Fleet Commander: Avatar
Fleet Commander: Avatar Rulebook
Table of Contents
Table of Contents
Components
- 2 Heavy Battleships miniatures, each with 2 Base Stand Discs
- 4 Command Board tiles for the ships
- 6 Command Board tiles for the Commanders
- 3 Energy Dice
- 4 Special Square tiles
- 2 Special Square tokens
- 4 Minefield tokens
- 6 Signal tokens
- 6 Squadron tokens
- 6 Special Weapon tokens
Introduction
With Avatar, you can add fearsome class-5 ships to your fleet. Whether you choose a Heavy Battleship, Carrier or Dreadnought, these huge ships will be the linchpins of your battle arrays, and the main targets of your opponents.
But that's not all. Avatar also introduces a new concept: you can now choose a famous Commander to head up your fleet. She or he will bring a permanent bonus to your fleet and shape your battle tactics.
Lastly, you will also find the following in Avatar:
- Two new types of Special Squares: the unpredictable Black Hole, which can swallow up careless fleets, and the powerful Battle Station which offers Special Weapon to those that control it.
- Two new scenarios that include all these new additions.
Including class-5 ships in your fleet
You may include as many class-5 ships as you wish in your fleet, as long as the maximum fleet size is not exceeded.
- Any player can choose the Heavy Battleship, while the Carrier is specific to the League of Phoebe, and the Dreadnought to the Hegemony of Amycles.
- Move the base stand discs in order to indicate which ship is represented by the miniature.
- Place the Command Board tile corresponding to the chosen ship in front of you, and place on it the Special Weapon token or the Squadron tokens that belong to it.
Recruiting a Commander
Avatar has 6 different Commanders – 3 for each faction. Before forming your fleet, you may choose to recruit one of the Commanders belonging to your faction.
- Read the Commander descriptions to choose one and find out about her/his abilities.
- Place the corresponding tile on your Command Board and make the necessary adjustments, in particular regarding the dice.
- If some of the players decide to recruit a Commander, and others not, those who don't take one gain 2 more class points to compose their fleets.
End of rules. You are now ready to access the knowledge database.
Knowledge Database: Ships
Heavy Battleship
- Class: 5
- Firepower: 5
- Hull Points: 30
- Special Ability: Special Weapon
Dreadnought
- Class: 5
- Firepower: 6
- Hull Points: 24
- Special Ability: Long-Range Missiles
- Available only for Amycles.
Carrier
- Class: 5
- Firepower: 0
- Hull Points: 30
- Special Ability: Interceptor Bays
Despite its Firepower of 0, the Carrier may attack and take support from other ships.
- Available only for Phoebe.
Interceptor Squadron
- Class: 0
- Firepower: 1
- Hull Points: 1
- Special Ability: Drift
Knowledge Database: Special abilities
Interceptor Bays
A ship with this ability can deploy up to 6 Interceptor Squadrons. Squadrons can be deployed directly in a square occupied by ships. If Squadrons are destroyed, they may be deployed again. If a Carrier is destroyed or leaves the Combat Zone without its Interceptor Squadrons, they are removed from the Combat Zone.
Deploying Interceptor Squadrons: Squadrons are deployed using red dice results showing the squadron faces. 1 die = 1 Squadron on 1 square indicated by the die.
Offensive: By using two special dice rolls, the Carrier gives the order to all of its Squadrons to attack, each inflicting 2 damage points on a ship in an adjacent square. These attacks may not be blocked, counter-attacked, or followed by a withdrawal maneuver by the opponent. Once all the attacks have been performed, all Squadrons return to the square in which the Carrier is located.
Interceptor Squadron
Interceptor Squadrons are represented by tokens.
Drift: at the beginning of your Start of Turn, each Interceptor Squadron can move to an adjacent square without using any movement dieroll.
Squadrons have 0 class points, which means that:
- You may deploy as many as you wish in a square.
- They do not count for victory conditions.
- While they are affected by Special Squares, those squares which effects depend on class points (such as Asteroid Fields or Gamma Storms) have no effect on them.
Squadrons may not use dice results, which means that:
- Except for their Drift move at the Start of Turn, they only move if other ships in their square move.
- They do not attack on their own but can support any attack.
- They may not use shields themselves, but may enjoy the benefit of shields used by other ships in the same square.
Squadron tokens on the field
- Squadron tokens prevent enemies to be on the same square.
- Squadron tokens block the lines of sight (for long-range attacks or Special Weapons).
Long-Range Missiles
The Dreadnought possesses the most powerful weapons system in the galaxy capable to cause 6 damage points in one attack. Furthermore, as long as there are 2 special dice rolls of any color on the Command Board, an attack dieroll may be used twice consecutively to fire up to 2 squares away. Remind that a long-range attack is never supported. This ability is deactivated when there are no longer 2 special dice rolls on its Command Board, and reactivated when 2 special dice rolls are stored there again.
Knowledge Database: Special weapons
Reminder: Special Weapons can be triggered by using two special dice rolls of any color. No reaction is possible when taking effects from them.
Minefields
The player targets 1 or 2 empty squares up to 2 squares away from his Battleship and may spread 2 Minefield tokens between them. There may be obstacles between the Battleship and this/these square(s). When ships enter a square that contains one or more enemy Minefields, each ship suffers 2 damage points per Minefield. The Minefields are then removed and can be deployed again. You may have up to 4 Minefields at the same time on the Combat Zone. You may remove Minefields at no cost during your Command Board phase. If your Battleship leaves the Combat Zone or is destroyed, the Minefields are removed.
Gamma Bomb
The player targets a square up to 2 squares away from his Battleship and puts the Gamma Bomb token on it. There may be obstacles between the Battleship and this square. The Gamma Bomb explodes during his next Start of Turn. Roll a die. All ships in the square where is located the Gamma Bomb suffer 2 damage points. All ships in adjacent squares in the directions indicated by the die suffer 2 damage points. In the event of a special dieroll, only the ships located in the Gamma Bomb square suffer 4 damage points.
Sanctuary
The player places the Sanctuary token on the square in which his Battleship is located. This square and all adjacent squares may not be targeted until his next Start of Turn.
Knowledge Database: Special squares
Reminder: Ships can enter Special Squares freely. Whatever the Special Square, no long-range attack may go through it. The following rules explain what to do in the various situations that may be encountered in these squares.
Battle Station
Setting up: at random, place a Special Weapon token face down on the appropriate location.
Start of Turn: you may place a ship on the docking bay. If a ship is already docked there, you can remove it, leave it there, or change its place with another ship in the Battle Station square.
Entering the square: you may secretly consult the Special Weapon token.
In the square: As long as you have a ship docked at the Battle Station, you may use its Special Weapon by using just one special dieroll. A ship docked at a Battle Station may no longer launch or support attacks, nor use shields or Special Abilities. It may, however, be targeted. No other ships are affected by its presence in this square.
Black Hole
Start of Turn of each player: roll a die for each Black Hole in the Combat Zone. In the event of a special dieroll, place a marker on the square (use Signal tokens as markers). Once you have placed the fourth marker, the Black Hole is activated.
Activation of the Black Hole: all ships located along a straight diagonal or orthogonal line in relation to the Black Hole move one square towards it. Ships located on the Black Hole square after this move are immediately destroyed, all markers are removed and the Black Hole starts a new cycle of activation.
Entering the square: any ship that is moved into the Black Hole square, because of its activation or any other effect of the game, is immediately destroyed.
Scenarios
Planet Attack (2 players)
Fleets: 12 ship class points per player. Variants: between 9 and 15 class points.
Combat Zone: 5x5 squares. Variants: 5x6, 6x6.
Special Squares: the Phoebe player places 2 Battle Stations in his half of the Combat Zone, outside of his Deployment Zone. Amycles player may then place 0 to 2 Special Squares.
Battle Stations: they are controlled by Phoebe player, do not have a Special Weapon, but each contains 3 Interceptor Squadrons and has the Interceptor Bays Ability. Amycles may deactivate them by placing one ship on their Docking Bay, the Station then definitely loses its Interceptor Bays Ability.
Victory:
- Once Amycles player's fleet has only 1/3 of his starting class points remaining or less (rounded down), Phoebe player wins the battle.
- Once Amycles player has deactivated the 2 Battle Stations, he wins the game.
Map captions as printed: "Battle Stations placement zone"; "w Deployment Zone w"; "x Deployment Zone x".
Duel (2 players)
Fleets: 1 Class-5 ship of his choice for each player, and 5 class points for his reinforcement fleet. Variants: between 6 and 9 reinforcement points.
Combat Zone: 5x5 squares. Variants: 5x6, 6x6, 2 4x4 Zones.
Deployment: only the Class-5 ships are deployed during the setup. As soon as a Class-5 ship loses half his hull points, the player who controls the ship may bring reinforcements into his Deployment Zone.
Special Squares: Between 0 and 2 per player.
Victory: victory goes to the first player who manages to destroy his opponent's class-5 ship.
If at the end of the same action, the 2 Class-5 ships are destroyed, the game is a draw.
Map captions as printed: "w Deployment Zone w"; "x Deployment Zone x".
Knowledge Database: Commanders
Hegemony of Amycles
Anata Shunx'n
Dice Pool: 3 Red, 3 Blue, 3 Green.
Storage: can store an additional special dieroll, whatever its color.
Skill: each time she uses a Special Weapon, Anata rolls the 2 special dice used again and can play them normally.
Feyn Gandris
Dice Pool: 4 Red, 2 Blue, 3 Green.
Storage: can store an additional red dieroll, whatever its side.
Skill: can Counter-Attack using any side of a red die. The dieroll used indicates valid directions in which he can Counter-Attack. A multi-directional dieroll, just like a special dieroll, lets him free to choose direction.
Sao Kaï Suhn
Dice Pool: 3 Red, 3 Blue, 3 Green.
Storage: can store an additional directional dieroll, whatever its color.
Skill: increases of 1 the range of ships' Special Abilities when using a multi-directional dieroll:
- Ion Propulsion, may move up to 3 squares.
- Multipoint Weapons, may fire up to 3 squares away.
- Depolarized Shields, may block damage from 2 different squares.
League of Phoebe
Borom Himnital
Dice Pool: 3 Red, 4 Blue, 2 Green.
Storage: can store an additional blue dieroll, whatever its side.
Skill: can perform a Withdrawal maneuver using any side of a blue die. The result of the die used indicates valid directions in which he can Withdraw. A multi-directional dieroll, just like a special dieroll, lets him free to choose direction.
Arop Tan
Dice Pool: 3 Red, 2 Blue, 4 Green.
Storage: can store an additional green dieroll, whatever its side.
Skill: can launch a Drain using any side of a green die. If the result of the die used indicates directions, the opponent chooses the die to remove from his Command Board (as usual). However, if a special dieroll or a multi-directional dieroll is used, Arop Tan chooses the die to be removed to his opponent's Pool.
Ilya Kaï Suhn
Dice Pool: 3 Red, 3 Blue, 3 Green.
Storage: can store an additional dieroll, whatever its side or color.
Skill: when she uses a special dieroll in reaction to an attack, she may then replace all of her ships in the square attacked with corresponding Signals + 1 decoy. If she launches a Drain, she may camouflage 1 square of her choice. If she uses no dieroll during the turn, she may also camouflage the square of her choice.