. The Rebel [14.1] ACQUIRING AND
Player-draws the four cards and finds that one of ASSIGNING POSSESSIONS [14.3] COMPANIONS
tlnem has a D listed in the Urban section. The mis
The Rebel Player may be assigned certain posses Possession Cards nrs.49 through 52(Cervac Mk V,
sion is completed and he shifts the Loyalty marker
sions at the beginning of the game, in accordance Norrocks, Charsot and the Advisor Android) are
two spaces in his favor. If he had received no D's in
with the scenario being played, or he may gain companions. These are intelligent beings that will
his bonus draws, the mission would still be suc
possessions during the course of play by having his aid the owning character by increasing one or
cessful, but the loyalty marker would only be
characters attempt a Scavenge for Possessions more of the character's ratings or performing
shifted one space in his favor.
mission. If the mission succeeds (see Case 13.5), some other special function. A companion counts
Note that although some of the Mission Cards do the Rebel Player draws a card from the Possession as one passenger on a character spaceship (see
not state that bonus draws are available, a Deck. Case 14.5).
16
[14.4] WEAPONS AND OBJECTS spaceship. Once a spaceship has been assigned to a restrictions of Rebel spaceships, as explained in
character for this reason, the Rebel Player is under Case 14.5.
Possession Cards nrs. 41 and 42 (High Energy
no restriction to keep the spaceship assigned to
Sniper's Rifle and the Assassin's Blade) are
that character(Case 14.51 still applies).
weapons. Possession Cards nrs. 43 ihorugh 48 [15.0] REBELLION AND
(Helian Drug,Scanner, Scrambler, Personal Body [14.54] If a spaceship is damaged during the
Shield, Medi-Kit of Ptolus and Cache of Rare Detection Routine, it and its passengers may be PLANET CONTROL
Gems) are Objects. These items aid their owning placed at their destination, but the spaceship is COMMENTARY:
characters as described on their cards. Weapons then lost (see Cases 9.31 and 14.24). If a spaceship
is eliminated during the Detection Routine, it(and Key to victory for the Rebel Player is provoking a
and objects do not count as a passenger on a
everything aboard)is lost. planet to rebellion, which means its populace has
character spaceship.
wholeheartedly decided to throw off the yoke of
Note: The effects of the Helian Drug last from the [14.55] If a character who owns a spaceship is kill Imperial hegemony and will give what it can to
segment of the Player-Turn in which use of the ed or captured while in an Environ, his spaceship drive all Imperial forces from the planet. In this
drug was declared to the beginning of the same may be immediately re-assigned to any characters way the Rebels hope to gain complete control of
Segment in the Phasing Player's next Player-Turn. that he is stacked with or may be stacked with any
the planet, which requires not only popular accep
friendly military units in the Environ (exception to tance, but absolute control over all official
[14.5] REBEL SPACESHIPS Cases 14.25 and 14.26).
military and political institutions on the Planet.
Possession Cards nrs. 33 through 40 (Explorer, [14.56] If a character with a spaceship is eligible to The Imperial Player, of course, endeavors to
Galactic Freighter, Interstellar Sloop, Planetary be moved in reaction (see Case 9.6) he may be maintain his iron-hand rule over all his subject
Privateer, Solar Merchant, Star Cruiser, Stellar moved in his spaceship, but no other characters worlds.
Courier and S-XllI) are Rebel character may be moved with him. Exception: In play of the
spaceships. Each spaceship is also represented by a Province Game, if a character with spaceship is in GENERAL RULE:
counter so that it may be stacked with the an Orbit Box, he may be moved with any A planet may be controlled by the Imperial Player,
characters it is carrying on the game-map. Rebel passenger characters during a reaction move, the Rebel Player, or neither Player. A Player who
characters may be moved from Environ to En rather than jettisoning them out the airlock. controls a planet may use its PDB and his
viron and planet to planet in a spaceship, as ex characters are in less danger when on missions.
[14.57] A spaceship may carry characters and
plained in Section 9.0, Movement. Each Spaceship companion possessions (up to its Passenger Control is dependent on whether or not a planet is
Card has the following ratings: Rating) and any number of weapon and object in rebellion, and which Player's military units are
Maneuver. Used to determine the evasion value possessions. A spaceship may not carry another on the planet. The Rebel Player may attempt to
when the ship and its passengers are undergoing spaceship. Each spaceship must be piloted and place a planet in rebellion when it is a state of
the Detection Routine, as explained in Case 9.3. moved separately, unless moved with military unrest. Once a planet is in rebellion, the Imperial
The Evasion Value is the sum of the spaceship's units. Player may attempt to stop it.
Maneuver Rating and the pilot character's Naviga [14.58] The S-XIll spaceship does not have its CASES:
tion Rating(However,see Case 14.52). [15.1] MOVING THE LOYALTY MARKER
Maneuver Rating reduced when it is undergoing
Passengers. This is the maximum number of detection with an inferior pilot (exception to Case The Political Track of each planet has a loyalty
characters and companion possessions that the 14.52); the S-XIll always uses its full Maneuver marker which is placed on one of the five spaces at
spaceship may carry when it is being moved. Rating when determining the Evasion Value. the beginning of the game (as directed by the
Cannon/Shields. These values are not used in the [14.59] If the counter representing a spaceship is scenario instructions). During play, the marker is
Star System Game. ever not slacked with Rebel characters or military moved from space to space on the Political Track
units, either because the Rebel Player moved the as a result of certain missions the Players may
Three of the spaceships (Card Nrs. 33,36 and 37)
units away without the spaceship or all the undertake. If the counter is moved to the left, it is
are owned by a particular Rebel character, as
characters or military units were killed, captured being moved in the Imperial Player's favor; if
noted on the card. See Case 14.53 for details.
or eliminated, the spaceship is immediately lost moved to the right, in the Rebel Player's favor.
The S-Xlll Spaceship(Card Nr. 40) has additional
(see Case 14.24). [15.11] Each space on the Political Track has a
special properties explained in Case 14.58.
name and a number. The former serves to identify
[14.6] IMPERIAL SPACESHIPS the planet's current disposition toward the Em
[14.51] Like other possessions, a spaceship may The Imperial Player is provided with one or more pire; the latter to define the current loyalty in
be assigned and re-assigned to Rebel characters. Imperial character spaceships at the beginning of regard to whatever Player must refer to it. For ex
The Rebel character who currently owns the the game, as described in each scenario. Each ample. Patriotic is + 2 for the Imperial Player and
spaceship is considered the pilot; his Navigation spaceship is represented by a counter (but not a -2 for the Rebel Player. Neutral is 0 for both
Rating is used in conjunction with the spaceship's card) which contains the same numerical ratings players.
Maneuver Rating to determine the Evasion Value that are found on the Rebel character spaceship [15.12] The Loyalty marker may be moved as a
when undergoing detection (and in the Province Cards. All Imperial spaceships are identical to result of a Diplomacy or Coup mission; see the ap
and Galactic Games when Hyperjumping, see each other except for one; Redjac'sspaceship.This propriate Mission Card. Some Action Events may
Case 21.2). A character with a Navigation Rating spaceship may only be piloted by the character also move the Loyalty marker.
of "O" may not pilot a Spaceship (including the Redjac. If, at any time, Redjac's spaceship is not
S-XIII). stacked with Redjac, it is removed from play. All [15.13] If the Loyalty marker is on the Patriotic or
Unrest space of the Political Track, and a shift to
[14.52] When determining a spaceship's and other Imperial spaceships may be piloted by any
Imperial character with a Navigation rating above the left or right respectively, is called for, it is ig
pilot's Evasion Value, the ship's Maneuver Rating
nored. However, if the Loyalty marker is on the
may not exceed the pilot's Navigation by more "O".
Unrest space, the Planet may be placed into
than one, and vice-versa. If one rating is more than [14.61] The Imperial Player may receive a Rebellion (see Case 15.2).
one greater than the other, the greater rating must spaceship during play only ifhe has less spaceships
be reduced until it is only one greater. For exam currently in play than he started with. If this is the [15.14] When a planet is in a slate of Rebellion or
ple, if Scott Rubel (Navigation Rating of 5) is case, any Imperial character who is an Imperial Rebel Control, the Loyalty marker is not used on
piloting the Interstellar Sloop (Maneuver Rating the Political Track (see Cases 15.52 and 15.53). In
Knight (as noted on the card) and is on an
of 2), their Evasion Value would be 5, since Scott's Imperial-controlled planet (see Case 15.5) at the stead, a Rebellion marker(the backside of a loyal
rating must be reduced to 3 before the two ratings end of the Imperial Player-Turn may receive a ty marker) or a Rebel Control marker (the
are added together (Exception: see Case 14.58). spaceship (stack the Spaceship counter with the backside of any Rebel military unit) is placed on
the track. If this occurs, the planet's Loyalty may
[14.53] If a spaceship Possession Card states that character counter).
710/be changed.
the spaceship is owned by a particular character, [14.62] Imperial characters that are not Knights
the ship should be assigned to the character, if the may not initially receive a spaceship; but once in [15.15] If a Planet is in a state of Rebellion
Rebel Player receives that character at the start of play, a spaceship (other than Redjac's) may be Stopped, a Loyalty marker and a Rebel Control
the game (as noted in the scenario). If such a marker are used on the Political Track (see Case
reassigned to any Imperial character.
character(Ly Mantock, Boccanegra, or Tourag)is 15.54). If this occurs, the planet's Loyally may be
received during the course of play, and the ship [14.63] Once lost, Redjac's spaceship may not be changed.
returned to play. Redjac would receive a regular
that character owns is not yet in play, the
Imperial spaceship instead, if he were eligible to [15.2] HOW A REBELLION IS STARTED
spaceship should be found in the Possession Deck
receive one. During his Mission Phase, the Rebel Player may
and assigned to that character. If the spaceship is
already in play, the character receives no "free" [14.64] Imperial spaceships are subject to all the assign the Start Rebellion mission to a Mission
17
Group if they are on a planet that is in a state of [15.44] The stacking restrictions for military units planet, regardless of whether the PDB is Up or
Unrest only (however, see note below). The must be observed when placing new military units Down.
Rebellion mission may not be completed if the in an Environ (see Case 9.5)and this includes any • If there are only Rebel military units on the
Loyalty marker is on any space besides Unrest. If Rebel military units that may already be in the En planet and the PDB is Up,the Imperial Player con
the Start Rebellion mission is completed, the viron. If the Rebel Player has purchased too many trols the planet.
Loyalty marker should be flipped over to its military units to legally place in the Environ, they
are withheld until the beginning of the first Rebel • If there are only Rebel military units on the
backside (remaining in the Unrest space); the
Operations Phase in which they may be legally planet and the PDB is Down, neither Player con
planet is now in rebellion. trols the planet.
Note: The Rebel Player could assign the Start stacked.
Rebellion mission on a planet that did not start the [15.45] Upon placing military units created by [15.52] Planet In a State of Rebellion
Mission Phase in Unrest if he was also assigning rebellion in an Environ, the Rebel Player may(but A Planet is in this state when the Rebel Player has
his character a mission that might shift the planet is not required to) declare an immediate attack by completed a Start Rebellion mission on the planet.
Loyalty to Unrest. In this case, the Rebellion mission those units upon all Imperial military units that are (Or, in the Province Game, as a result of the
could not be completed unless the Rebellion Mis in the same Environ;see Case 10.7 for details. Domino Effect; or in the Galactic Game as a result
sion Letter was drawn qfter the Loyalty marker of a Galactic Event). This state is noted by a
[15.46] If the Action Event "Populace goes rebellion marker (the flip-side of the Loyalty
was moved to the Unrest space by the other mis
wild," is drawn while resolving a mission, the Marker) on the Unrest space of the Political
sion.
Resource Value for that Environ (only) will be Track.
doubled if the planet is placed in Rebellion during
• If there are only Imperial military units, or
ContriH the current Mission Phase (however, see Case
Rebel and Imperial military units on the planet,
15.49). If the card comes up during a Mission
neither Player controls the planet, regardless of
Phase in which a rebellion on the planet was
whether the PDB is Up or Down.
[15.3] HOW A REBELLION IS STOPPED already started, it has no effect.
The Imperial Player may attempt to stop a [15.47] Once a planet is in rebellion, the Loyalty • If there are only Rebel military units or no
Rebellion by assigning a Mission Group on a marker may not be moved. In order to perform a military units on the planet and the PDB is Down,
planet in rebellion the Stop Rebellion mission. If Coup or Diplomacy mission on the planet, the neither Player controls the"planet. However, the
rebellion would first have to be stopped. Rebel Play6r may place the PDB Up,as described
the mission succeeds,the Loyalty marker is flipped
from the rebellion side back to the Loyalty side, re
in Case 16.16. (In the Province and Galactic
[15.48] A planet that is placed into rebellion and Games, as described in Case 19.2). This is an ex
maining on the Unrest space of the Political then out of rebellion may be placed into rebellion
Track, and a Rebel Control marker is placed ception to Case 15.6
again; there is no limit to the number of times this
underneath the Loyalty marker to indicate that the may occur. However, if a planet is placed into • If there are only Rebel military units or no
planet is not Imperial-controlled (nor is it Rebel- rebellion when in a state of Rebellion Stopped (see military units on the planet and the PDB is Up,
controlled,see Case 15.5) Case 15.54), the Rebel Player receives no military neither Player controls the planet. However,if this
units as a result of the rebellion. He would receive
condition exists at the end ofan Imperial Player-
[15.4] EFFECTS OF REBELLION Turn, the planet is now considered Rebel-
military units on a planet that had once been in
When a planet is placed into rebellion,the Imperial rebellion but was now in a state of Imperial control 'controlled; replace the Rebellion marker with a
Player loses control of the planet(see Case 15.5). when the rebellion is achieved. Rebel Control marker.
The Planet is now controlled by neither Player. [15.53] Planet in a State of Rebel Control
Also, the Rebel Player immediately receives Rebel [15.49] If the Action Event "Populace goes wild,"
is drawn on a planet in a state of Rebellion Stop A planet is in this state as a result of the third con
military units on the planet according to each En- dition in Case 15.12 being met. A planet is also in
viron's Resource rating. If the Rebel Player ped,and a rebellion is then started in the same Mis
sion Phase, the Rebel Player receives the normal this state at the start of play of an Armegeddon
wishes, he may have his newly created military scenario if the Political Track is marked AC (see
units attack Imperial military units in the same En number of Force Points for each Environ.
Case 16.11). This state is noted by a Rebel Control
viron. marker on the Unrest space of the Political Track.
[15.5] CONTROL OF A PLANET
[15.41] When a planet goes into rebellion, the A planet may be in one of four states of control: • If there are only Rebel military units. Rebel and
Rebel Player may purchase Rebel military units Imperial Control, Rebellion, Rebel Control, or Imperial military units, or no military units on the
(Exception:see Case 15.48). He receives a number Rebellion Stopped. Each state is indicated on the planet, the Rebel Player controls the planet,
of Force Points for each Environ on the Planet planet's Political Track by the presence and posi regardless of whether the PDB is Up or Down.
equal to the Environ's Resource Rating. He may tion of the Loyalty marker, a Rebellion marker,
then "spend" these points as follows: a 1-0 • If there are only Imperial military units on the
and/or a Rebel Control marker. Actual control of planet and the PDB is Up, the Rebel Player con
military units costs one Force Point; a 2-1 military a planet in each of these states is determined by trols the planet.
unit costs three Force Points. which Player has military units on the planet, and
After buying military units, the Rebel Player whether the planet's PDB is Up or Down.Control • If there are only Imperial military units on the
places them in each Environ. Force Points from an of a planet can change instantaneously or at the planet and the PDB is Down, neither Player con
Environ may only be spent to buy Rebel military end of the Game-Turn, whenever the state of af trols the planet.
units of the same Environ type. fairs on that planet is altered. To determine who [15.54] Planet in a State of Rebellion Stopped
currently controls a planet, locate the category A planet is in this state when the Imperial Player
Example:The planet Solvia(Nr.432)hasjust been
(state) it falls into among the following Cases. has completed a Stop Rebellion mission. This state
placed into rebellion. It has three Environs; Urban
Control for each control state is summarized on is noted by a Loyalty marker on any space of the
(with a Resource Value of7),Subterranean(with a
the Planet Control Chart (15.8). Political Track with a Rebel Control marker
value of 3)and Wild(with a value of 3). In the Ur
underneath it (regardless of whether the Rebel
ban Environ the Rebel Player places three Rebel Note: there is a distinction between a planet's con Player ever gained control of the planet).
Urban military units; two 2-rs (3 Force Points trol state and the actual fact of who controls it at
each)and one 1-0(1 Force Point). In the Subterra any given moment.For example,it is possible for a • If there are only Rebel military units. Rebel and
nean Environ he places one 2-1 Subterranean planet that is "in a state of Imperial control" to be Imperial military units, or no military units on the
military unit and in the Wild Environ he places one either controlled by the Imperial Player or for it to planet, neither Player controls the planet,
2-1 Wild military unit. be controlled by neither Player, depending on the regardless of whether the PDB is Up or Down.
[15.42] The Rebel Player may only purchase those circumstances. • If there are only Imperial military units on the
military units named in Case 7.3. The other Rebel [15.51] Planet In a State of Imperial Control planet, the Imperial Player controls the planet,
military units are used in the Province and Galac All planets are in this state at the start of play regardless of whether the PDB is Up or Down.Im
tic Games only. (unless an Armegeddon scenario is being played mediately removed the Rebel Control from
and the Political Track is marked "AC";see Case underneath the Loyalty marker, the planet is now
16.11). A planet may also be in this state as a result in a state of Imperial Control.
[15.43] Rebel military units that are created by
rebellion are placed immediately after the of the second condition in Case 15.54 being met. [15.6] PLANET CONTROL AND FOB'S
rebellion takes place, even if other missions have This state is noted by the Loyalty marker being on
any space on the Political Track. Only the Player who controls a planet may use the
yet to be resolved in the Environ. They are placed planet's Planetary Defense Base(see Section 8.0).
regardless of the presence of Imperial or other
Rebel military units, and must be placed in the En • If there are only Imperial military units. Rebel [15.61] A Player who controls a Down PDB may
viron of the same type as the units. Once they are and Imperial military units, or no military units on place it Up at certain times during the game, see
in play however,they may be moved normally. the planet, the Imperial Player controls that Case 16.16
18
[15.62] Control of a planet has no effect on the Rebel Player completes Gather Information mis
Level of a PDB; if an Imperial-controlled Planet sion(as described on the Mission Card) 1 VP
has a Level 2 PDB, and the planet comes under Imperial Player completes Gather Information
Rebel control, it would still be at Lev^l 2.
mission(as described on the
[15.63] For convenience, a Rebel-controlled Level Mission Card) - I VP
[16.11] Place the Loyalty marker for each planet
1 or 2 PDB should be placed on the Dissent or on the space on the Political Track marked S, if a The above Victory Points are only awarded or sub
Unrest space of the Political Track, respectively. Start Rebellion scenario is being played; or on the tracted if the particular condition exists at the end
An Imperial-controlled Level I or 2 PDB should of the game.
space marked A if an Armegeddon scenario is be
be placed on the Loyal or Patriotic space, respec ing played. In some areas the A may be followed
tively. A Level 0 PDB is always placed on the [16.18] In some of the scenarios a Player may win
by a C which means the planet is Rebel-controlled an instant victory, by fulfilling certain objectives
Neutral space, with the controlling Player deter at the start of play; place a Rebel Control marker
mined according to Case 15.S. at any point in the game. See the scenario instruc
in the Unrest space instead of a Loyalty marker. tions.
[15.7] OTHER EFFECTS OFPLANET Unless a planet starts AC, it is controlled by the
Imperial Player. [16.19] The Rebel Player may gain (or lose) a
CONTROL
maximum of one Victory Point for completing the
[15.71] If characters are on a mission in an En [16.12] Each Player may place the characters and Gather Information mission, regardless of how
viron without a creature listed, and they draw the spaceships that he receives at the start of play in many times he (or the Imperial Player) actually
Action Event "Creature Attacks," the event may any one Environ on a Planet he controls. If the completes the mission. Note that the VP is award
state that they are attacked by one or two sentry Player does not control any planet, the characters ed for completing the mission by drawing the mis
robots (see Case 13.46). The attack only takes enter the game during the Movement Segment of sion letter(I)twice.
place if the Non-Phasing Player controls the the Player's first Turn "from space"; he chooses
any one Environ he wishes them to go to and [16.2] FLIGHT TO EGRIX
planet.
undergoes the Detection Routine as he places them Start ofRebellion scenario.
[15.72] The Gather Information mission may not
there.
be performed on a planet that the Phasing Player Playing Time:One Hour,six Game-Turns.
controls if there are no Enemy characters or Chroniclers of the Great Rebellion agree that the
military units in the Environ (see the Mission [16.13] Military units that the Player receives at
conflict got its start when Frun Sentel fled from his
card). the start of the game may be placed in Environs on
home planet of Xan. Sentel had been driven from
planets he controls, in any manner he wishes. All
[15.73] An Imperial Knight character that is on an the planet by an Imperial propaganda campaign,
Friendly military units placed in the same Environ
Imperial controlled planet may be given a should be stacked together(see Case 9.5). Imperial
designed to suppress local desire to engage in an
spaceship, if the Imperial Player is eligible to active Rebellion. Instead of going into exile, Frun
Mobile military units are placed upside-down (see
receive any (see Case 14.61). Sentel and his companions hyper jumped to Egrix,
Case 7.22). If the Rebel Player receives units, he
a major star system light-years away. There they
[15.74] Characters have no effect on planet con must place them in the Environ that matches their
hoped to encourage the unstable situation on the
trol. Environ type. Place one PDB for each planet on
planet Angoff to swing to the Rebel side while the
[15.75] A planet's Loyalty may not be changed the Political Tracks as described in the scenario.
Empire turned its attention elsewhere. Although
unless the Loyalty marker is on the Political Track [16.14] The Imperial Player sets up all his units the political situation on Angoff was favorable,
of the planet. Thus, neither Player may perform a that start on the map first; then the Rebel Player Sentel found the Imperium far from unprepared,
Coup or Diplomacy mission on a planet that is in sets up his units. As per the Sequence of Play, the as he met with a a rather unpleasant welcoming
rebellion or Rebel-controlled. If a planet's loyalty Rebel Player is the first Player in each Game- committee. To avoid being captured and facing
is shifted when a planet is in a state of Rebellion Turn. possible execution for treason, Sentel and his
Stopped (see Case 15.54), the Loyalty marker and [16.15] If the scenario states that a Player receives cohorts developed the techniques of hiding and
the Rebel-control marker beneath it are moved secret influence that were to become standard
military units as reinforcements during the course
together. of play, he may place them in any Environ on a Rebel tactics in the growing struggle.
[15.8] PLANET CONTROL CHART planet he controls, regardless of"the presence of [16.21] The Egrix star system is used (Star 22).
(see Charts and Tables) Enemy military units in the Environ or on a planet Place PDB's as follows: Level 1 onQuibron, Level
that either Player controls if there are no Enemy 2 on Angoff and Level 0 on Charkhan. All are
military units in the Environ. If no such Environ I mperial-controlled.
exists, he does not receive the reinforcements at
all. Reinforcements are placed at the beginning of [16.22] The Rebel Player receives Boccanegra,
the owning Player's Movement Segment.
Doctor Sontag, Frun Sentel and the Planetary
Privateer spaceship. These enter play "from
[16.16] If the'PDB on a planet that a Player con space"(see Case 16.12). The Rebel Player receives
trols goes Down for some reason or other during no military units at the start of the Game.
[16.0] STAR SYSTEM the course of play, he may flip it back over, mak
ing it operational at certain points during the [16.23] The Imperial Player receives Jon Kidu,
SCENARIOS Vans Ka-tie-a and an Imperial character
game. On odtf-numbered Game-Turns, during his
(One Star System) Movement Segment, the Rebel Player may flip
spaceship; he receives one Line, three Patrol and
three Militia military units.
over one Down PDB marker on a planet he con
trols. On even-numbered Game-Turns, also dur [16.24] The Imperial Player receives one Line
GENERAL RULE: ing his Movement Segment, the Imperial Player military units each time a planet is placed into
The Star System Game of Freedom in the Galaxy may flip over one Down PDB marker on a planet rebellion,in accordance with Case 16.15.
can be played in two separate scenarios. Each he controls. Neither Player may increase the level [16.25] The Rebel Player wins an instant victory if
scenario includes rules covering which characters ofhisPDBs. any Planet is ever Rebel-controlled (see Case
and military units are used in the game, how many [16.17] The winner of the game is determined by 15.53).
Game-Turns long the game is, and how the Players the number of Victory Points the Rebel Player has [16.26] The Imperial Player wins an instant vic
win. The Players should choose which scenario at the end of the Game. The Imperial Player does tory if all Rebel characters are killed or captured
they wish to play and read Case 16.1 (which con not earn Victory Points. At the end of the game the and all planets are Imperial-controlled (as they are
tains rules applicable to both scenarios) and the Players consult the following schedule to see how at the start of the game).
Case on their scenario. Scenario One is an in many Victory Points the Rebel Player has earned.
troductory scenario, recommended for those who [16.27] At the end of the sixth Game-Turn,
Planet Rebel Controlled 9 VPs assuming neither player achieved an instant vic
are playing the game for the first time. Scenario
Two presents a particularly interesting Armeged- Planet in rebellion (but not tory, the Victory Point total is calculated. If the
don play situation. Rebel-controlled) 6 VPs Rebel Player has 12 or more Victory Points, he
Planet in Unrest (but not in rebellion) 3 VPs wins the game. If he has fewer than 12, the Im
perial Player wins.
Planet at Patriotic -2 VPs
CASES: Imperial character killed 1 VP [16.3] THEVARUPOWDERKEG
[16.1] HOW TO USE THESCENARIOS Imperial character captured 2 VPs Armegeddon Scenario
The following rules apply to all the Star System Rebel character killed -I VP Playing Time:90 minutes,seven Game-Turns.
Game scenarios. Rebel character captured -2 VPs The Imperial information system on the planet
19
Solvia was purported by its creators to be a fail I. REBEL PLAYER-TURN 2. IMPERIAL PLAYER-TURN
safe network ofcomputer libraries. It was shabbily A.Operations Phase The Imperial Player becomes the Phasing Player
constructed to say the least. Most Solvians believ and executes all the functions that the Rebel Player
ed that the bulk of the project's funds went into 1. Interplanetary Military Movement Segment:
The Phasing Player may move his mobile military undertook during his Player-Turn.
local Imperial pockets. The androids who staffed
the system would occasionally overload and per units from any Environ or Orbit Box to any other A.Operations Phase
form whatever order was in front of them; and if Environ or Orbit Box on a different planet. The 1. Interplanetary Military Movement Segment
they were cataloguing records on the Galactic Ex movement of a military unit may be halted before
or during movement if it is intercepted by an 2. Military Space CombatSegment
termination Wars, the results could be fatal to
nearby Solvians. With the planet Cercis driven in Enemy military unit. If a unit is being moved from 3. Character MovementSegment
to rebellion by Imperial persecution of the one star system to another,it is moved by Hyper 4. Surface Military MovementSegment
Piorads, it was only a matter of time before anti- jumping. Friendly characters may be moved with
military units if they start this Segment in the same 5. Enemy Reaction Segment
Imperial sentiments left Cercis and infected the
fellow Piorads on Solvia, already disgruntled Environ or Orbit Box. Non-mobile (1-0) military 6. Environ Military CombatSegment
about the crazed androids. One push in the right units may be moved if they are transported by 7. Orbit Organization Segment
direction could send the entire system into revolt. mobile military units.
B.Search Phase
[16.31] The Varu Star System is used (Star 43). 2. Military Space Combat Segment:In each Orbit
C. Mission Phase
Place the PDB's as follows: Level 2 on Solvia, Box where there is an interception stack (see Case
Level 1 on Horon (both Imperial-controlled), and 20.4), space Combat must be resolved. In addi 1. Mission Assignment Segment
Level 1 on Cercis(Rebel-controlled). tion, if both Players have military units in an Orbit 2. Mission Action Segment
Box that are not intercepted, either Player may
[16.32] The Rebel Player receives Vudot Vodot, declare space combat between those units. If the 3. BonusDraw Segment
Zina Adora, Kogus, Rayner Derban, and the Star Phasing Player has military units in an Orbit Box 3. GAME-TURN INTERPHASE
Cruiser spaceship; he receives one 2-1 Subterra that are not intercepted, he may declare combat
nean military,unit and two 2-1 Wild military units, The Rebel Player checks to see if any planets are
between those units and an Enemy-controlled Rebel-controlled, as in the Star System Game,and
placed in accordance with Case 16.13. PDB (if any). If either Player has a character with then the Game-turn is over.
[16.33] The Imperial Player receives Redjac, a space Leadership rating in an orbit Box where
Gelba and Redjac's spaceship; he receives three space combat is occurring, he may name that
Line military units and three Militia military units. character as a leader in the combat.
[16.34] The Imperial Player receives one Line 3. Character Movement Segment: The Phasing
[19.0] FORCEPOINTS AND
military unit on Game-Turns Two, Four and Six. Player may move his character from Environ to MILITARY UNITS
However, if he chooses to place a Down PDB Up Environ on a planet, or, if they have a spaceship,
on one of these Turns(see Case 16.16), he receives from any Orbit Box or Environ on one planet to GENERAL RULE:
a Patrol military unit instead. any Environ or Orbit Box on another; providing In the Province Game,the Players receive military
[16.35] The Rebel Player wins an instant victory if those character were not moved with military units units by purchasing them according to the Force
Cercis and one other planet are both Rebel- in the Interplanetary Military Movement Segment. Point Cost Chart (19.7). All military units on the
controlled at any point. If characters are being moved from a location in Chart are available to the Players, except for the
one star system to a location in another, they are Imperial units. Resolution, Peacemaker and
[16.36] The Imperial Player wins an instant vic moved by Hyerjumping. The movement of Planet Stabilizer(these are used only in the Galac
tory if all three planets are Imperial-controlled and characters may be interrupted by the Detection tic Game). In addition, the Players may spend
at least three Rebel characters are killed or cap Routine. force Points to increase the level of a PDB that
tured at any point.
4. Surface Military Movement Segment: The they control, or to place a down PDB Up,as noted
[16.37] At the end of the Seventh Game-Turn, Phasing Player may move his military units from on the Chart.
assuming neither Player has achieved an instant Environ to Environ on the same planet. If the
victory, the Victory Point total is calculated. If the PROCEDURE
Player has military units in an Orbit Box that are
Rebel Player has 20 or more Victory Points, he not intercepted, he may move them to any Environ Each Player may receive a number of Force Points
wins the game. If he has fewer than 20, the Im on the same planet. A military unit may be moved at the beginning of the game, according to the
perial Player wins. in this Segment even if it was also moved in the In scenario being played. A Player may also receive
terplanetary Military Movement Segment. Force Points at the beginning of each Game-Turn
[17.0] INTRODUCTION during play. When a Player has Force Points to
5. Enemy Reaction Segment: As in the Star spend, he consults the Force Point Cost Chart
TO THEPROVINCE System Game,except that the non-phasing Player under the appropriate section, to find the cost of
GAMES may choose a unit in the Orbit Box of a planet to each type of unit he may purchase. Within the
be moved in reaction instead of one already in an restrictions of the following Cases and the
After mastering the concepts of the Star System Environ on the planet if he wishes, as long as that Scenario instructions, he may purchase any type of
Game and using it to battle over a few planets, unit is not currently in an interception stack. unit in any quantity, as long as he does not exceed
Players may move on to the Province Game. This
6. Environ Military Combat Segment: As in the the number of Force Points he currently has and
uses an expanded Sequence of Play incorporating
Military Combat Segment of the Star System the limitation of the countermix. After a Player
mechanics already learned with new rules covering
Game. has made all permissible or desired purchases, pur
movement from star system to star system and for
chased units are immediately placed on the map.
a wider variety of military units and space combat. 7. Orbit Organization Segment: All Friendly and
Also introduced is the Domino Effect, which Enemy units in each Orbit Box are rearranged into In the Province Game, neither Player may accum-
shows how events on an influential planet can two stacks of units; one Rebel and one Imperial. mulate Force Points from Game-Turn to Game-
seriously affect other planets, and sundry other Turn; if they are not spent when they are received,
Note: There will be many occasions during the
items to add to the Player's enjoyment of the they are lost. This is not true in the Galactic Game
course of play when one or more of the above
game.The Province Game may be played in one of (see Cases 33.2 and 34.3).
Segments can be skipped entirely if the functions
two scenarios; one takes place in Province Two described therein do not have a bearing on play. CASES:
and the other in Province One, the heart of the
Empire. [19.1] USES OF MILITARY UNITS
B.Search Phase
All military units have two values, the first being
The Imperial Player may conduct search for
[18.0] PROVINCE GAME detected Rebel characters in Environs, as in the
the Environ Strength and the second being the
space strength.
SEQUENCE OF PLAY Star System Game.
[19.11] The Environ strength is used as in the Star
In the Province Game, the Sequence of Play is
C. Mission Phase System Game — to search for Enemy characters,
changed somewhat from the Star System Game.
as the unit's strength in military combat in an En
Each Player-Turn is still composed of an Opera As in the Star System Game
viron, etc.
tions Phase, a Search Phase and a Mission Phase; 1. Mission AssignmentSegment
however, the Operations Phase is greatly expand [19.12] The space strength represents the unit's
2. Mission Action Segment strength when involved in space combat (see Sec-
ed, containing an entirely different set of
Segments. 3. Bonus Draw Segment lion 22.0), its Navigation rating when Hyperjump-
20
ing (see Section 21.0), and its fleet detachment would not happen unless the Imperial Player also Suicide Squad and all the characters are removed
strength when attacking a detected Enemy did not control the Throne Planet. from play.
spaceship(see Case 20.7). [19.34] The Imperial Player is restricted in the
[19.61] A Suicide Squad has a Navigation rating
[19.13] When a military unit is in an Environ, on number of elite and Suicide Squad military units of 5, but has a space combat strength of 1 and an
ly its Environ strength is referred to; the space he may purchase, as noted in each scenario.
Environ combat strength of 1. These strengths are
strength is ignored. [19.4] RESTRICTION ON PURCHASING used only when the Suicide Squad is attacked
[19.14] When a military unit is being moved from REBEL MILITARY UNITS alone.
planet to planet or is in an Orbit Box,only its space As explained in Case 15.4, the Rebel Player
receives military units when a planet is placed into [19.62] If a Suicide Squad is stacked with other
strength is referred to; the Environ strength is ig
rebellion. Using the Force Point Cost Chart, the Imperial military units, it values have no bearing
nored.
Rebel Player purchases these units with a number on any function that stack undertakes, including
[19.15] All military units except 1-0 military units
of Force Points equal to the resource value ofeach combat,search and detection.
are considered mobile. As in the Star System
Game,Imperial mobile military units are deployed Environ on the planet. If the resource value is [19.63] A Suicide Squad may not attack military
face-down, being revealed only when one of their followed by a star(★), the Rebel Player may pur units by itself; it may only defend. Its sole pupose
strengths is required for some game function. chase any type of Rebel military units of the-pro is to destroy found Rebel characters and (in the
[19.16] The Force Point Cost Chart lists a few per Environ type, except elite (4-4) units. If the process)itself.
military units with special attributes, these are elite resource value is not followed by a star, the Rebel
[19.64] If a Suicide is in a stack of Imperial
units (which both Players may purchase) and Player may purchase only 1-0 and 2-1 Rebel military units that is totally eliminated in a military
Suicide Squads (which only the Imperial Player military units of the proper Environ type. combat,the Suicide Squad is also eliminated.
may purchase). See Cases 19.5 and 19.6 for the [19.41] The above restrictions also apply to Rebel
special properties of these units. military units purchased for Environs on planets [19.7] FORCE POINT COST CHART
that begin the game Rebel-controlled, but not to (see Charts and Tables)
[19.2] EXPENDING FORCEPOINTS
ON PLANETARY DEFENSE units that enter from off-map during the course of [20.0] PROVINCE
BASES play(see Case 19.42).
Each scenario in the Province Game lists each [19.42] If the scenario states that the Rebel Player GAME MOVEMENT
Planet's PDB's starting level. If the scenario in receives military units equal to a given Force Point GENERAL RULE:
dicates that a Player receives Force Points on a cer value from off the game-map on a certain Game- Movement in the Province and Galactic Games of
tain Game-Turn, he may spend any number of Turn, he may purchase any type of Rebel military Freedom in the Galaxy is much more complex than
those Points to increase the level of any PDBs that units on the chart with those Force Points, in in the Star System Game. This allows a Player
he controls or to place a Down PDB that he con cluding elite units. However,'these units may only more strategic options in moving his units and also
trols Up. The Force Point Cost Chart lists the be of the Urban or Wild Environ type. allows for more interaction between the Phasing
number of Force Points that must be expended to [19.43] The Rebel Player may not use the Force and non-Phasing Player's units. A Player may
improve a PDB. Points he receives when a planet is put in rebellion move his units during as many as three Segments
[19.21] When a Player spends Force Points on one or when a planet starts the game Rebel-controlled of the Operations phase of his Player-Turn.
of his PDBs, he should adjust its counter accor to increase the level of a PDB or to place a Down PROCEDURE:
dingly on the Planet Political Track to reflect the PDB Up. He may only use the Force Points he The Phasing Player moves his military units and
improvement(or flip the counter over if he placed receives from off the game-map toward PDB im
characters one unit(or stack)at a time,completing
it Up). provement.
the movement of one unit or stack for a Segment
[19.22] A PDB's level may be increased by no [19.44] If the Action Event "Populace goes before beginning the movement of another. Along
more than one per Game-Turn (in addition to Wild" is drawn during a Mission Phase in which a with the Environs that are used for movement in
placing it Up).Therefore, a Player could spend no planet is placed in rebellion (see Case 15.46), the the Star System Game, the Orbit Box of each
more than/our Force Points on a single PDB in a resource value in that Environ is considered to planet is also utilized. Whenever a unit is moved to
Game-Turn: one to place it Up and three to in have a star, even if none appears after the printed or from a planet, it must be moved via the planet's
crease its Level by one. resource value. That is, the Rebel Player may pur Orbit Box, so that any enemy military units there
[19.23] In the Galactic Game, a Player must ex chase any type of Rebel military units(except elite) may have the opportunity to intercept the unit (if
pend Force Points at the beginning of the game to with twice the Force Points he would normally military) or detect the unit (if a character
improve his PDBs(rather than receiving his PDBs receive in that Environ. spaceship). When a unit is being moved between
at set levels). Star systems, it is moved by Hyperjumping (see
[19.5] ELITE MILITARY UNITS
[19.3] RESTRICTIONS ON PUR Section 21.0).
CHASING IMPERIAL MILITARY
The Force Point Chart provides both Players with
elite military units. Aside from their higher space CASES:
UNITS
The Imperial Player receives a certain number of and Environ strengths, these units have the follow [20.1] MOVEMENT IN THEINTER
ing properties. PLANETARY MILITARY MOVE
Force Points at the beginning of each scenario
with which to purchase his military units. He must [19.51] The presence of an elite unit in an Environ MENT SEGMENT
spend all these Points before commencing the first increases the strength of a squad, should Enemy In the Interplanetary Military Movement Seg
Game-Turn. He may place his purchased units in characters be found in that Environ (see the Squad ment, the Phasing Player may move his military
any Environs or Orbit Boxes on any planets that Chart, 12.16). units(and any characters stacked with them)from
are Imperial-controlled at the start of play, in any an Environ to any other Environ on a different
[19.52] An elite unit may repair a character
manner he sees fit(but stacking restrictions in En planet,from an Environ to any Orbit Box,or from
spaceship(see Case 27.1) an Orbit box to any Environ. He may not move a
virons must be obeyed).
[19.53] The presence of an Imperial eXiic unit in a military unit from an Environ to another Environ
[19.31] Force Points that the Imperial Player special Environ negates the adverse column shift on the same planet, and may not move characters
receives during the game must be spent at the against Imperial units involved in military combat that are not stacked with military units.
beginning of the Imperial Player-Turn on military there (see Case 10.5). It does not negate the col [20.11] Moving From an Environ
units or PDB improvement (see Case 19.2). umn shift that a Rebel unit receives in Military If the Phasing Player is moving a military unit that
Military units purchased in this manner may be Combat when it is in its own Environ type. is in an Environ at the beginning of the Segment,
placed in any Environ or the Orbit box of the [19.54] In the Galactic Game, Imperial elite units he first moves it to the Orbit Box of the same
capital planet only (if the scenario is taking place may commit Atrocities (see Section 36.0) and the
in Province One, the units may also be placed on
planet. Assuming there are no Enemy military
Imperial Player must pzy Maintenance for his elite units in the Orbit box, the Player may choose to
the ThronePlanet, nr. 162),at the beginning of the units(see Case 33.4)
Interplanetary Military Movement Segment of the
cease the unit's movement there or move it to any
[19.6] SUICIDE SQUADS other in-play Orbit Box. If the destination Orbit
Imperial Player Turn.
Box is outside the star system, the unit must be
[19.32] A military unit may be moved and thke The Imperial Player may purchase Suicide Squad
moved by Hyperjumping. Assuming there are no
part in all game functions during the Player-Turn units. These are considered mobile military units
Enemy military units in the destination Orbit box,
in which it is placed on the map. (and are deployed upside-down), but do not count
the unit's movement may be ceased there, or it
[19.33] If the capital planet is not controlled by as a military unit for stacking purposes, and their
may be placed in any Environ of the same planet.
the Imperial Player (see Case 15.5), he may not values do not have the same meaning as those on
If there are Enemy military units in either of the
purchase military units as he has nowhere to place normal military units.
Orbit Boxes that the military unit is being moved
them. The Force Points he was to use for this pur Whenever Rebel characters are found in an through, the non-phasing Player may elect to in
pose are lost. In the Province One scenario, this Environ occupied by a Suicide Squad, both the tercept that unit (see Case 20.4). A unit that is in-
21
tercepted may be moved nofurther that Segment. [20.41] There is no limit to the number of times in been moved. However, once a unit is transported,
If the unit being moved is not intercepted by the terception may occur in a single Orbit Box in a it may remain in that state for as long as the own
Enemy Player, it may continue moving as describ single Segment, as long as the Phasing Player con ing Player desires.
ed previously. tinues moving units into the Box and the non- [20.53] A Player may "unload" a non-mobile
'[20.12] Moving From an Orbit Box Phasing Player has at least one unit with which to unit being transported at any time when the two
A military unit occupying an Orbit Box(that is not intercept. If more than one Interception takes units are in an Environ by stating that he wishes to
occupied by Enemy military units)at the beginning place in an Orbit Box, the involved units are all do so.
of the Segment may be moved to an Environ of placed in a single Interception Stack.
[20.54] A unit being transported does not con
that planet or to any other Orbit Box (see restric [20.42] The Non-Phasing Player may use any tribute to the combat strengths of the unit
tions, Case 20.11). If not intercepted at its destina number and type of military units(Exception: see transporting it. If the mobile unit were eliminated
tion Orbit Box, the unit may be moved to an En Case 20.44) that are in an Orbit box to intercept for some reason, the non-mobile unit would also
viron of that planet. A military unit starting the any unit or stack of units that are being moved into be eliminated.
Segment in an Orbit Box occupied by Enemy that Orbit Box.
military units may be prevented from moving this [20.55] A unit being transported does not count
[20.43] The Non-Phasing Player is never required toward the stacking restrictions of Hyperjumping
Segment, if the non-Phasing Player elects to in to intercept an Enemy unit. Declining to intercept
tercept. If not intercepted here, the unit's move (see Case 21.21). The unit does however, count
an Enemy unit does not prohibit the non-Phasing toward the stacking restrictions in an Environ (see
ment may proceed as described."
Player from intercepting a unit that is subsequent Case9.51).
[20.13] Moving Past an Enemy FOB ly moved into the Orbit Box. However, if the
If a military unit is being moved from an Environ Phasing Player is moving more than one military [20.56] Any type of mobile unit, except a Suicide
to an Orbit Box on the same planet, or vice-versa, Squad unit or an Imperial Atrocity unit (in the
unit as a single stack, the Non-Phasing Player
and that planet is occupied by an Enemy- must intercept the entire stack, or not intercept the Galactic Game), may transport a non-mobile unit.
controlled PDB, the non-phasing Player may use However, no unit may transport more than one
stack at all.
the PDB to execute a Raking Attack on the unit non-mobile unit at a time. Non-mobile units are
(see Case 20.6). The movement of the unit is inter [20.44] A unit that is already in an interception the only type of unit that may be transported.
rupted while this is resolved. stack may not be used by the non-Phasing Player
to intercept another Enemy unit. The Imperial [20.6] RAKING ATTACK
[20.2] MOVEMENT IN THE CHAR Player may not use a Suicide Squad unit or any Whenever the Phasing Player moves a military
ACTER MOVEMENT SEGMENT Imperial Atrocity unit (in the Galactic Game) to unit or stack of military units from an Orbit Box to
In the Character Movement Segment, the Phasing intercept a Rebel military unit, unless those Im an Environ on the same planet, or vice versa, and
Player may move his characters from an Environ perial units are part of a stack of Imperial military that planet is occupied by an Enemy controlled
to another Environ on the same planet, or, if a units that are executing a single interception. A PDB that is Up, the non-Phasing Player may use
character possesses a spaceship, from an environ unit that is being transported (see Case 20.5) may that PDB to execute a Raking Attack on the
or Orbit Box to any other Environ or Orbit Box. not be used to intercept individually. If the unit military unit. The Raking Attack replaces the PDB
He may not move military units in this Segment, that is transporting such a unit is used to intercept, attack as described in Case 9.2 of the Star System
nor may he move characters that were moved with both units must be placed in the interception stack. Game.
military units in the Interplanetary Military Move [20.45] During the Military Space Combat Seg [20.61] A Raking Attack is resolved on the
ment segment of the same Operations Phase. The ment, the non-Phasing Player must attack all the Military Combat Results Table (10.8). A Level 2
non-Phasing Player may not intercept characters Phasing Player's military units in an interception PDB attacks on the 4-1 column of the Table and a
that are being moved in a spaceship.The Detection stack with the units he has in the stack, and only Level I PDB attacks on the 2-1 column regardless
Routine may be initiated when moving characters the units he has in the stack. of the strength of the military units that the Phas
in a spaceship in accordance with Cases 9.3 and [20.46] No Interception takes place during the ing Player is moving.
20.7. If a spaceship is being moved from one star Character Movement Segment or during the Sur [20.62] A Raking Attack is a one-way proposi
system to another,it is moved by Hyperjumping. face Military Movement Segment. However, units tion. That is, after the Non-Phasing Player has
[20.3] MOVEMENT IN THESURFACE that were intercepted during the Interplanetary rolled the die to determine losses to the units being
MILITARY MOVEMENT Military Movement Segment of an Operations moved, there is no die roll to determine losses to
SEGMENT
Phase may remain intercepted during these other the PDB; the PDB may not be harmed by ex
segments. Interception never occurs in an En ecuting a Raking Attack.
In the Surface Military Movement Segment, the viron.
Phasing Player may move his military units (and [20.63] Losses to military units that are the victim
any characters stacked with them) from an Orbit [29.47] At the end of the Interplanetary Military of a Raking Attack are determined as per normal
Box or Environ to an Environ on the same planet
Movement Segment there may be up to three military combat, subtracting the required amount
only. He may not move a unit to an Orbit box, stacks of units in an Orbit Box; an interception ofspace Strength Points from the units.
from an Environ, or to any other planet. No in stack, a stack of the Phasing Player's units that [20.64] After a Raking Attack has been resolved,
terception takes place in this Segment. However a were not intercepted, and a stack of the non- the movement of the surviving military units may
unit in an Orbit Box that begins the Segment in an Phasing Player's units that did not intercept. Dur be continued.
interception stack may not be moved. If a unit is ing the Orbit Organization Segment of the same
Operations Phase, the stacks may be rearranged, [20.65] A Level 0 PDB or a PDB that is Down
moved from an Orbit box to an Environ on a may not be used to execute a Raking Attack.
see Case 20.9.
planet occupied by an enemy-controlled PDB,the
PDB may execute a Raking Attack(see Case 20.6). [20.66] A PDB may make a Raking Attack
A military unit that was moved in the In against each and every stack of Enemy military
[20.5] TRANSPORTING
terplanetary Military Movement Segment may units that are moved from an Environ to the Orbit
NON'MOBILE MILITARY UNITS
also be moved in this Segment, providing the Box (or vice-versa) of the planet that the PDB oc
Non-mobile military units(I-0)may ordinarily not cupies. The fact that a PDB executed a Raking At
preceding restrictions are observed.
be moved offa planet,and therefore, may not"nor tack in no way affects its ability to be used for
[20.4] INTERCEPTION OF MILITARY mally be moved at all in the Interplanetary other functions in the Game-Turn.
Military Movement Segment. However, a 1-0
UNITS [20.67] The Raking Attack is not executed when
military unit may be moved in this Segment if it is
During the Interplantary Military Segment, the characters are being moved (unless those
being transported by a Friendly mobile military
non-Phasing Player may intercept any military characters are being moved as part of a stack of
unit.
unit that the Phasing Player is moving out of or in military units).
to an Orbit box by placing any number of his [20.51] If a mobile military units begins the In
terplanetary Military Movement Segment in the [20.7] DETECTION IN THEPROVINCE
military units currently in the box on top of the GAME
same Environ as a I-O military unit, the Phasing
units that are being moved; those units may be
moved no further. The non-Phasing Player may
Player may have the mobile unit transport the As in the Star System Game, the Detection
also intercept an Enemy unit that begins the In
non-mobile unit by p[acing the non-mobile unit Routine is undertaken when a character spaceship
terplanetary Military Movement Segment in an atop the mobile unit and moving them as one is moving to or from a planet occupied by an
Orbit Box occupied by the Non-Phasing Player's mobile unit with a Navigation Rating equal to that Enemy-controlled PDB. Howerver, if the non-
of the Mobile unit. phasing Player has military units in an Orbit box
military units. When a unit is intercepted, it and the
unit intercepting it are considered to be in an in [20.52] A non-mobile military unit may only be not in an interception stack, they may also be in
terception stack,indentified by the fact that it now "loaded" for Transport during the Interplanetary volved in a Detection Routine resolved on that
contains opposing military units. Military Movement Segment before either unit has planet.
22
• If the non-Phasing Flayer has a Level 1 or 2 Up [20.8] ENEMY REACTION MOVE another star system, he must move the unit by
PDB on the planet, he may make a one column IN THE PROVINCE GAME Hyperjumping. The Player may move a military
shift adjustment to the right on the Detection The Enemy reaction move is carried out in the unit or stack of military units by Hyperjumping
Table for every three space Strength Points of same manner as in the Star System Game(see Case during the Interplanetary Military Movement Seg
non-intercepting military units he has in the Orbit ment of his Operations Phase. He may move
9.6) during the Enemy Reaction Segment of the
Box of the planet. For example,if the non-Phasing Operations Phase. However, the non-Phasing characters in a spaceship by Hyperjumping during
Player has military units, (not in an interception Player may choose to move a military unit (and the Character Movement Segment of his Opera
stack), worth a total of eight space Strength leader if present) or a character in a spaceship tions Phase.
Points, the Players would refer to the column two
from an Orbit Box to an Environ on the same
to the right of the normal column on the Detection PROCEDURE:
planet as his reaction move, instead of moving a
Table.
unit from a different Environ on the planet. A unit When the Player moves a unit by Hyperjumping,
• If the non-Phasing Player has a Level 0 Up that is currently in an interception stack (see Case he follows these steps as outlined:
PDB on the planet, he may make a column shift 20.4) may not be moved in reaction. See also Case 1. Determine the Hyperjump distance by counting
adjustment as described above. However, all D. 14.56. Navigation Stars along the shortest possible space
and E.results are still treated as D.(see Case 9.32). [20.9] STACKING AND ORBIT route that connects the unit's current position and
• If the non-Phasing Player has a Down PDB or ORGANIZATION its intended destination.
no PDB at all on the planet, he may initiate the During the Orbit Organization Segment of the 2. Determine the Navigation rating of the unit; if it
Detection Routine using only military units in an Operations Phase all interception stacks (see Case is a military unit, use its space combat strength; if
Orbit box. The firstfive space Strength Points are 20.4)should be sorted so that all Rebel units are in it is a character spaceship, use the pilot's Naviga
equivalent to a Level0PDB for purposes of detec one stack and all Imperial units in another. Units tion Rating.
tion. Any additional space Strength Points may in the Orbit Box not in the interception stack 3. If the Navigation rating is greater than the
provide column shifts as described above. Again, should be placed in the other stack, so that at the distance, the unit reaches its destination safely;
all D.and E.results are treated as D.. end of the Orbit Organization Segment there are place it there. If the Navigation rating is equal to
If, when resolving the Detection Routine under no more than two stacks of units in each Orbit Box or less than the distance, refer to the Hyperjump
any of the three above conditions, a result follow (as opposed to three in the earlier Segments of the Table(21.6). Roll the die to determine whether the
ed by an asterisk (*) is obtained, the character Operations Phase, see Case 20.47). No units are unit reached its destination safely; if so, place it
spaceship is immediately attacked by a fleet now considered intercepted. there. If not, take the action described on the
detachment. [20.91] The stacking restrictions in an Environ are Table.
the same as in the StarSystem Game(see Case 9.5). Some results on the Hyperjump Table will cause a
However, Case 9.57 should be amended to read unit to be placed in Drift or Drift2. A unit in Drift
[20.71] A fleet detachment attack on a character "When a Player has finished moving all the units is considered to be' within the' confines of its
spaceship is resolved by subtracting the Shield he wishes to in the Surface Military Movement destination star system but not close to the planet
rating of the spaceship from the single highest Segment, all his units..." it was attempting to reach. A unit in Drift 2 is con
space strength of an Enemy military unit that was [20.92] There are no stacking restrictions on units sidered to be lost in interstellar space, attempting
involved in the detection, to arrive at a differen being moved; there may be as many units in a stack to get a bearing on its destination.
tial column on the Character Combat Results
as the Player wishes. However, the Hyperjump CASES:
Table. The spaceship may then attempt to break-
ability of units are affected by the number of
off(on the active row, as in character combat). If [21.1] HOW TO DETERMINE THE
military units in a stack being moved at once (see
the Phasing Player does not choose to break-off,
Case 21.21). HYPERJUMP DISTANCE
or fails in his break-off attempt, the non-Phasing
Player rolls the die once and refers to the proper [20.93] When moving characters in a spaceship, The star systems on the game-map are connected
differential column on the Table (one column to whether by Hyperjump or within a star system, by lines called space routes. Some of these space
the right if the spaceship failed a break-off at each spaceship (and its passenger characters) is routes are interrupted by a star known as a Naviga
tempt,see Case 12.53). If the result obtained is one moved separately. That is, two spaceships may not tion Star. When a Player is going to move a unit by
wound, the spaceship is damaged. If the result ob be moved in a single Hyperjump or be involved in Hyperjumping, he counts the number of Naviga
tained is two or more wounds, the spaceship and a single Detection Routine. There is no limit to the tion Stars that lie between the unit's current posi
all aboard or destroyed. number of character spaceships that may be tion and its destination Environ or Orbit Box. The
damaged. If the result obtained is two or more moved with a single stack of military units. total number of Navigation Stars in the shortest
wounds, the spaceship and all aboard are destroyed. possible such route represents the Hyperjump
distance. Note: Named stars are also considered
Navigation Stars.
[20.72] There is only one round of combat in an [21.0] HYPERJUMPING Example: A Player wishes to move a unit from the
attack by a fleet detachment. The Phasing Player Orbit Box of Horon (Planet 431) in the Varu star
does not roll the die in a fleet detachment attack COMMENTARY: system to the Orbit Box of Lonica(421)in the Wex
(except to attempt to break-ofO; military units are star system. No space route connects these two star
In the Golden Age of the galaxy the great scientific
never affected by executing a fleet detachment at minds discovered a dimension parallel to the systems directly, so the shortest possible route is
tack. achieved by tracing from Varu through the Erwind
planes of dimension already known to exist, and
[20.73] If a character spaceship survives a fleet soon thereafter developed a method of entering star system to Wex;a Hyperjump distance of two.
detachment attack, its movement may be con that dimension and exiting it at a pre-determined If the route were traced through the Deblon star
tinued. However, the result received on the Detec point. Distances in this alternate plane were com system, the Hyperjump distance would be three
tion Table which was followed by the asterisk still pressed a thousandfold; giving rise to its widely (because of the Navigation Star between Varu and
applies. used name, hyperspace. Interstellar distances Deblon),so this route is not used.
[20.74] Some asterisks on the Detection Table ac shrank drastically and no longer posed the prac [21.11] When calculating Hyperjump distance,
company E results. These will only allow a fleet tical problems that had prevented the galactic count the destination star system as a Navigation
detachment attack if the detachment was under commerce necessary to create and maintain an Star but not the star system oforigin.
taken with a LEVEL O PDB or no PDB. If one of Empire. Ages after the decline of the Golden Age, [21.12] Hyperjumping is not used to move a unit
these results is obtained when detection is under a founding father of the current Imperial govern from one place to another in a single star system; it
taken with a Level 1 or 2 PDB, the spaceship is ment uncovered the long-forgotten secret of
is only used when moving between star systems
destroyed,as noted on the Table. hyperspace. This enabled the Imperium to quickly (exception:See Case 21.5).
expand and consolidate the holdings it now rules.
[20.75] If there are no military units owned by the Hyperspace is not an altogether stable place, and [21.13] Regardless of which Orbit Box or Environ
non-Phasing Player involved in a Detection in a particular star system is being moved to or
so even the best navigator will sometimes find his
Routine, ignore all asterisks on the Detection from, the Hyperjump distance is always the same.
craft exiting the turbulent dimension nowhere near
Table.
is intended destination. Thus, in the above example the Hyperjump
[20.76] If the non-Phasing Player has less than distance would be two, regardless of what planet
five space Strength Points in an Orbit Box and GENERAL RULE: in the Varu system the unit was being moved from.
does not control an Up PDB on the planet, he may When a Player wishes to move a military unit or a [21.14] The Navigation Stars that are counted to
not undertake the Detection Routine oii that character in a spaceship from an Environ or Orbit determine Hyperjump distance are not actually
planet. Box in a star system to an Environ or Orbit Box in passed through as the unit is moved to its destina-
23
tion; any units that occupy star systems that the 2 Box, or to be damaged or severely damaged by 2 If one Player's military units in the interception
unit traverses while Hyperjumping have alsolutely the Hyperjump. stack are totally eliminated by the combat, any
no effect on the unit. units belonging to the other Player that survived
[21.4] DRIFT the combat are no longer considered in an in
[21.15] In the Galactic Game, Hyperjump
distances may be affected by Galactic Events. Pro Some results on the Hyperjump Table may call for terception stack and should be placed with any
vince boundaries have no effect on Hyperjump a unit to be placed in the Drift Area. If such a other units the Player has in the Orbit Box. These
ing. result is achieved, place the unit in the area sur units may take part in the following steps of this
rounding the destination star marked Drift. That procedure.
[21.2] HOW TO DETERMINE unit may take part in no other game functions until 3 The Phasing Player may declare combat bet
THE NAVIGATION RATING the Operations Phase of the owning Player's next ween opposing military units in the Orbit Box that
When a character spaceship is being moved by Player-Turn. Any units in the Drift area of a star are not currently in an interception stack. If he
Hyperjumping, use the pilot character's Naviga system at the beginning of the owning Player's declines, the non-Phasing Player may declare
tion rating. If the Player wishes to move more than Operations Phase must be moved by that Player; combat.
one spaceship to the same destination, he must ex either to an Environ or Orbit Box in the same star
system, or by Hyperjumping to some other star 4 If such a combat is not declared, the Phasing
ecute the Hyperjump of each spaceship separately. Player (only) may declare combat on an Enemy-
Note that the Rebel spaceship, the S-XIII, in system, within the normal restrictions of the move
ment rules. controlled PDB (if there is one on the planet) with
creases its pilot's Navigation rating for this pur his units that are not currently in an interception
pose.
[21.5] DRIFT 2 stack.
When a military unit is being moved by Hyperjum
If a result of Drift 2 is achieved on the Hyperjump CASES:
ping, use the unit's space strength as its Navigation
Table, place the unit in the Drift 2 Box of its
rating. There is no limit to the number of military
destination star system. That unit may take part in
units that may be moved as a stack in a single
no other game functions until the Operations
Hyperjump; however, if there are over three [22.1] RESTRICTIONS
Phase of the owning Player's next Player-Turn.
military units in the stack, the units' Navigation ON SPACE COMBAT
Any units in a Drift 2 Box at the beginning of the
rating is reduced.
owning Player's Operations Phase must be moved [22.11] The attacking Player may never voluntari
[21.21] For every military unit over three that is in by that Player, using Hyperjumping at a distance ly reduce the combat ratio.
a stack being moved in a single Hyperjump,reduce of two to any Orbit Box or Environ in the same
the Navigation rating of the stack by one. For ex star system, within the normal restrictions of the [22.12] There may be as many as two combats in
ample, if five military units were Hyperjumping a single Orbit Box in a single Space Combat Seg
Movement rules. The unit may not be moved to
together, their Navigation rating would be reduced ment: one between units in an interception stack;
any other star system from the Drift 2 Box. If a
by two. and one between non-intercepted units in the Orbit
unit that is being moved from a Drift 2 Box
Box or between non-intercepted units and an
[21.22] If a character with a space Leadership receives another Drift 2 result on the Hyperjump
Enemy PDB.
rating is in a stack of military units, reduce the Table, it remains in the same Drift 2 box.
Navigation rating of the stack by one for every [22.13] A fleet detachment attack (see Case20.7)
unit over four in the stack. Although characters or a Raking Attack (Case 20.6) may not be ex
may be moved with military units that are Hyper ecuted during the Military Space Combat Seg
jumping, they do not count toward this stacking [21.6] HYPERJUMPING AND ment.
[21.23] If a stack of military units is being moved A character spaceship and its passengers that are [22.2] PLANETARY DEFENSE BASES
by Hyperjumping, and that stack contains units currently detected are no longer considered AND SPACE COMBAT
with differing space strengths, the lowest space detected when they are moved by Hyperjump; flip
the character counters ot their front side. A Player If a Player controls a PDB at Level 1 or 2, he may
strength unit in the stack is used to determine the use it to aid the defense of any of his military units
stack's Navigation rating(see Case 20.51). may never have his units Hyperjump between
points in the same star system. Thus, detection is in the Orbit Box on the same planet, during Step 3
[21.23] Military units that are not mobile (1-0) not negated by moving through intrasystem space. of the procedure. The Phasing Player may declare
may not be moved be Hyperjumping unless they combat on an Enemy-controlled PDB with any of
are being transported by a Mobile military unit his units in the Orbit Box of the same planet that
(see Case 20.5). [21.7] HYPERJUMP TABLE are not in an interception stack during Step 4 of the
[21.24] In the Galactic Game, Navigation ratings (see Charts and Tables) procedure.
may be afected by Galactic Events.
[22.21] Aiding Defense of Military U nits with a PDB
[21.25] The Maneuver rating of a character
spaceship does not affect a pilot's Navigation If a Level I PDB is aiding the defense of a Player's
[22.0] SPACE COMBAT military units in space combat, the combat ratio is
rating for Hyperjump(as in Case 14.52).
shifted one column to the left on the Military
[21.26] When the Imperial Player is moving one GENERAL RULE: Combat Results Table. If a Level 2 PDB is aiding
of his military units by Hyperjumping, he must Space combat occurs in each Orbit Box that con the defense of military units, the combat ratio is
flip it over so that the Rebel Player can see the tains both Rebel and Imperial military units during shifted three columns to the left. A PDB that is at
space strength and thus prevent the Imperial the Military Space Combat Segment. Combat bet Level0 or is Down may not be used to aid defense.
Player from cheating while using the Hyperjump ween opposing units in an interception stack is A PDB may not aid the defense of military units
Table. After completing the Hyperjump, the unit mandatory. Space combat may also occur between undergoing attack in an interception stack and
may be flipped back on its hidden side. may never aid an attack. A PDB is never affected
opposing military units in an Orbit Box and/or a
[21.27] The Imperial Player may declare that all PDB if the units are not in an interception stack. by combat results achieved against units it is
of his units utilizing interplanetary movement Space combat is resolved on the Military Combat aiding.
have a Navigation rating of two; if he does so, he Results Table(10.8). The Table is used and results [22.22] Attacking a PDB
does not have to show his unit strengths to the from the Table are implemented, in the same way A Level 0 PDB defends with a strength of I when
Rebel Player. as for Environ military combat in the Star System attacked by military units; a Level I PDB defends
Game (see Cases 10.2 and 10.3). However, units with a strength of 4 when attacked; and a Level 2
[21.3] USING THE HYPERJUMP TABLE involved in space combat use their space strength PDB defends with a strength of 8. A PDB that is
If the Navigation rating of a unit being moved by to determine their combat strength and to Down (or controlled by neither Player)defends at
Hyperjumping is greater than the Hyperjump calculate what losses must be taken. its current level as described above, but the combat
distance, the Hyperjump Table is not referred to. ratio is shifted two columns to the right. Space
PROCEDURE:
Otherwise, subtract the Navigation rating from combat is resolved normally. Both Players roll to
the Hyperjump distance to arrive at a number. In each Orbit Box that contains opposing military determine the other's losses, with the PDB being
Then refer to the Hyperjump Table, rolling the die units, space combat is resolved in the following placed Down if it incurs a result of two,and reduc
and adding this number to the result of the coll. order: ed a level for each three points of loss it incurs
Locate the column on the table that corresponds to 1 If there is an interception stack in the Orbit Box, beyond \\\dX. For example, if a Level 2PDB incurs
this sum to find how the unit fared on its Hyer- the non-Phasing Player must attack all the Phas a loss of6, it is placed down and reduced to Level
jump. The results are explained on the Table and ing Player's miltary units in the stack with all of his 1. If the PDB is already Down,a loss of6 reduces
may cause the unit to be placed in a Drift or a Drift military units in the stack. it to Level 0.
24
[22.23] Restrictions on Attacking PDB [23.0] STAR-FARING RACES • The planet is not occupied by a star-faring race.
Only the Phasing Player may attack a PDB and The Player may shift the Loyalty markers on all
only if he has military units that are not in an in AND THE the planets in the same star system one space in his
terception stack and were not involved in combat DOMINO EFFECT favor.
with Enemy units that were not in an interception • The planet is occupied by a star-faring race. The
COMMENTARY:
stack. A PDB may not be attacked with a Deter Player may shift the Loyalty markers on all the
The galaxy is occupied by eight star-faring races:
mined Assault (see Case 22.3). A PDB may never planets in the same star system and on any other
Rhones, Saurians, Piorads, Segundens, Testers,
be totally destroyed; it must always be on the two planets occupied by the same race (except the
Suvans, Kayns,and Xanthons. Each of these races
Political Track in a minimum state of Level 0, race's home planet)one space in his favor.
has a home planet, the world from which the race
Down (Exception: see Imperial atrocities. Case
originated, except for the Rhones. The Rhones • The planet is the home df a star-faring race. The
36.34).
colonized so many worlds so long ago that they Player may shift the Loyalty markers on all the
[22.24] Aiding the Defense of a PDB with maintain no sense of origin. Each race has a sense planets in the same star system, on all planets in
Military Units of species loyalty and will put the affairs of their the province occupied by the same race,and(in the
If a PDB is attacked as described in Case 22.22, own kind before the events in the galaxy as a Galactic Game) on any two planets outside the
and the non-Phasing Player has military units in whole. A complete list of all the planets that each province occupied by the same race one space in
the Orbit Box that are not in an interception stack, star-faring race occupies (including their home his favor.
he may add those units' space combat strength to planets)can be found in the Galactic Guide. • Restrictions: A planet may not be placed into
that of the PDB,but those units may not be used to
GENERAL RULE: or out of rebellion as a result of this Domino Ef
absorb any losses incurred by the PDB in the com
fect. The Rebel Player may not shift the Loyalty
bat. (This rule is an exception to the normal re The Domino Effect represents the reaction to marker as a result of this Effect on a planet that is
quirement that all defending units be eligible for events on a planet by the occupants of other currently Patriotic. The Imperial Player may not
loss.) planets related to it either by geographic proximity shift thd Loyalty marker as a result of this effect on
or racial identity. The Domino Effect is a planet that is currently at Unrest, in Rebellion or
[22.3] DETERMINED ASSAULT "sparked" whenever a planet's Loyalty marker is Rebel-controlled.
If the attacker in a military combat has only shifted two or more spaces at once, when the
military units worth three or more Strength Points planet goes into or out of rebellion, or when a
involved in a combat, he may declare a Determined planet becomes Rebel-controlled. Although the Contra
[23.3] THE DOMINO EFFECT
Assault immediately before rolling the die to Domino Effect may be sparked on any planet, its ASARESULTOFA
resolve the combat. When a Determined Assault is effects are much greater when initiated on a planet PLANET BECOMING REBEL
declared, the combat ratio is shifted two columns occupied by a star-faring race. CONTROLLED
to the left on the Military Combat Results Table,
CASES: The moment a planet becomes Rebel-controlled
and the combat results incurred by both Players
(signified by placing a Rebel Control marker on
are doubled. A Determined Assault may also be [23.1] THE DOMINO EFFECT the planet's Loyalty Track, see Case 15.53), the
declared in Environ Military Combat. AS A RESULT OF SHIFTING Rebel Player may shift the Loyalty markers on
[22.31] The defender in a military combat may A PLANET'S LOYALTY MARKER other planets as follows:
not declare a Determined Assault. The attacker TWO SPACES
• The planet is not occupied by a star-faring race.
may not declare a Determined Assault if he has When the Loyalty marker on a planet is shifted The Rebel Player may shift the Loyalty markers
any military units involved in the combat that are two or more spaces In the Phasing Flayer's favor on all the planets in the same star system one space
worth less than three Strength Points. as a result of a single Coup or Diplomacy mission in his favor.
[22.32] A Determined Assault may be declared in (only), he may shift the Loyalty markers on other
• The planet is occupied by a star-faring race. The
any military combat situation except an attack on planets as follows:
Rebel Player may shift the Loyalty markers on all
a PDB (see Case 22.23), within the restrictions of • The affected planet is not occupied by a star-
the planets in the same star system and on any
Case 22.31. faring race.The Player may shift the Loyalty
other two planets occupied by the same race
marker on any other one planet in the same star
[22.4] LEADERS, CHARACTERS (except the race's home planet) one space in his
system one space in his favor.
AND SPACE COMBAT favor.
• The affected planet is occupied by a star-faring
As in Environ military combat, either Player may • The planet is the home of a star-faring race. The
race. The Player may shift the Loyalty markers on
declare one of his characters as a leader in space Rebel Player may shift the Loyalty markers on all
any other one planet in the same star system and
combat(see Case 10.4). However,to lead military the planets in the same star system and all the
on any other one planet occupied by the same race
units in spdce combat, a character uses his space planets occupied by the same Race one space in his
(except the race's home planet) one space in his
Leadership rating(see Case 6.1), printed in paren favor.
favor.
thesis on his card. If a character has no space • Restrictions:If a planet's Loyalty marker is cur
Leadership rating, he may not be named as a • The planet is the home of a star-faring race. The
rently at Unrest, it may be placed into rebellion as
leader in space combat. Player may shift the Loyalty markers on any other
a result of this Domino Effect (see Case 23.47).
one Planet in the same star system,on a//planets in
[22.41] In order to be named as a leader in space The Rebel Player may no/shift the Loyalty marker
the province occupied by the same race,and(in the
combat in an interception stack, an eligible as a result of this effect on a planet that is currently
Galactic Game)on any one planet outside the pro
character must be in the interception stack when Patriotic. There is no Domino Effect when the Im
vince occupied by the same race one space in his
combat is resolved. In order to be named as a perial Player gains control of a planet. This
favor.
leader in space combat of units not in an intercep Domino Effect is not sparked if the planet begins
tion stack, the leader must be in the Orbit Box and • Restrictions: A Planet may not be placed into or the game Rebel-controlled.
not in an interception stack. out of rebellion as a result of this Domino Effect.
The Rebel Player may not shift the Loyalty marker [23.4] RESTRICTIONS
[22.42] A leader may not be named as such for a as a result of this effect on a planet that is currently ON THE DOMINO EFFECT
PDB that is defending against an attack, unless the Patriotic. The Imperial Player may not shift the Restrictions applying to all three Domino Effects
leader is stacked with military units that are aiding Loyalty marker as a result of this effect on a planet are listed here.
the defense ofthe PDB(see Case 22.24). that is currently at Dissent, Unrest, In Rebellion or
[23.41] The Domino Effect can be sparked on a
[22.43] If a Player's military units are totally Rebel Controlled. In the Galactic Game, this
planet any number of times. The only requirement
eliminated in any type of space combat, any Domino Effect may also be sparked by certain
that must be met is one of those listed in the
characters(whether leaders or not)and spaceships Galactic Events and Imperial atrocities.
General Rule.
stacked with those* military units are also
eliminated (exception to Case 10.6, which still ap [23.2] THE DOMINO EFFECT [23.42] A star-faring race does not have to be in
plies to Environ combat). AS A RESULT OFSTARTING an Environ where a mission was completed to
[22.44] The attacking Player must attack with as OR STOPPING A REBELLION spark the Domino Effect; the race need only be in
many military units as he has available in space ON A PLANET some Environ on the planet.
combat(except, of course, if the units are in an in When a rebellion is started on a planet, the Rebel [23.43] If more than one star-faring race is on a
terception stack), and the defender must defend Player may shift the Loyalty markers on other planet, the Domino Effect is carried out twice;
with all his units (though he may choose which planets as follows. When a rebellion \% stopped on once for each race. However, two Loyalty shifts
units are aiding the defense of a PDB, if that is a planet, the Imperial Player may shift the Loyalty may never be made on the same planet as the result
possible). markers on other planets as follows. of this or any other type ofsingle Domino Effect. Thus
25
a planet whose Loyalty marker is being shifted GENERAL RULE: Orbit Box, the sovereign may be moved only back
because it is in the same star system would only be to his original Environ, if at all.
Twelve of the Environs on the game-map name a
shifted onespace.
sovereign who supports the Imperial or Rebel [25.22] A sovereign may contribute his Combat
[23.44] If the Domino Effect is sparked on a cause, or is Neutral. When a certain number of rating. Endurance and Leadership rating to any
capital planet or the Throne Planet, there is no rebellions have been achieved on other planets Friendly characters with which he is stacked or
special Domino Effect beside that described in the (thus waking up the isolationist leaders to the that he is accompanying in a Mission Group. He
appropriate Case{Exception:see Case 23.45). events around them), a sovereign may be summon contributes no other attributes to the outcome of
[23.45] A capital planet or the Throne Planet may ed. Once summoned, a sovereign delivers military the mission. A sovereign may not be assigned a
never be affected by Domino Effects sparked on units to the Player and may be used by the Player possession.
other planets, unless that other planet Is a capital as a character,in limited ways.
[25.23] There is no Character Card for a
or the Throne Planet itself. sovereign. If a Player is conducting missions in an
CASES:
[23.46] As noted in Cases 23.1, 23.2 and 23.3, the Environ that contains a summoned sovereign he
home of a star-faring race may not be affected by [25.1] SUMMONING SOVEREIGNS controls, he may include him in a Mission Group
the Domino Effect being sparked on a planet with Within the restrictions listed below, either Player merely by stating the fact. Note that sovereigns Are
the same race. However, the home planet of a star- may summon a sovereign by having a Mission listed on the Endurance Sheet; a sovereign may be
faring race may be affected if it is in the same star group complete a Summon Sovereign mission in wounded and healed, just like the Player's other
system as a planet on which the Domino Effect is the Environ occupied by that sovereign. If the mis characters.
sparked, within the restrictions of the above sion is successful, the Player immediately receives [25.24] A summoned sovereign may be
Cases. military units in that Environ equal in Force assassinated or captured by the Enemy Player.
[23.47] As noted in Case 23.3, a Domino Effect Points to its Resource rating, the planet's Loyally Unlike characters however, when a sovereign is
sparked by a planet becoming Rebel-controlled marker is shifted one space in the Player's favor, captured, he is removed from play. No interroga
may place another planetfs) into rebellion. If this and the counter representing the sovereign is plac- tion or torture of captured sovereigns is possible.
should occur, finish implementing the Domino Ef edin the Environ.
[25.3] UNSUMMONED SOVEREIGNS
fects of the first planet becoming Rebel- [25.11] A Player may have a Mission Group per
controlled, then carry out the effects of a rebellion form a Summon Sovereign mission only on a A sovereign that has not been summoned (his
being started on the second planet, including a se planet not in rebellion in an Environ occupied by a counter has not yet been placed on the map) may
cond, separate Domino Effect as a result of that sovereign (see Case 5.3, I) who has not already be assassinated. If the Phasing Player has
planet going into rebellion. This Domino Effect been summoned or assassinated (see Case 25.3). characters in an Environ in which a sovereign is
may again affect planets whose Loyalty markers Furthermore, either Player may attempt to sum named, he may assign them the Assassination mis
were already moved as a result of the first planet's mon a sovereign only if at least two planets in the sion (A). An unsummoned sovereign is always
rebellion. province are currently in rebellion or two planets considered detected for this purpose. If the mis
containing the same race as the sovereign's En sion is successful, the sovereign's counter should
viron arein rebellion. be separated from the other sovereign counters; he
may not be summoned and no longer has any ef
[25.12] As noted on the game-map by the initials
[24.0] MISSIONS IN THE I, R, or N, a sovereign may be Imperial, Rebel, or
fect on play. If the mission is unsuccessful, see
Case 13.2, Assassination.
PROVINCE GAME Neutral. The Rebel Player may summon a
sovereign who is Rebel or Neutral. The Imperial An unsummoned sovereign may also affect the
GENERAL RULE: Player may summon a sovereign who is Neutral or number of bonus draws a Diplomacy mission per
Imperial. formed in his Environ receives. If the sovereign is
In the Province Game the Players may have their Friendly to the Phasing Player, the Player receives
characters perform all the missions available in the [25.13] The Summon Sovereign Mission Card two extra bonus draws on a Diplomacy mission. If
Star System Game. In addition, characters may details how the mission is conducted and how
the sovereign favors the opposing Player, the
perform the Summon Sovereign and Spaceship bonus draws are received, as with the other mis Phasing Player receives two less bonus draws than
Quest missions. Details on the Summon Sovereign sions.
he normally would. Neutral sovereigns and sum
mission can be found in Section 25.0. [25.14] If the mission is completed successfully, moned sovereigns have no effect on Diplomacy
The Spaceship Quest Mission Card contains the Player may immediately purchase military missions.
references to an Imperial Atrocity unit; this per units equal in Force Points to the resource value of
tains only to the Galactic Game. In the Province the Environ (in addition to military units that may
Game, the mission may be used only to free a be received by the Rebel Player when the planet
prisoner in an Orbit Box, as explained on the card. goes into rebellion). These should be placed in the
This mission receives only bonus draws; and when Environ along with the appropriate sovereign
drawing them, the Player looks at all three En counter. Note that the counters for the Neutral [26.0] CHARACTERS'HOME
viron sections of the card for the Mission Letter, sovereigns have both a Rebel and Imperial side; PLANETS AND
ignoring all events (exception to Case 13.32). Any the counter should be placed with the side Friendly
ROYALTY
number of characters may be in the spaceship go to the Player who summoned the sovereign face
ing on the mission, but only the pilot's Navigation up.
GENERALRULE
rating will affect the mission. If no Mission Letters [25.15] When a Summon Sovereign mission suc
are drawn when performing the mission, roll the If a character is on a planet which his card lists as
ceeds, the planet's Loyalty marker is immediately
die. On a roll of 3 or less, the characters and his home planet, he may receive one extra bonus
moved one space in the Phasing Player's favor.
spaceship are not affected; on a roll of 4, the draw on each of the following missions: Assassina
Conversely, if the mission failed (the sovereign
spaceship is damaged; on a roll of 5, the spaceship tion, Start Rebel Camp,Summon Sovereign, Free
was not summoned), the Loyalty marker is moved
is destroyed and the characters are captured; on a Prisoner, Gain Characters, Scavenge for Posses
one space in the non-Phasing Player's favor.
roll of 6, the spaceship and all the characters are sions, Sabotage, and, in the Galactic Game, Steal
destroyed. Enemy Resources.
[25.2] CAPABILITIES OF SUMMONED
The Question Prisoners and Steal Enemy SOVEREIGNS
If a character is on his home planet and is con
Resources missions are not used in the Province sidered royalty {here(as noted by the title under his
Each Sovereign has three ratings printed on its
Games. name on his card), he may receive one extra bonus
counter: Combat, Endurance and Leadership. A draw on each of the above missions,plus one extra
summoned sovereign may accompany Friendly bonus draw for each of the following missions:
characters on a mission, but may not be assigned Coup, Diplomacy, Gather Information, Start or
[25.0] SOVEREIGNS one by himself. A sovereign may also be named as Stop Rebellion, Subvert Troops, and Summon
the leader of military units in his Environ with Sovereign (he would receive a total of two extra
COMMENTARY: which he is stacked.
bonus draws for such a mission, since it is also
Some of the populations in the game are ruled by a [25.21] A sovereign may not be moved; he must listed above). Also, the character's Leadership
sovereign — a personage who exerts absolute con remain in his original Environ. Exception: If the rating is increased by one (unless it is normally 0)
trol over his Environ while willingly obeyed and sovereign has a leadership rating for space combat when leading military units in combat in an En
respected by his subjects. Making successful con he may be moved into the Orbit Box of his planet, viron or the Orbit Box of his home planet. Note: A
tact with a sovereign is an effective way of winning per the normal rules for movement, where he may sovereign is not considered royalty for the pur
his loyal followers' support. be named as a leader in space combat. Once in the poses of this rule.
26
[28.0] PROVINCE GAME Frun Sentel's efforts to swing the Egrix system to
[27.0] REPAIRING the Rebel cause had proven quite successful. While
POSSESSIONS SCENARIOS Sentel returned to his distant home to try to repeat
(One Province) his success, other rebels moved into the province
GENERAL RULE: to prepare for the long awaited rebel armada from
Spaceships that become damaged and other GENERAL RULE: the rumored secret base. After the rebellion on
possessions which become inoperative are not Angoff, the entire province woke up to the prac
The Province Game of Freedom in the Galaxy cdcn
returned to the Possession Deck in the Province ticality of revolt; even Orning, the provincial
be played in one of two scenarios. Each scenario
Game;they may be repaired. capital, felt the tremors. The rebels hoped that if
includes rules covering the characters, military
they could establish themselves on Ceison, they
CASES: units, etc., that are involved in the game, as the
could influence the Testers, the dominant race in
Star System Game scenarios do. The Players have
[27.1] REPAIRING A DAMAGED a choice of scenarios in Province Two or One. The
the province. Meanwhile, on Lysenda, the
SPACESHIP Province Two scenario is recommended for those
fanatical and dangerous Drusers were demanding
the overthrow of the current government and the
A spaceship damaged as a result of the Detection playing the Province Game for the first time. The
establishment of a druidic republic, something
Routine may not be moved at all unless stacked Province One scenario presents the Empire on its
last legs, desperately trying to stave off the in neither side wished to see. One of Sentel's original
with Friendly military units. A damaged spaceship companions. Dr. Sontag, inspired many other
may be repaired by a character who is stacked with evitable(but it's still a hard fight for the Rebels).
Rebels to strive for these ends, especially Agan
it at the beginning of the owning Player's Mission CASES: Rafa and Bridne Murcada, who wished to return
Phase. The Player rolls the die; if the roll is less to their homes. The Empire had been bested the
than or equal to the character's Navigation rating, [28.1] HOW TO USE THE SCENARIOS first time out and was not about to give in so easily
the spaceship is repaired; flip its counter over to The Province Game scenarios are organized this time. With the help of Saytar, who knew the
the non-damaged side. An elite military unit that is similarly to the Star System Game scenarios. Cases moods and desires of the province as well as any
in an Environ may also attempt to repair a damag 16.11,16.14,16.18 and 16.19 apply in full to these rebel, the Empire deployed its forces with an eye
ed spaceship that it is stacked with at the beginning scenarios. Other rules that apply to both scenarios more towards those planets which were more
of the Mission Phase, by using its Navigation are listed in the following cases. politically influential than those with purely
rating in the same manner. military value.
[28.11] Before starting play, each Player pur
[27.11] A character or elite military unit may not chases military units with the Force Points assign [28.21] Province Two is used. Place the PDBs as
attempt to repair more than one spaceship(or any ed to him at the start of the game. He may place follows: Level 2 on Cieson (211), Level 0 on Etreg
other possession) per Player-Turn (Exception: see them in any Environ or Orbit Box of any planets (212), Level 2 on Quibron (221), Level I (Rebel
Case 27.3), and may attempt to do so only at the he controls, as he sees fit. A PDB is placed on the Controlled)on Angoff(222), Level I onCharkhan
beginning ofthe owning Player's Mission Phase. Political Track of each planet as described in the (223), Level0on Pronox(231),Level I on Lysenda
[27.12] No more than one attempt may be made scenario. (232),and Level 2on Orning(241).
to repair a single spaceship (or possession) per [28.12] Each scenario assigns the Players certain [28.22] The Imperial Player receives Jin Voles,
Player-Turn, regardless of how many eligible characters and spaceships. The Rebel Player may Gelba, Saytar, and. Barca and two Imperial
characters or elite military units are stacked with also be able to draw a number of possessions from Spaceships. He may place the characters and
the spaceship. the Possession Deck. All these are then placed in Spaceships in the Orbit Box or any Environ of Or
[27.13] A character who attempts to repair a accordance with the scenario. ning.
spaceship (or any other possession) may also be [28.13] Both Players receive Force Points each [28.23] The Imperial Player receives 65 Force
sent on a mission. An elite military unit that at Game-Turn. These may be spent to improve PDBs Points worth of military units(see Case 28.11). He
tempts to repair a spaceship may take part in all they control (ignore Case 16.16) or to purchase may build no more than three elite units and one
other functions in the Game-Turn for which it is Suicide Squad with these Points.
military units. Imperial military units purchased
eligible. during the game must be placed on the capital [28.24] The Rebel Player receives Dr. Sontag,
[27.14] The S-XIII spaceship may never be planet (or, in the Province One scenario, on the Rayner Derban, Bridne Murcada, Ly Mantok,
repaired. If damaged it is removed from play after Throne Planet), see Cases 19.31 and 19.33. Rebel Adam Starlight, Zina Adora, Agan Rafa, the Ex
landing in an Environ (see Case 9.31); its card is military units purchased during the game enter plorer and Interstellar Sloop spaceships, and two
returned to the Possession Deck. play from a space route connected to the province; non-spaceship possessions(drawn at random from
again, see the scenario. Of course, Rebel military the Possession Deck). He may assign the posses
[27.2] REPAIRING AN INOPERATIVE units created by rebellion appear on the planet in sions to any two characters, then assign the
POSSESSION rebellion. characters to the two spaceships as he sees fit, and
As noted on their cards, the following possessions [28.14] As in the Star System Game, victory is then place the spaceships in the Orbit Boxes of any
may become inoperative after use: the Medi-kit of determined by the number of Victory Points the two planets in the province, except for Orning and
Ptolus, Cervac Mk. V, and Norrocks. An in Rebel Player has earned at the end of the game. In Cieson.
operative possession may not be used at all until the Province Game, the Victory Point schedule is [28.25] The Rebel Player may purchase nine
repaired; it may still be carried by a character. An different, but the other restrictions of Case 16.17 Force Points worth of Rebel Urban military units
inoperative possession may be repaired by the still apply. The Rebel Player earns Victory Points (no elite units) and place them in the Urban En
Rebel character that owns it or by a Rebel as follows: viron of Angoff.
character stacked with him at the beginning of the
Rebel Player's Mission Phase. The Player rolls the [28.26] The Imperial Player receives five Force
Planet Rebel Controlled 5 VPs Points Per Game-Turn,except Game-Turn One.
die; if the roll is less than or equal to the
character's Intelligence rating, the possession is Planet in Rebellion [28.27] The Rebel Player receives 35 Force Points
repaired; it is now as good as new. An elite military (but nopt Rebel-controlled) 3 VPs on Game-Turn Two, see Cases 19.42 and 19.43.
unit may not attempt to repair one of these posses Planet in Unrest. These units must enter play by Hyperjumping on
sions. Possessions lost after one use (as noted on (but not Rebel-controlled) I VP Game-Turn Two, all from one space route, as if
their card)may not be repaired. they began the turn in either the Ribex(32)or Cor-
Imperial character captured I VP
usa (53) Star System. On each Game-Turn
Rebel Player completes Gather thereafter, he receives 3 Force Points. Military
Information mission (as described units purchased with these Points enter via either
on the Mission Card) I VP of the above Space Routes.
Planet at Patriotic -I VP [28.28] The Rebel Player wins an instant victory if
[27.3] YARROLATAC AND REPAIR
Rebel character captured -I VP Orning, Cieson, and any other one planet are
The Rebel character Yarro Latac may repair any Rebel-controlled at the end of any Game-Turn.
number of spaceships and inoperative possessions Imperial Player completes Gather
Information mission (as described The Imperial Player wins an instant victory if, at
with which he is stacked at the beginning of the any time after Game-Turn Two, there are no
on the Mission Card) -1 VP
Rebel Player's Mission Phase (exception to Case planets that are Rebel-controlled or in rebellion
27.11). Furthermore, if the Rebel Player an [28.2] THE EMPIRE'S BACKDOOR and there are no Rebel military units in play.
nounces that Yarro Latac is repairing a spaceship
A rmegeddon Scenario [28.29] At the end of the seventh Game-Turn,
or possession, it is automatically repaired; no die
roll is made. Playing Time:3 Hours,seven Game-Turns. assuming neither Player has achieved an instant
27
victory, the Victory Point total is calculated. If the they began the Turn in any two star systems out 4. SECOND REBEL 5. SECOND IMPERIAL
Rebel Player has 15 or more Victory Points, he is side Province One directly connected to two dif PLAYER-TURN PLAYER-TURN
declared )the winner. If he has fewer, the Imperial ferent star systems in Province One. Each of the A. Operations Phase A. Operations Phase
Player wins. two groups must include at least 15 Force Points of B. Search Phase B. Search Phase
units. On each Game-Turn thereafter, he receives C. Mission Phase c. Mission Phase
[28.3] ORLOG BESIEGED
5 Force Points. Military units purchases with these At the end of this Phase, the Rebel Player checks
A rmegeddon Scenario points may enter play from any of the ten Star to see if any planets are now Rebel-controlled.
Playing Time:5 Hours, 10 Game-Turns. Systems directly connected to Star Systems in Pro
6. GAME-TURN INTERPHASE
vince One.
The Empire had been pushed back to its core. The
The Game-Turn marker is moved forward a space
Emperor Anally realized that the rebel military [28.39] The Rebel Player wins an instant victory if
on the Game-Turn Record Track to signal the start
organization spewing forth from the supposedly the capital planet (Diomas, 152) and the Throne
of a new Game-Turn.
overrated rebel secret base was anything but in Planet (Orlog, 162) are Rebel-controlled at the end
consequential. However, as usual, his brain work of any Game-Turn. If the Rebel Player has not Note: In addition to the Game-Turn Record
ed too slowly. The outlying provinces were lost, achieved this by the end of Game-Turn Ten, the Track, there is also a Galactic Game Stage Track
and the rebel hordes inevitably looked to the cen Victory Point total is calculated. If the Rebel on the Game-map. The Players should keep record
tral province of the Empire as their next conquest. Player has 35 or more Victory Points, he is of what part of the Game-Turn they are currently
But no longer was the Empre so ignorant of the declared the winner. If he has less, the Imperial executing by using the Stage marker on this Track.
political effects that rebellions on the outlying Player wins. There is no instant Imperial victory.
worlds could have on staunch Imperial supporters. [31.0] PLANET SECRETS
And now the accursed rebels dared to venture into
the areas of the Empire with which the Imperial [29.0] INTRODUCTION COMMENTARY:
leaders were most familiar and most eager to fight TO THE Devious are the ways of the Empire! Through
for. Even the Emperor could see what points need restriction of Galactic communications, they have
ed protection, and what planets he could afford to
GALACTIC GAME kept much of the galaxy's population ignorant of
sacriAce to the rebels in exchange for an eventual The Galactic Game allows the Players to pit the en many Imperial programs, discoveries and, yes,
Imperial victory. The Empire built up the tire resources of the Empire against the full-scale weaknesses on worlds near and far. In Freedom in
Planetary Defense Bases, organized its loyal efforts of the Rebellion. It makes use of the entire the Galaxy, these cover-ups are represented by
troops, and waited. The Empire was betting that mapsheet, all 51 planets and five provinces. In Planet Secrets, which give certain planets in the
the rebels would first show themselves on Bajukai, cluded are rules for a Rebel secret base. Imperial game special properties outside their listed at
the home of the influential Segunden race. They Taxation and expenditure of resources. Planet tributes that can often only be discovered by the
were right. Secrets (the Empire gleans the advantages of in Rebel Player at great risk.
[28.31] The showdown is Province One. All PDBs cumbency), Imperial Atrocities, and other ad GENERAL RULE:
on all 14 Planets are at Level 2 (including the justments that are necessary to play the game "full
Rebel-controlled Planet of Ownex, 141). scale." The game takes about 20 hours to play to At the start of the game, 16 of the Planets on the
completion, although it is quite possible to reach a map are assigned Planet Secret counters. Each
[28.32] The Imperial Player receives Telman, counter corresponds to a description in the Galac
decision well before the end.
Redjac, and Redjac's spaceship in any one En tic Guide that details how the planet differs from
viron on Diomas; Els Tarroff, Emperor Cor- all other planets in the game. The Rebel Player will
eyuga,Thysa Kymbo and an Imperial spaceship in [30.0] GALACTIC GAME usually not know what a Planet Secret is until his
the Urban Environ of Orlog. SEQUENCE OF FLAY characters are actually on that planet, ready to
[28.33] The Imperial Player receives 110 Force perform missions. All explanations of the Planet
A single Game-Turn in the Galactic Game consists Secrets in the Galactic Guide are self-explanatory,
Points worth of military units(see Case 28.11). He
of two entire Game-Turns as used in the Province
may purchase no more than Ave elite units and one and, unless noted otherwise, are in addition to the
Game, preceded by a Galactic Stage. attributes of the planet listed on the Game-Map.
Suicide Squad.
1. GALACTIC STAGE
[28.34] The Rebel Player receives Boccanegra, CASES:
Ran Jayma, Frun Sentel, Scott Rubel, Sidir A. Galactic Event Phase
Ganang, Onesta Woada, Odene Hobar, Vudot The Rebel Player draws a Galactic Event card. The [31.1] DEPLOYING PLANET
Vodot; the S-XIII, Planetary Privateer and Star Players carry out its instructions immediately, or, SECRET COUNTERS
Cruiser spaceships; and two non-spaceship posses if it affects later phases of the Game-Turn, the Before the Imperial Player sets up his characters
sions (drawn at random from the Possession card should be kept prominently displayed. and military units at the start of the game, he
Deck),in any Environs on Ownex(141)or Bajukai places the Planet Secret counters. All 16 counters
B. Resource Phase
(122). should be mixed together in an opaque container
The Imperial Player collects taxes from a province such as a coffee mug. He then draws the counters
[28.35] The Rebel Player also receives five Rebel
Camp markers, which he may place in any one En
and adjusts his Resource Tract accordingly. Then from the container one at a time, without looking
both Players may expend Force Points from their at them, and places one on the Orbit Box of each
viron on each of the following Planets; Mimulus
(111), Magro (112), Kalgar (121), Jura (151) and respective Resource Tracks to purchase military planet listed below, with the "Planet Secret" side
units or improve PDBs. Units purchased are im up. When he has finished doing this, he may in
Icid (163). At the beginning of the Rebel Player's
first Mission Phase, the Imperial Player may mediately placed on the Game-map. spect the underside of each counter, and look in
reveal the strength of his military units in an En C. Imperial Strategic Assignment Phase the Galactic Guide to see what the special proper
viron occupied by a Rebel Camp marker. If he has The Imperial Player draws a Strategic Assignment ties of each planet are. The Rebel Player may not
the requisite number of military Strength Points, card, which informs the Players how Imperial look at the underside of the counters until they are
the Rebel Camp is immediately eliminated(see the units will be restricted in their movement this revealed in accordance with Case 16.2.
Mission Card, Nr. 61). Until a Rebel Camp is Game-Turn. Planet Secrets are placed on the following Planets:
destroyed by the Imperial Player, it may perform Fliad (113), Tiglyf (131), Mitrith (143), Etreg
all Rebel Camp functions, as if it were created by 2. FIRST REBEL PLAYER-TURN (212), Quibron (221), Angoff (222), Tamset (312),
the Mission. Squamot (331), Midest (341), Kelta (352), Tartio
All the Phases of each Player-Turn are composed
[28.36] The Rebel Player may purchase ten Force of the same Segments and are executed in the same (442), Liatris (512), Aras (521), Capilax (522),
Points worth of Rebel subterranean military units manner as those in the Province Game.
Scythia (531) and Anell (541). The Orbit Box of
(twice the amount listed on the planet) and place each of these planets is marked "Secret" for the
them in the Subterranean Environ on Ownex. He A. Operations Phase Players' convenience.
may not purchase elite units. B. Search Phase
C. Mission Phase
[31.2] REVEALING PLANET
[28.37] The Imperial Player receives three Force 3. FIRST IMPERIAL PLAYER-TURN
SECRET COUNTERS
Points per Game-Turn, except for Game-Turn A. Operations Phase When Rebel characters are in any Environ on a
One. B. Search Phase planet with an unrevealed Planet Secret counter at
[28.38] The Rebel Player receives 50 Force Points C. Mission Phase the beginning of the Enemy Search Phase of the
■on Game-Turn Two, see Cases 19.42 and 19.43. Rebel Player-Turn, the counter is flipped over,
These units must enter play by Hyperjumping on At the end of this Phase, the Rebel Player checks revealing the Planet Secret for the remainder of
Game-Turn Two, all from two space routes, as if to see if any planets are now Rebel-controlled. the game.
28
[31.21] If the Rebel character Professor Mareg or Player with a maximum number of Force Points [33.32] The Imperial may place purchased
the Companion Possession Advisor Android is in equal to the sum of the resource values of all its military units only in any Environ or Orbit Box of
the Orbit Box of a planet with a Planet Secret, it is Environs. On each such planet, the Imperial the capital planet in the province he is scheduled to
immediately revealed. This ability is noted on the Player declares whether he is taxing it at the full tax this Game-Turn, on the Capital Planet of Pro
character's and the Possession's respective cards. resource value of its Environs, half the value of its vince One, and on the Throne Planet (Exception:
[31.22] The Imperial Player may reveal any Environs,or not at all. See Case 33.36).
Planet Secret to the Rebel Player, if for some • If the Imperial Player taxes a planet at its full [33.33] The Imperial Player may expend Force
reason he thinks it would be a good idea. resource value, the Loyalty marker on the planet is Points to increase the Level of his PDBs only in the
[31.23] If the Rebel Player completes a Gather In shifted one space in the Rebel Player's favor. If the province he Just taxed and in Province One. He
formation mission by drawing two I's from the planet is currently at Unrest, it would be placed in may expend Force Points to place a Down PDB
Action Deck, he may demand that two Planet to rebellion(with all the immediate effects). Up in any province.
Secrets be immediately revealed by the Imperial • If the Imperial Player taxes a planet at half its [33.34] If the capital,planet of a province is not
Player(see Case 37.42). resource value (rounded down), the Loyalty controlled by the Imperial Player he may expend
[31.24] If the Rebel Player completes a Gather In marker is not moved at all. no Force Points for military units to be placed
formation mission on the Planet with the Imperial • If the Imperial Player does not tax an eligible there or on PDBs in the province.
Archives planet secret, all Planet Secrets in the planet at all, the Loyalty marker is shifted one [33.35] If the Province One capital planet and the
game are immediately revealed (see Planet Secret space in his favor. However, the Loyalty marker Throne Planet are not controlled by the Imperial
nr.5 in the Galactic Guide). may not be moved to the left of the space on the Player, he may not expend Force Points at all.
Political Track marked S(Start Rebellion) by this [33.36] A purchased Imperial Atrocity unit (see
section.
Case 36.1) may only be initially placed on the
[33.11] If the capital planet of a province is not Capital of Province One or the Throne Planet.
[32.0] GALACTIC EVENTS controlled by the Imperial Player when that par [33.37] The Imperial Player may not purchase
ticular province is scheduled to be taxed, he may
COMMENTARY: more than two Elite military units, one Suicide
not tax that province at all.
Squad and/or one Atrocity unit. In addition there
Fate plays an important role in all galactic [33.12] If the capital planet of Province One and is an absolute limit on what he may purchase by
rebellions. Although the leaders of both the Rebel the Throne Planet are .not controlled by the Im the limits of the countermix; if a particular unit is
and Imperial factions can plan their strategies for perial Player, he may not tax any province. not available, it may not be purchased.
victory as much as they want to, there is no telling
when some unforeseen economic, political or [33.13] The Imperial Player does not undertake [33.38] On Game-Turn One, Imperial military
natural occurence will strike a telling blow for one taxation on Game-Turn One. units are purchased and placed somewhat dif
side or the other despite a Player's careful schem [33.14] The Imperial Player receives a constant ferently, according to the scenario.
ing. number of taxation Force Points from the Slave
[33.4] MAINTENANCE
World, the Industry World, and the Gem World
GENERAL RULE: each Game-Turn, regardless of which province he The Imperial Player must expend Force Points
Before starting play, the Galactic Event deck is scheduled to tax; see Planet Secrets, Section each Resource Phase to maintain all Imperial Elite
should be shuffled and placed face-down to the 31.0. In addition, the Imperial Player may tax the military units and all Imperial controlled Level 2
side of the game-map. During the Galactic Event Imperials Forever Planet at its maximum resource PDBs. He must expend one Force Point for each
Phase of each Game-Turn, the Rebel Player value without incurring an unfavorable loyalty such unit or PDB currently iri play, regardless of
draws the top card from the deck and places it shift (but only when the planet's province is which province they are in. These Force Points
face-up next to the undrawn portion of the deck. scheduled to be taxed). must be expended before spending Force Points on
The Players carry out the effects of the Event on any other items.
the card immediately. Some of the Events affect [33.2] THE IMPERIAL [33.41] If the Imperial Player can not expend a
play throughout the entire Game-Turn or during RESOURCETRACK
Force Point to maintain an Elite unit or Level 2
particular phases of the Game-Turn, in which case Before starting play, the Imperial Player should PDB,cither because he has no Force Points or the
the Players should keep the event card displayed place his two Credit markers on the "0" space of conditions of Case 33.35 exist, the Elite unit is
prominently. All the Galactic Event cards are self the Imperial Resource Track. As the Imperial automatically replaced with a Veteran military
explanatory and their effects never last beyond the Player receives taxes as described in Case 33.1, he unit or, if a Level 2PDB,becomes a Level 1 PDB.
current Game-Turn. Note that there are more immediately records them on the Imperial He may not neglect to maintain a unit voluntarily.
cards in the deck than there are Game-Turns, so Resource Track by adjusting the positions of the [33.42] It is suggested that the Imperial Player
that many cards will not be drawn at all during the markers. In this manner, the Imperial Player may keep a tally on a piece of scrap paper of the
course of play. Whenever a card is drawn, it accumulate Force Points from Game-Turn to
number of elite military units and Level 2PDBs he
should be placed on top of the Galactic Event Game-Turn.
has in play, to facilitate paying maintenance.
Cards drawn previously. Galactic Event Cards are [33.21] As the Imperial Player declares the
not returned to the deck after they are drawn. amount of tax he is taking from an eligible planet,
he moves the credit markers to show that this
amount has been added to his current resources. [34.0] REBEL RESOURCES
[33.0] IMPERIAL RESOURCES [33.22] The Imperial Player may accummulate up AND THE
to 99 Force Points from Game-Turn to Game-
AND TAXATION Turn on his Resource Track (which would be
REBEL SECRET BASE
noted by both credit markers on the "9" space of
GENERAL RULE: the Track), or he may spend acquired Force Points COMMENTARY:
In the Galactic Game,the Imperial Player receives immediately,as described in Case 33.3. Hidden somewhere in a remote corner of the
Force Points during the course of play by taxa galaxy, or perhaps right under the Emperor's un
tion. During the Resource Phase of each Game- suspecting nose, is a secret stronghold where
Turn, the Imperial Player taxes all the planets he [33.3] SPENDING IMPERIAL hopeful Rebels toil ceaselessly to create a military
controls in one Province, and then spends the FORCE POINTS force with which to attack the armed might of the
Force Points earned from taxation on military During the Resource Phase, after the Imperial Empire. Smuggling precious resources from Rebel
units and PDBs,or saves the Force Points to spend Player has completed taxing the scheduled pro planets to the base is handled with the utmost
on a later Game-Turn. vince, he may spend any or all the Force Points on secrecy, but the eyes and ears of Orlog have sensed
the Imperial Resource Track on Imperial military the existence of this factory for freedom and are
units, on Atrocity units(see Case 36.1), and to im searching near and far.
CASES:
prove PDBs he controls. The Imperial Player must GENERAL RULE:
[33.1] TAXING A PROVINCE spend Force Points on maintenance (see Case When a Planet goes into Rebellion, the Rebel
During the Resource Phase, the Imperial Player 33.4). Player receives a certain number of Force Points,
may tax every planet he controls in the province [33.31] The Imperial Player purchases military which he records on the Rebel Resource Track. He
named on the Game-Turn Record Track (for ex units and expends Force Points to improve his may accumulate up to 199 Force Points in this
ample, on Game-Turn 7, he could tax Province PDBs in accordance with the Force Point Cost manner or he may, during the Resource Phase of
Two). A taxable planet may provide the Imperial Chart (19.7), as in the Province Game. any Game-Turn, purchase" military units with
29
Force Points available on his Resource Track and Force Points on the Imperial Resource Track (see GENERAL RULE:
place them on the planet he has designated as the Case 33.2). However, the Rebel Player may ac At the start of the game, before any units have
Rebel secret base. The location of the Rebel secret cumulate up to 199 Force Points(as opposed to 99 been set up, the Imperial Player arranges the
base is unknown to the Imperial Player until the for the Imperial Player). Strategic Assignment Deck in any order he desires.
Rebel Player chooses to buy military units (since [34.32] When the Rebel Player wishes to record a The Imperial Player is restricted as to where he
he must place them on the base), or until the Im number over 99 on his Resource Track, he flips the may move his military units and characters by the
perial Player discovers the location by learning 10 Credit marker over, so it reads 100 Credit. Strategic Assignment cards. During the Strategic
Rebelsecrets. Assignment Phase of each Game-Turn, the Im
When this marker is on the 0 space of the track it
CASES: represents 100 Credits (plus whatever space the 1 perial Player draws a Strategic Assignment card,
Credit marker is on). When the 100 Credit marker which tells him between what two provinces he
[34.1] HOW THE REBEL SECRET is on the 10space, it represents a 110 Credits; when may move his military units and characters. He
IS CHOSEN it is on the 20 space it represents 120 Credits; and may not move his units across any other province
At the beginning of the game, before any of the so on. boundaries. Furthermore, if a province is not
Imperial Player's units are placed on the map, the named on a Sti;.ategic Assignment card, the move
[34.4] PURCHASING REBEL ment of characters and military units in that pro
Rebel Player should choose a planet as the Rebel MILITARY UNITS
secret base. He should note his choice on a piece of vince is severely restricted.
scrap paper, keeping it secret from the Imperial During the Resource Stage, the Rebel Player may
CASES:
Player. He may choose any planet except one that purchase Rebel military units with the Force
is the home of a star-faring race or is assigned a Points on his Recource Track. These units are [35.1] ARRANGING THE STRATEGIC
Planet Secret (see Section 31.0), or is in a star placed on the Rebel secret base planet. The first ASSIGNMENT DECK
system that has a capital planet or the Throne time the Rebel Player does this, the location of the
base is revealed to the Imperial Player, if it has not The Imperial Player may sequence the 14 cards of
Planet. This leaves the following 18 planets from the Strategic Assignment deck in any order he
which to choose: Magro (112), Kalgar (121), been already.
wishes, but once he has done so, that order may
Ownex (141), Adare (142), Charkhan (223), Pro- The Rebel Player may also expend Force Points not be changed. After being arranged, the deck is
nox (231), Lysenda (232), Suti (322), Tsipa (323), from his Resource Track during the Resource placed to the side of the game-map face-down,
Akubera (342), Lonica (421), Horon (431), Solvia Phase to flip a Down PDB that he controls up(see with the first card the Imperial Player wishes to
(432), Cercis (433), Rhexia (441), Barak (511), the Planet Control Summary, 15.8) or to increase draw on top. The Imperial Player may always in
Adrax(523), and Niconi(551). the Level of a PDB he controls. spect undrawn cards to refresh his memory, but
[34.2] HOW THE REBEL SECRET BASE [34.41] Purchased Rebel military units may be again, may not change their sequence. The Rebel
IS REVEALED placed in any Environ of the Rebel secret base, Player may only look at an undrawn Strategic
regardless of the presence of Imperial military Assignment card if he learns an Enemy secret (see
The location of the Rebel secret base is revealed to units or who controls the planet. However, stack Case 37.4).
the Imperial Player when the Rebel Player wishes ing restrictions must be observed at all times (see
to place military units purchased with Force Points Case 9.5).
[35.2] MOVEMENT RESTRICTIONS
from his Resource Track on the game-map. The OF STRATEGIC ASSIGNMENTS
Rebel Player simply announces the location during [34.42] Any number of purchased Rebel military
Each Strategic Assignment card lists two Pro
the Resource Phase as he places the military units units may be placed in the Orbit Box of the Rebel
secret base, but only if there are no Imperial vinces; for example,"First Province to Third Pro
on the planet(see Case 34.4). vince." Units in these two Provinces are free to be
military units in the Orbit Box and the PDB is not
The Rebel secret base may also be revealed if the Imperial-controlled,or is Down. moved from any planet in either of the two pro
Imperial Player is able to find it by accumulating vinces to any other planet in either of the two pro
nine Rebel secrets. [34.43] If, according to the Planet Control Sum vinces. If a Province is not named on the card cur
mary,the Rebel Player controls a Planet or is eligi rently in effect. Imperial military units and
[34.21] The Imperial Player learns a Rebel secret ble to place a Down PDB Up, the Rebel Player
when he completes a Gather Information mission characters in that province may not be moved out
may expend a Force Point to do so. This does not of that province and, within the province, may be
by drawing the Mission Letter twice (as described reveal the location of the Rebel secret base.
on the Mission Card),or by completing a Question moved only to a planet in a star system that con
Prisoner mission. Galactic Event Card nr. 112 also [34.44] If a Rebel Control marker is on a planet tains one of the following: A capital planet, a
reveals a Rebel secret to the Imperial Player. with a Level 1 or Level 0 PDB, the Rebel Player home planet of a star-faring race, or, if in the First
may expend Force Points from his Resource Track Province, the Throne Planet. The Imperial Player
[34.22] Every time the Imperial Player learns a to increase the level of the PDB according to the is never required to move a unit, but if he chooses
Rebel secret, the Rebel Player must name two Force Point Cost Chart. This does reveal the loca to, regardless of which planet in the Province it
planets from those listed in Case 34.1 that are not tion of the Rebel secret base. begins the Game-Turn on,the unit must be moved
the Rebel secret base. The Imperial Player may jot to a planet that meets the above requirements(Ex
these planets down on a piece of scrap paper. The [34.45] The Rebel Player does not pay main
ception:See Case 35.3).
Rebel Player may not name the same planet more tenance on any of his military units or PDBs.
than once. [34.46] If the Rebel secret base is destroyed (see Example: The Second Province is not named on
[34.23] When eight Rebel secrets have been learn Case 36.34), any Force Points on the Rebel the current Strategic Assignment card. In this pro
ed by the Imperial Player, 16 Planets that are not Resource Track are immediately lost (reduced to vince the Imperial Player may freely move his
the Rebel secret base will have been named. The zero). From this point on, the Rebel Player may units to or from any planets in the Gellas and
Rebel Player must name the planet that has the begin accumulating Force Points on his Track Phisaria star systems(the former contains a capital
Rebel secret base when the next Rebel secret is again; however, he may not expend these Force planet and the latter contains the home planet of a
learned by the Imperial Player. Points on military units, he may only spend the star-faring race). He may not move units from
[34.3] THE REBEL RESOURCE TRACK Force Points to a place a down PDB up or to im either of these star systems to any planets in the
prove the level of a PDB. Egrix and Ancore star systems (they do not con
When a planet is placed into rebellioh, the Rebel tain any of the above named planets).) Any units
Player immediately receives the total number of that start the Imperial Player-Turn in the Egrix or
Force Points from that planet's Environs for the
Ancore star systems may be moved to any planets
Rebel Resource Track. This is in addition to the
in the Gellas or Phisaria star systems, but not to
military units that appear on the planet as a result [35.0] IMPERIAL STRATEGIC any planets in the Egrix or Ancore systems.
of the rebellion. For example, if the Planet Adrax
ASSIGNMENTS
(523) were placed into rebellion, the Rebel Player [35.3] EXCEPTIONS TO STRATEGIC
would receive a total of nine Force Points worth of ASSIGNMENTS
COMMENTARY:
military units on the planet immediately and nine [35.31] Regardless of what Strategic Assignment
Force Points would be added to his resource total So sure is the Empire of its power and security that
Card is currently in effect, the Imperial Player
on the Rebel Resource Track. In this manner the its military forces have, for a long time, operated
may always move his characters and military units
Rebel Player may accumulate up to 199 Force on a regular schedule of assignments and tours of from any capital planet or the Throne Planet to
Points with which to purchase military units and duty. Failing to recognize the Rebel threat, they
any planet on the game-map that is currently in
build up PDB's that he gains control of. kept up this ordered method of policing their do
rebellion or Rebel-controlled, but nof vice versa.
[34.31] The Rebel Player records his current main until the Rebels had built up a contending
number of Force Points on his Resource Track in military force, unrestrained by the rules of military [35.32] When the location of the Rebel secret base
the same manner that the Imperial Player records tradition. is revealed to the Imperial Player (see Case 34.2),
30
lie no longer draws Strategic Assignment Cards. Event was drawn (only). He chooses one from the
He follows the restrictions of the the current list in Case 36.3 and applies its effects to the planet
[37.0] MISSIONSIN THE
Strategic Assignment for the remainder of the and the units on it. GALACTIC GAME
Game-Turn, then all movement restrictions im
[36.21] An Imperial controlled Level 2 PDB or an
posed by Strategic Assignment Cards on Imperial GENERAL RULE:
Elite military unit may also commit an Atrocity,
units are lifted. In the Galactic Game, the Players may have their
although these are minor compared to the dread
[35.33] There is no restriction on how the Imperial power of the true Atrocity units. These are listed in characters perform all the missions available in the
Player may move units within the confines of a Case 36.3. Province Game. In addition, characters may per
single planet. He may move units to and from the [36.22] If the secret Rebel base has been revealed
form the Question Prisoners and Steal Enemy
Orbit Box and Environs of a single planet freely, (see Case 34.2), and the Imperial Player has a unit
Resources missions, and the Spaceship Quest and
within the normal movement restrictions. Gather Information missions are more detailed.
there capable of committing an Atrocity, he may
The Steal Enemy Resources mission is totally ex
[35.4] DRAWING AND EXHAUSTING do so whenever the Action Event is drawn,
plained on the Mission Card; the others require
THE STRATEGIC ASSIGNMENT regardless of what planet missions were being
further explanation.
CARDS resolved on at the time.
When a Strategic Assignment Card is drawn, it [36.23] The Galactic Event "Emperor in a Rare CASES
should be kept visible throughout the Game-Turn Mood" allows the Imperial Player to commit an
Atrocity on any planet when the Action Event is
QUESTION PRISONER MISSION
as a reminder to the Players. During the Strategic
Assignment Phase of the next Game-Turn, the Im drawn. This mission may be performed only by one
perial Player should draw his next Strategic [36.24] The Imperial Player may only commit one
character who is stacked with a captured Enemy
Assignment Card from the top of the deck, and character. The two characters may be stacked with
Atrocity each time the Event is drawn. The Rebel
place it on top of the previously drawn cards. Im military units and may be in an Orbit Box or En
Player may never commit an Atrocity, and would
viron.
mediately after the fourteenth card has been never even dream of it.
drawn (on the fourteenth Game-Turn),the Im [37.11] When resolving the Question Prisoners
perial Player secretly chooses any six cards(except [36.3] TYPES OF ATROCITIES
missions, only bonus draws are received, as stated
the one just drawn)and arranges them in any order When an Atrocity may be committed, the Imperial on the Mission Card; and when drawing the Ac
he desires(unless the conditions of Case 35.32 ex Player may choose one from the following, if the tion cards, the Player resolving the mission looks
ist). This "mini-deck" is then used as the Strategic appropriate unit is present on the planet. at all three"Environ sections of the card for the
Assignment deck for the remainder of the game. [36.31] Imperial Elite military units in Environ: Mission Letter, ignoring all Events (exception to
The other cards are put aside. May make a sneak attack by declaring an im Case 13.32)
mediate determined assault on Rebel military [37.12] If the Imperial Player announces Torture
units. It is resolved as in Case 22.3 except that only when one of his his characters is performing the
Rebel losses are doubled. Unless a leader is already mission, he receives the extra Bonus Draw stated
[36.0] IMPERIAL stacked with a Player's military units, he may not on the card. However, before drawing any Action
ATROCITIES name a leader for the combat. After resolving the Cards he must roll the die and subtract the
attack, shift the Loyalty marker one space in the prisoner's current endurance rating from the die
GENERAL RULE: Rebel Player's favor, if possible. Only Imperial roll result.If this number is positive, the prisoner
The Action Event "Imperial Player may commit elite units may be involved in a sneak attack. immediately receives twice that number of
Atrocity" allows the Imperial Player to perform [36.32] Imperial-controlled Level 2 PDB on wounds; record them on the Endurance Sheet. If
an act normally beyond the bounds of the rules Planet: May strafe the planet. All of both Player's this should cause the character to be dead,the mis
and good taste. He may do this with special military units on the planet are eliminated; all mis sion may not be carried out and the prisoner is
Atrocity units. Level 2 PDBs or elite military sions currently being resolved on the planet are removed from play.
units. The effects of an Atrocity may inflict im aborted; all of both Player's characters on the [37.13] The Imperial Player is not required to
mediate wounds on characters, destroy certain planet receive one wound; Reduce PDB to Level I, declare Torture when he is questioning a prisoner;
military units, or even eradicate an entire planet down; Shift the Loyalty marker two spaces in the he may perform the mission merely by questioning
from the game. Each type of Atrocity has a certain Rebel Player's favor. If the Planet is at Unrest, it is the character. The Rebel Player may never declare
amount of backlash, however, represented by placed into rebellion. The Domino Effect may be Torture.
Loyalty shifts on the affected planet in the Rebel initiated.
[37.14] If a Player completes a Question Prisoner
Player's favor, and sometimes the Domino Effect
in the Rebel Player's favor. [36.33] Resolution or Peacemaker in Planet'^ Or mission, he learns one of the Enemy secrets
bit Box: May release selectively deadly chemicals. described in Case 37.4.
Resolution All Rebel military units from special Environs are
destroyed; all of both Player's non-Rhone
[37.2] GATHER INFORMATION
characters receive two wounds each. Shift Loyalty MISSION
CASES marker as in Case 36.32. Or may induce mass-
hypnosis on the Planet's populations. Place the If a Player completes the Gather Information mis
[36.1] IMPERIAL ATROCITY UNITS
Atrocity unit on the Loyalty mairker. The Plahet's sion by drawing the Mission Letter twice, he learns
There are three Imperial Atrocity units: Resolu Loyalty may not be changed by anything. one of the Enemy secrets described in Case 37.4.
tion, Peacemaker and the Planet Stabilizer. He does not earn a Victory Point (as in the Star
Characters are not affected. When the Atrocity
Atrocity unit is a military unit with an Environ unit is removed (by Imperial choice, completed System and Province Games).
strength of0 and a space strength of 2. An Atroci Spaceship Quest mission, or militafy combat), the
ty unit may be purchased by the Imperial Player in Planet's Loyalty is immediately shifted as in Case
[37.3] SPACESHIP QUEST MISSION
accordance with the Force Point Cost Chart The Rebel Player may have characters in a
36.32.
(19.7). He may purchase only one Atrocity unit spaceship perform this mission with the aim of
per Game-Turn and only if there is oneavailable in Note: When Resolution or Peacemaker is placed
on the Loyalty marker,it is still considered to be in
destroying an Imperial Atrocity unit (see Case
the counter-mix. A purchased Atrocity unit must 36.1). The mission is resolved as described in Sec
be placed in the Orbit Box of either the First Pro the Orbit Box for purposes of movement, combat
tion 24.0, but the Rebel Player must draw the Mis
vince Capital (Diomas) or the Throne Planet and missions. However,it may not be used to com
mit another Atrocity while on the Track.
sion Letter twice to succeed in destroying an
(Orlog). Once in play, it may be moved to any Atrocity unit.If the Mission Letter is drawn only
other Orbit Box, within the restrictions of the Im [36.34] Planet Stabilizer In Planet's Orbit Box: once, the mission has failed, but the Rebel Player
perial Strategic Assignments (see Case 35.2) and May commit one of the Atrocities listed in Case does not roll the die to see how the-spaceship and
the movement rules. An Atrocity unit may never 36.33 with the same effects on the Planet's Loyal the characters aboard are adversely affected; this
be moved to an Environ. ty; or may halt the planet's rotation on its axis, die roll is performed only if no Mission Letters are
which destroys everything on the planet and in its drawn. The Rebel Player may attempt this mission
[36.2] WHEN AN ATROCITY MAY BE Orbit Box (including the Planet Stabilizer).
COMMITTED
in an Orbit Box only, regardless of the presence of
Remove the Loyalty marker, PDB marker and all other Imperial military units or characters.
When either Player is resolving missions and other units on the Planet Track. The planet no
draws the Action Event, "Imperial Player may longer exists for game purposes. The Domino Ef [37.4] ENEMY SECRETS
commit Atrocity" the Imperial Player may im fect is immediately initiated as if the planet had [37.41] If the Rebel Player must reveal a secret
mediately do so on the Planet for which the Action just become Rebel-controlled. (see Cases 37.14 and 37.2), he reveals the name of
31
two planets that do not contain the Rebel secret [38.23] In the First Province,the Imperial Player [38.42] If the Rebel Player draws a spaceship
base(see Case 34.2). may only purchase two elite military units with his • from the Possession Deck when drawing one of
[37.42] If the Imperial Player must reveal a secret, initial Force Points. In each other Province he may the random possessions, he must return it to the
the Rebel Player may choose one of the following only purchase one elite military unit. deck and draw again.
for the Imperial Player to reveal: [38.24] The Imperial Player may not purchase [38.43] After the Rebel Player has completed for
• All Imperial military units in a Rebel-named Suicide Squads or Atrocity units with his initial ming his character groups, and after the Imperial
province are revealed. After the Rebel Player has Force Points. Player has finished deploying his military units
inspected them to his heart's content they are flip [38.25] After purchasing military units and plac and characters, the Rebel Player places the four
ped back over. ing PDBs at the Levels he has paid for, the Im groups on the Game-map. He must place one
perial Player places his military units on the map. group in each province except the First Province.
• Two planets (chosen by the Rebel Player)have Within a province, the Rebel Player may place a
He may place them on any planets in the ap
their Planet Secret revealed permanently. group in any one Environ on any planet except the
propriate province, so long as there is at least one
• The Rebel Player may look at the next Strategic military unit(of any type)per planet. This restric following types: a capital planet, a home planet of
Assignment card to be drawn (the one on the top tion will, of course, affect what he purchases, so a star-faring race,or a planet with a Planet Secret.
of the deck.) care must be taken to purchase a number of [38.44] There are nq Rebel military units deployed
military units at least equal to the number of at the start of the game.
planets in a province.
[38.5] VICTORY CONDITIONS
[38.26] The Imperial Player is not required to
[38.0] GALACTIC GAME spend any Force Points to improve a PDB but, if Victory Points are awarded to the Rebel Player
CAMPAIGN SCENARIO he does, he must expend one Force Point to place it (only) for the control of individual planets(only).
Up, before he can expend Force Points to place it Players must maintain a running total of the Rebel
GENERAL RULE: at Level 1 or 2. The Imperial Player may expend player's Victory Points.This running total will
Force Points to place a PDB at Level 2 even change as the Rebel Player gains(or loses) control
The full Galactic Campaign Game is up to 20 though it started at Level 0 (exception to Case of planets. For example, if a capital planet
Game-Turns long and takes about 20 hours to 19.22). becomes Rebel-controlled, the Rebel Player's Vic
play. It is of course, a start Rebellion scenario. tory Point total is increased by four points; should
Before starting play, the Players set up their units [38.3] IMPERIAL CHARACTER the same planet revert to Imperial-control (or be
and prepare the cards according to the following DEPLOYMENT destroyed by a Planet Stabilizer), the Rebel
cases, in order. The Victory Conditions are ex After he has deployed his military units, the Im Player's Victory Point total would be reduced by
pressed in terms of Victory Points earned by the perial Player deploys his characters as follows: four points. The Rebel Player gains Victory Points
Rebel Player, except in the event of an instant vic according to the following schedule:
tory by the Imperial Player. • Thysa Kymbo and Emperor Coreguya in the Ur
ban Environ of Orlog(162). Throne Planet or capital planet of First Province
Rebel-controlled:5 VP's each.
CASES: • Dermond in the Urban Environ of Diomas
(152). Capital planet (except First Province capital)
[38.1] PREPARING FOR PLAY Rebel-controlled:4 VP.'s each.
• Jon Kidu in the Urban Environ of Chim (311).
[38.11] Place the Loyalty markers for all 51 Home planet of a star-faring race Rebel-
• Gelba in the Urban Environ of Trov(542). controlled:3 VP's each.
planets on the space marked "S" on each planet's
Political Track. All planets in the game are con • Barca on the stack of military units in the First Any other planet Rebel-controlled: 1 VP each.
sidered Imperial-controlled at the start of the play. Province with the highest total space strength. If
there is more than one stack of military units with [38.51] If the Rebel Player has a current Victory
[38.12] Place a PDB marker on each of the 51 Point total of 26 or more at the end of any Imperial
identical and highest totals, he is placed on the
planets at Level0,Down. Player-Turn, he is immediately declared the win
stack of the Imperial Player's choice.
[38.13] Place the Game-Turn marker on the first ner and the game is over.
• Redjac, Jin Voles, Vans Ka-tie-a and Els Taroff
space of the Game-Turn Record Track. Place the [38.52] If the Rebel Player has not achieved a cur
each with a spaceship(Redjac with his own)on any
Stage marker on the Galactic Stage space of the rent total of 26 or more Victory Points by the end
four planets that are either the home of a star-
Galactic Game Stage Track. of Game-Turn 20, the Imperial Player is declared
faring race or have a Planet Secret. Each character
[38.14] Place the two Imperial Credit markers on and his spaceship must be placed in a different the winner.
the"O"space of the Imperial Resource Track and province, and may not be placed in the First Pro [38.53] The Imperial Player may win an instant
the two Rebel Credit markers on the"O"space of vince. victory in one of two ways: if all 20 Rebel
the Rebel Resource Track. characters are killed and/or captured at any time
• Saytar and Telman do not begin the game on the
[38.15] The Imperial Player places all 16 Planet game-map, but may be acquired only by perform or, if at any time after the Rebel secret base is
Secret markers on the Game-map in accordance ing a Gain Characters mission during play. revealed (see Case 34.2), there are no Rebel-
with Case31.1. controlled planets on the game-map. If either of
[38.4] REBEL CHARACTER these conditions is met, the Imperial Player is im
[38.16] The Imperial Player arranges the Strategic
DEPLOYMENT mediately declared the winner and the game is
Assignment deck in accordance with Case 35.1.
over.
While the Imperial Player is deploying his military
[38.17] The Rebel Player secretly chooses a planet
units and characters, the Rebel Player takes the
as the Rebel secret base in accordance with Case
following characters from the Rebel Character
34.1.
deck: Boccanegra, Ly Mantock, Kogus, Zina PLAYER'S NOTES
[38.18] The Galactic Event Deck and the Action Adora, Rayner Derban and Tourag. he then takes
Deck are shuffled and placed to the side of the the following spaceships from the Possession Freedom in the Galaxy is not organized to show
game-map. Deck: The Planetary Privateer, the Explorer, the how the Rebel player can foment Galactic
Star Cruiser and the Solar Merchant. Then he Rebellion or how the Imperial can win by an
[38.2] INITIAL IMPERIAL MILITARY
shuffles the remaining cards in the two decks and nihilating all the Rebels. Rather, the game shows
DEPLOYMENT
draws cards from them at random to form the how the Imperials can hold off the Rebels. Except
The Imperial Player receives all his military units following four groups: in the Star System Scenarios, there is no point at
and determines the state of his PDBs at the start of which the Imperial player can sit back and say that
• Boccanegra, the Planetary Privateer, two Rebel
the play by spending Force Points. In the First he's won before the end of the game. If there were
characters and one possession.
Province, he may purchase 70 Force Points worth no limit to the number of game-turns a scenario
of military units and PDBs.In each other Province • Ly Mantock, the Explorer, and three Rebel could last, the Rebel Player would win every time.
he may purchase 35 Force Points worth. characters.
Imperial Player. Your power is in your military
[38.21] The Force Points allocated to a province • Kogus, Zina Adora, Rayner Derban, the Star units, and it is the use of these units that will win or
may be spent only on military units to be placed in Cruiser and*one possession. lose the game for you, and not so much your
that province or to improve the condition of PDBs • Tourag, the Solar Merchant, three Rebel characters' missions. The best time of the game for
in that province. characters, and one possession. you is the beginning. It is relatively easy to keep
[38.22] The Imperial Player may expend no more [38.41] The Rebel Player should declare which most of the planets Patriotic despite Rebel efforts.
than half the Force Points for a particular pro group he is drawing a character or possession for But as the game progresses, and the Rebel Player
vince on PDBs(rounded down). before he knows the identity of the card. begins to contest with you militarily, more and
32
more of those Patriotic systems will find their way enough forces to prevent Rebel spaceships from aspect of Rebellion on yourself until you are ready
into Rebellion. landing on all of your planets. The best thing to do to slow down on mission performance to lead
To have the best chance of winning the game, it is is look for weak spots, and put quality troops In military units. The Rebel Secret Base should not be
best to try to ketp the early game advantage for as
Orbit and on the planet and build up the PDB. revealed until you feel that you don't need to per
long as possible. You can keep the planetary Weak spots are easy to identify — Home planets form many missions.
loyalties in your favor for quite a while in the of siarfaring races, because of the Domino Effect; As you move those Loyalty counters in your favor,
Galactic Game by taxing those worlds with Capital Worlds; the Throne World; and in the don't neglect the other missions available to you.
loyalties at their respective start positions at half Galactic Game,certain Planet Secrets. If you don't want that Imperial Military unit
their Resource Value and those planets with The Domino Effect is the Rebel's best friend, and searching for you, try Sabotage or Subvert Troops
loyalties more in the Rebel favor not at all, so that towards the end of the game almost every star (figure out which one will give you more Bonus'
you can get the loyalty shifts. You don't need very system can be affected by it. If the Rebel Player Draws before you assign one—which is a good
many troops in the beginning of the game anyway, gets on a Home Planet of a starfaring race, get him idea for all missions). Feel you should be perform
since troop combat will not be a major concern — off fast! Once he gets planets into Unrest you can ing more missions? Try Gain Allies—especially at
searches and firefighis will. not get them out again via the Domino Effect. And the beginning of the game, when the pressure of
Those characters who have good Leadership if he establishes control of a Home Planet, you are performing Diplomacies all the lime is not so
ratings should start out the game leading, or at in serious trouble. demanding. Need to get off a planet, or feel you're
least accompanying a stack of military units. True, You'll have to decide which planets you are going not visiting enough planets? Try Scavenge for
such characters are more vulnerable to Assassina to let the Rebel Player have, at one point or Possessions. Got Bridne Murcada, and that
tion missions and the like but, unless you have a another. At the beginning, in the smaller Leader on that stack of Military units is bothering
large slack of powerful units, it is difficult at best scenarios, you can interdict all of them, but sooner you? Try Assassination. There are no useless Mis
to successfully find Rebel characters — and you or later you'll have to let one go. Let it be the one sions—each has its time, place, and purpose.
want to kill or capture as many of them as possi with smaller Environs, or one with no starfaring Don't stay too long in any one Environ or planet.
ble. race. Remember, it is twice as hard to stop a Sooner or later the Imperial player will build up a
The main purpose for your characters is to lead Rebellion as it is to start one, so via Search, via stack of military units strong enough to take you
military units. When there is a character like Der- Detection, via your own Diplomacy Missions, try on. Attacking Squads are deadly. If it is difficult
mond who obviously cannot Lead but can under not to lei even one get started if you can help it. to leave a planet, remember that Sabotage can
take effective Diplomacy Missions, by all means Rebel Player Much of the game appears to be in knock down the PDB.
use him for that. But no character should ever go the Rebel's favor, but don't become complacent. Above all, do not try for the instant win. Those
out on a mission alone(unless he has a Combat of The benefits in the rules will reward only the conditions are for unusual Events, or stupid Im
at least 5 and you are extremely desperate). carefully-planning Rebel, and not the Rebel who perial Players. A Rebel Player who starts out fry
Diplomacy is the main mission you should be per lands on any planet and does nothing but ing to get Rebellions on Capital planets only is-
forming. Diplomacy and Rebellions. looking for a really short game—he will win or lose
Gather Information is a good mission for a Your power is in your ability to perform missions. in five Game-Turns, and a loss is ten times more
character if he can't do anything else. At least it likely.
Because you have more characters, and can per
will help pinpoint where the Rebel Secret Base is. form such missions as Gain Allies and Scavenge There is a lot of randomness in the game, which af
But if you decide to pursue the Rebel Secret Base, for Possession without limit, you can have your fects the Rebel Player more than the Imperial
do so aggressively and at the beginning of the characters continually performing effective Mis player since the Rebel Player must deal with such
game, so that you can build an Atrocity Unit and sions while the Imperial player is resting between things as Action/Event Cards, Planet Secrets, and
destroy that planet. It is always worth the loyally every other Diplomacy Mission. Since your power the like more than the Imperial does. But skill and
shifts to destroy the Rebel Base, but it doesn't do is in your characters, you must note their planning can offset even the worst bad luck.
much gpod if the Rebel has already spent most of characteristics, special abilities, and their posses Bill Seligman
his available Force Points, sions carefully. If you have Onesic Woada pilot
At the beginning of the game, especially in the the Interstellar Sloop trying to get past a Level 2
Province Scenarios, you should buy your Elite, PDB while Detected, you deserve to lose the
Suicide and other valuable units before you start spaceship and all aboard. Note which characters
the game. Afterwards you won't have enough can perform which missions best, and try lo send
Reinforcement Points to do so, and these high- them where they will do the most good.
powered units are very effective for finding and To win, you'll need a well-timed, well-planned
fircfighting Rebel characters. High-powered units Rebellion. A well-planned Rebellion is nol\ Go to
are essential, since they can be very difficult to a Planet, do Diplomacies, do Start Rebellion, go
damage by Rebel troop units. to another planet, etc. The Imperial player will
Because of his special Environ advantages, the merely follow you with his military units, wiping
Rebel Player's force can usually defeat an equal out the troops as you go along.
Imperial force of military units unless your units Instead, you should try to get as many planets in
are all Elite Army or Navy. You want lo avoid the Unrest as possible before trying even one
Rebel Player acquiring any military units, but if he Rebellion. The Domino Effect helps a lot, but the
does so, you'll be wishing you had more 5-4s. Imperial player is likely to be guarding Home
There is one big disadvantage to high-powered Planets and Capital Worlds quite closely, and
military units. They are very vulnerable lo you'll have to be content with planets that are
Sabotage, and to Events like "Locals Raid Oppos merely colonized by a starfaring race. You don't
ing Forces." A good place to keep units is In Orbit want to do too many Missions on one planet. Get a
— if you can at least damage the Rebel's spaceship planet into Unrest, then move to another one.
by supporting the PDB with your military units, Again, a reminder — once you get a planet into
you've got him trapped on that planet. And you Unrest,the Domino Effect of the Imperial player's
may be able to destroy a good number of his Diplomacy Missions will not get it out again. DESIGN CREDITS
characters in a ship, but that is unlikely unless the When you have gotten a substantial number of Game Design: Howard Barasch, John H,
Rebel player does not know how to look at the planets in Unrest in one province, it is time for Bulterfield
Detection Chart.
Rebellion. If you gain control of the planet, you'll Physical Systems and Graphics: Redmond A.
Try to keep you PDBs operational. A level 0 PDB start forcing all those planets at Unrest (and a few Simonsen with John H. Butlerfield
is better than no PDB at all, but a level 1 PDB will that are on Dissent) into Rebellion as well. I f a lot Developmental Assistance: Bill Seligman
provide some real protection. Try to place level 2 of these troops show up at once, the Imperial Background: Neil Shapiro
PDBs on planets you don't want the Rebel player player will probably not have enough forces to Playtesting: Robert Gerena, Jacob Edwards, Jon
to try landing on — or on planets that you wish to tackle them in one Game-Turn. Then you move Degan, Mitchell Eltel, Tom Peccorini, Richard
decoy him to,if you are that sneaky. for the Capital supported by y^r troops, and Horn, Randy Rock, Dan Raspler
At the beginning of the game, while setting up, there goes the Imperial Player's talre^ Rules Editing: Eric Goldberg, Brad Hessel,
there is a temptation to spread out your units so The disadvantage of troop units, for you, is that Jim Dunnigan
that all the planets in the game are evenly pro you don't really have the characters to spare to Production; Orhan Agis, Rosalind Fruchtman,
tected. This is usually a mistake, You don't have lead them. You should not force the military Ted Koller, Manfred F, Milkuhn, Bob Ryer