Space Force 2.
Only space units exist.
You conquer planets by controlling the hex over them with your fleets.
You do not need to leave anything on the planet to be able to build there.
Income is collected and units are purchased and made at the beginning of your turn on planets you
control.
Attack of opportunities do not exist.
Retreating is done 1 hex away from the direction attacked from.
Space forces-
Star Fighters – 1d6 2hp. – cost 2
Frigate- 1d8- 2hp - Instead of attacking, Can restore 1 hp to any ship in the fleet. . - 4
Interceptor- 1d8 2hp- As long as this ship is present in a space battle, enemy fleets cannot leave the hex. -cost 4
Attack cruiser – 2d10. 2hp.-cost 4
Destroyer – 1d10 Can only be hit with 7 and up 2hp-cost 4
Flagship – 1d12- 3hp -can only be hit with 7 and up. Starts on your home planet on first turn and if destroyed
another one appears after at the beginning of your next turn.
Techs Cost 10-
1-- Incompetent- Your scientist fail to discover new techs
2.--Mechanic– after you win battle or successfully retreat you can bring back 1d4+1 worth of hp of
destroyed ships back.
3- Burned documents- when purchased you remove a tech from the game. If your enemy. Has that tech
he loses it. That tech cannot be brought back the rest of the game. When this tech is used once it get
unresearched and has to be researched again.
4. Tech thief- when you research this tech you instead research any tech an enemy has researched.
5. -last stand- when any of your units die they get 1 final attack.
6-- Long range missiles- your space fleets get first strike.
7--Improved shields- At the beginning of a space battle you have 1d4 extra hp to your fleet. Max hp = #
of ships
8-- Improved hyper drive--Your spaceships can move 6 spaces instead of 4
9--Precise cannons - your space forces score hits on 5.
10.. Scavengers - Winning battles grants you 2 resources.
11. scramblers- reduce enemy movement by 1 hex per turn.
12. Heavy cannons- Your space forces score 2 hits when they role the max number on their attack.
13- Guided Missiles- You can choose which enemy units take hits. (fighter hits still cant harm Destroyers
and Flagships)
14- Cloaking- You space forces cannot be attacked in open space.
15- Omega Bomb- When purchased , Destroys everything in a hex within 4 hexes of one of your planets.
Including planets. Gets unresearched after use
16-Orbital defenses- All your controlled planets at the time of purchasing this get a 2d8 2hp unit that
cannot be moved. -unresearched after purchase.
17- Proton torpedoes- Enemy star destroyers and flagships can be hit with 6
18-Superior tactics- At the beginning of a battle roll 1d4- You can spend the # on the d4 to give +1 per
number or -1 to enemy rolls. Example- Spend 1 point to give my rolled 5 a +1 to become 6 or spend all 4
points to give you -4 to your attack.
19- Rare Metals- All your fleet units get 1 more hp
20- Breakthrough- Choose any tech.
Factions.
-Dorian- . At the beginning of your turn choose enemies within 4 hexes of any of your units. You can roll 1d4+1
and bribe those enemy units = to their cost to join you. They appear in your hex.
Vaqui- your propaganda causes citizens to support your cause. Enemies must leave at least 1 unit at neutral
starting planets to be able to build on them.
Zupo . At the beginning of the game roll 1d4 , the next tech bought costs that much less for you and more for the
enemy. You can lower the number rolled on the d4 to reroll the tech researched . Reroll the d4 whenever anyone
purchases a tech.
Bondigo- at the beginning of your turn, pick any enemy hex, it gets attacked by 1d4 1hp 1d6 space pirates.
Lima- At the beginning of your turn you get 1d4 luck points. Luck points can be spent throughout your turn to turn
misses into max die of that unit. or enemy hits into misses. You lose any unspent luck points at the beginning of
your next turn. And roll 1d4 again.
Moven- you start the game with 3 stargates. One at every starting planet. Stargates allow ur fleets to enter one
and exit at another. Stargates can move just like any other space force. Can only be hit with 7 and up and has 3 hp .
if you ever begin a turn with less than 3 stargates roll 1d4 and reduce the d4 by one at the end of your turn. When
it reaches 0 a stargate appears at ur capital. At the beginning of your next turn.
Gamba- At the beginning of your turn you can choose to gamble x number of resources. Choose odds or even then
roll 1d4. If you guess correctly you win = to the number gambled. If you guess incorrectly you lose the gambled
amount. If you choose not to gamble you passively gain 1 resource.
Kamcha- instead of attacking You can attempt to crash your space units into enemy space units by rolling 1d4
failing on a 1. Succesfull crashes score 1 hit.
UNSC- A rigorous training program trains the most elite fighter pilots. Not everyone can survive the training. - roll
1d4 -2 at the beginning of your turn that many Spartan pilot units appear at your home planet. Spartan pilots -
2HP - 1d8.. -