High Frontier 4 All: Module 3 – Conflict
High Frontier 4 All: Module 3 – Conflict Rulebook
Table of Contents
Table of Contents
- 3A. Module 3
- 3B. Playmat & Political Assembly
- 3C. War Of Independence Outbreak
- 3D. War or Anarchy
- 3D1. Vendetta (War/Anarchy Only)
- 3D2. Delegate Corruption & Suborning (War/Anarchy Only)
- 3D3. Petition to Evade Restrictions (War/Anarchy Only)
- 3D4. War/Anarchy Restricted Operations
- 3D5. War/Anarchy Restricted Abilities & Free Actions
- 3D6. Faction Weapons (new War/Anarchy Faction Ability)
- 3D7. Dislodge (new War/Anarchy Operation)
- 3D8. Combat (War/Anarchy only)
- 3D9. Victorious Attacks (War/Anarchy only)
- 3E. Combat Battles
- 3F. ET Home Bernals & Postwar
- 3G. Module 3 Endgame
- Summary Of Module 3 Abilities, Futures & Dislodge Locations
3A. Module 3
a. Modules. Module 0 must be used, using the Module 3 Political Assembly placard (instead of the Core placard). Modules 1 & 2 are recommended (but not required). All Module 1 & 2 rules are listed in blue font. You can also play with Futures (1D), which can influence combat (3F2).
b. Number of Players. 2 to 6 competitive. Solitaire is not supported.
c. Piracy Variant. Combat is allowed but not mandatory at all times against all opponents, but if your victim is in the same bloc as you, you must pay him a bribe, following the vendetta rules (3D1).
d. Age of Piracy Variant. Players who want to experience combat without the War of Independence can play the Piracy Variant as above, but without blocs, propaganda, or extremists, and all attacks require paying the defender a bribe. Do not use the 3A2f,g setup, Module 3 political assembly (3B2), propaganda (3B3), war outbreak (3C), ET Home Bernal & Postwar (3F), and War/Anarchy (3D, except faction weapons 3D6, dislodge 3D7 and combat 3D8 are used).
e. Modified Future Wars Variant. A game without combat can use the evade rules (3D3, 4, 5) to modify Wars of Independence that happen as a result of casus belli Futures (1D2c). As there are no extremist or corrupt delegates (3D2), only your own delegates or allied delegates with permission can be petitioned to evade.
f. Software Versions. Tabletop Simulator by Justin Grey, VASSAL by Stefano Tiné.
Tip (Modules 1 & 2): In a Futures game with Module 3, you can no longer safely ignore the political arena just because it is overshadowed by other sources of VP. [3Aa]
Easily missed (Module 2): Both your faction privileges (B6a) and faction weapons (3D6) are shut down unless you have a Home Bernal (either per 2B3 or 3F1). [3Aa]
Easily missed: If using Module 1, the delivery operation (I9) can't be used, see 1A8. [3Aa]
Tip: Age of Piracy is a good way to try out the combat rules, or if you are playing a shorter game (e.g. only 48 years or without Modules 1 & 2). [3Ad]
3A1. Module 3 Components
1 Drawer Box. 2 Rulebooks. These rules plus a Strategy Guide. 6 Playmats. 1 per player. 2 Player Aids. 1 Module 3 Political Assembly Placard. 12 Bribe Disks. Black, see 3B1. 6 Dropstone Tokens. Place on the map if a dropstone is dislodged (3D7) to show the location of its stack. 6 Propaganda Chits. Setup per 3A2f. Flipped per 3B3a,b,c. Determines victory in War per 3F4. 11 Damage Chits. Indicators for Factory damage (3E7c). 1 Red Cross Chit. Indicator for cancer hospital (3E9d). 1 Lutetia Site Chit. (optional Punch out). 5 POW Chits. Special glory chits (3D9c). 1 Six-sided dice. You will also need one six-sided dice from the Core Game. 3 Ziplock Bags
Optional (Rosetta findings): The latest findings from the Rosetta spacecraft found no hydrated minerals on the asteroid Lutetia (k 8:30), contrary to 2004 data. We have provided a hex-shaped chit that you may place on the map to use the latest data. [3A1]
3A2. Module 3 Setup
Setup is per core setup (C), with the following additions:
a. Module 3 Political Assembly & Seniority Disks (C1). Use the Module 3 Political Assembly. Place 4 Seniority Disks on its center for a short game, 5 for an intermediate game or 7 if playing Futures (Modules 1 & 2).
b. Assign Factions & Crew. Players divide themselves into Independence and Loyalist blocs, then each bloc among themselves assigns factions to each player (use dice if necessary). There must be at least one Loyalist M player [Purple (socialist), Yellow (nationalist), or White (globalist)] plus one Independence B player [Green (unionist), Gray (individualist), or Red (entrepreneur)].
c. Starting Aqua. Same as in Core (C5) (Aqua per player = the number of patent decks used). If quick start (V1) is used, start with zero Aqua.
d. Starting Bribe. Each player takes 3 bribes (black disks) into their Reserves (only 2 bribes in a 5- or 6-player game).
e. Starting Playmat & Dropstone. Each player takes the playmat of his faction color and puts the plastic dropstone of his color and puts it on the spot with the dropstone picture.
f. Propaganda Chits. Propaganda Chits are placed on the circles on the political assembly placard. Freedom, individuality, and equality are placed Independence B bloc up, and honor, unity, and authority are placed Loyalist M bloc up, as shown. No propaganda chit is used for centrist.
(Diagram omitted: the six propaganda chit setup, shown on the printed setup page with the Independence and Loyalist blocs marked.)
g. Extremist Delegates. Each player starts with one delegate placed in his color of Ideology. Unlike Core, place your delegate on top of the propaganda chit that sits in the color of your Ideology. As long as it remains on the propaganda, this is your extremist delegate (3B2a).
3A3. Core/Module 0-2 Rule Changes
Module 3 replaces the Core rules during Anarchy (K2e) and War, notably by restricting certain activities (3D4, 3D5), and allowing combat and Felonies against enemies but not allies.
a. Felonious. During War/Anarchy, all players gain an Ability equivalent to the Felonious faction privilege (per K2e), but only Player Purple can use this Ability against allies.
Easily missed: Felonious and Felonies are unchanged in Module 3. [3A3a]
b. Dropstone Stacks (add to E3). This is a new Stack created by the dislodge operation (3D7b). You may only have 1 dropstone Stack. A new placard is provided with a slot for this Stack. After being created, cards cannot be moved into or out of dropstone Stacks (they may be Decommissioned normally). If at any time the dropstone Stack does not contain an Operational thruster meeting the requirements described in 3D7c, the Stack is Decommissioned. Dropstone Stacks are immune to events and combat (except as specified in 3D7d) on the 2nd and later turns of their dislodgement (3D7e,f).
c. Kamikaze Stacks (add to E3). This is a new transient Stack created when making a kamikaze attack (3E5). You may have any number of kamikaze Stacks, but they are Decommissioned the turn they are created when they attack (or at the end of combat if unable to attack).
d. Intercept Movement (add to H1). If during War/Anarchy your Spacecraft enters a Space occupied by an enemy Spacecraft (Rocket, Freighter, Mobile Factory, or Bernal Stack), it must halt (and combat occurs at the end of all your movement).
Easily missed: Outposts cannot intercept movement. [3A3d]
e. Dive-Bombing Movement/Landing (H5e, H6). A Stack with a thruster or Freighter and no Humans can declare a dive-bomb during its movement. This allows it to move through lander burns to an associated Site as if they were lagrange spaces (not requiring Burns). The Stack is required to attack as a kamikaze weapon (3E5) during Combat that turn; if unable to attack, it is Decommissioned at the end of the Turn.
Easily missed: Delegates can't be Decommissioned unless you are at your cube limit (I7f). [3A3f]
f. Lobby (O4 of Module 0). This free action is unchanged during peacetime: Decommission a delegate and pay 1 Aqua to use an inactive Law in that Ideology. However, a corrupted delegate (3D2) cannot be used to lobby. During War/Anarchy, all Laws are nullified and cannot be lobbied.
g. War/Anarchy Colonist Limit (2Ca of Module 2). Unlike peacetime, when the number of Colonists is strictly limited to the number of Anchored Bernals (plus 1 per promoted Bernal), during War/Anarchy colonist limits are modified to be equal to the number of Bernals (both Anchored and unanchored, plus 1 per promoted Bernal). However, your exomigration is blocked unless you have evaded the War/Anarchy restriction on exomigration by petitioning a delegate in the freedom ideology (3D5a). Once War/Anarchy ends, normal exomigration rules (2A6) are reimposed.
Easily missed (Module 2): Since wartime colonist limits are equal to the number of your Bernal tokens on the map, unless blocked you must exomigrate as soon as you boost or construct a new one. [3A3g]
h. Faction Privilege/Weapon Locked (2B3b of Module 2). If you have no Home Bernal Anchored, then not only is your faction privilege locked, but also your faction weapon (3D6) is locked as well.
i. Miner Profession (2C1a of Module 2). For their professional ability, a miner provides an additional refuel when taking the site refuel operation (I5), including on an Anchored Bernal, instead of a free site refuel.
j. Bank. This term refers to the Space on the map where you your Aqua (or monetized gold beads, see 3B5) are considered to be stored. Your Bank is located in LEO, a Home Bernal (2B3), or an ET Home Bernal (3F1), whichever is furthest from Earth. You may only have one Bank.
3B. Playmat & Political Assembly
Your playmat contains your faction weapon (3D6) and the firing results table (3E2). The reverse side is a player aid.
3B1. Bribes (War/Anarchy Only)
Each player starts with 2 or 3 bribes (black disks), see 3A2d. They represent grudges and blackmail rather than wealth, and accordingly can be traded or negotiated between players only during peacetime. During War/Anarchy, they are used in 3 ways: to start a vendetta (3D1) or truce (3F3), or to corrupt a delegate (3D2). See example 3D3d.
a. Heroism. You can use a heroism chit (B3) as if it was a bribe (but such chits count zero in endgame VP).
b. Endgame VP. Each bribe you hold at the endgame is worth VP depending upon which bloc won the War (3G1). If the ending Active Law is individuality, each bribe is worth +1 VP (3G1).
Tip: During War/Anarchy, having a majority of delegates does not matter, since there is no Active Law and no vote tally. Just one delegate is enough for either lobby or evasion of restrictions. [3B2]
3B2. Module 3 Political Assembly & Extremists
The Module 3 political assembly is the same as the Core version, with additional information on War Restrictions (3D4, 3D5). It starts with 6 propaganda chits (3A2f), which indicate which Ideologies support loyalists, and which support independents.
a. Extremist Delegates. A delegate that sits on propaganda is called an extremist delegate, and the propaganda it sits on is called an extremist propaganda.
(Diagram omitted: the Module 3 political assembly, marked Loyalist Extremist.)
b. Extremist Disgraced. If an extremist propaganda is flipped, move its delegate into the corresponding Ideology. Once disgraced, you can never get a new extremist!
c. Your Bloc is indicated by the propaganda in the Ideology of your color (even if your extremist is dead).
d. Diplomatic Propaganda Flip. If you move the Active Law into an Ideology, see 3B3b.
e. Immunity. An extremist delegate is immune to Purge Rolls (K2e), martial law (O5d), and corruption (3D2).
3B3. Propaganda
Module 3 adds 6 double-sided chits called propaganda to the political assembly (3A2f). These continuously track which Ideologies support the Loyalists, and which support Independents. If all 6 support one bloc during the War, then War ends with that bloc being victorious (3F4). They are also used to determine desertions (3C3f). Each propaganda can contain one delegate, and if so it is called an extremist propaganda. Flipping an extremist propaganda disgraces its delegate off the chit and into the Ideology per 3B2b. Flipping a propaganda allows you to blackmail a corrupt delegate there, which Discards it and steals its bribe (3D2d). There are 3 ways that a propaganda chit can be flipped (during War/Anarchy or peace):
(Diagram omitted: propaganda chit, Independence side and Loyalist side.)
Tip (Module 2): If you have an Anchored Bernal/Colonists, you should flip the propaganda of the Colonist Ideology to match your bloc. Otherwise, an outbreak of War/Anarchy will induce the Colonist to desert (3F4a). [3B3b]
a. Victorious Attack (preferably flips non-extremist, War/Anarchy only). If your attack is a victorious attack (3D9), then flip one enemy propaganda, which cannot be extremist unless no non-extremists are available. If an extremist is flipped, it must be that of the defeated enemy if possible.
b. Diplomacy (never flips extremist, peacetime only). If you cause the Active Law to shift from one Ideology to another, which results in a vote tally (O3a), you can flip the propaganda of the Ideology of the new position of the Active Law (star) Token, unless it has an extremist.
- Here I Stand. Moving the Active Law to centrist does not flip any propaganda.
c. Defection (flips your own extremist). As a free action on your Turn, you may flip your extremist propaganda. This disgraces your delegate (i.e. permanently moves it off the chit and into the Ideology). Furthermore, if you have uncolonized Factory(s), you must choose one to convert to the color of one of your enemies (3E2k). At the end of the War, players without extremists are counted among the defeated (3F4d).
- Surrender. Defection can also be involuntary, as a result of combat (3B3a). If so, you do not suffer a Factory loss, but are not allowed whistleblowing or sneak attacks (see below).
- Capitulation. If this results in all propaganda being the same bloc, the War ends (in your defeat!) at the end of your Turn, see 3F4.
- Sneak Attack. If you make attacks against your former allies on the Turn of defection, you are allowed to attack first if you play your victim a bribe. You are also allowed Felonies this Turn against your former allies, without needing a bribe.
Tip: In a 2-player game, you can always end the War by defecting! You lose a Factory. [3B3c]
Easily missed: You never forfeit a Factory unless the defection was voluntary. [3B3c]
Example [3B3c]: War breaks out, and you are an Independent. But you have lots of glory, and prefer a Loyalist victory. So you flip your extremist propaganda and defect. You decide to treacherously attack an Independent who is in the lead. You must compensate her with a bribe, and roll first. Whatever the outcome of the attack, you have lost the War, but the Loyalist victory is worth it.
d. Whistleblowing. Flipping a propaganda allows you to blackmail one corrupt delegate in your faction's Ideology (3D2d), which Decommissions its cube and steals its bribe.
3B4. Expanded Freedom To Roam Treaty (Module 2)
The Individuality Law (Freedom to Roam Treaty (O5f)) is expanded to allow the sale of a Black-Side Card if taken to an allied or enemy Bernal, (but not your own!) with the following conditions:
a. No Snow To Inuits. The Bernal must not be Adjacent to a Dirtside with the same Spectral Type as the Black-Side Card being sold.
b. Refusal. If the buyer and seller are allied (War or peace), the sale cannot be declined.
c. White Flag during War/Anarchy. If the buyer and seller are enemies, the sale must be negotiated (needs a delegate in honor), and combat against each other's Tokens within, into, or out of the Bernal Space is forbidden during the Turns of the sale.
d. Your Sales Benefits. You may receive the factory stock price (M2b) in Aqua, taken from the Pool. Additionally, you may negotiate (N) for additional benefits (e.g. Aqua, Hand cards, isotopes, etc.).
e. Bernal Sales Benefits. Your opponent may take 1 card into his Hand, taken from the top of any patent deck.
Example [3B4]: Your allied opponent has a Bernal at LTO (Low Titan Orbit), with a dirtside at ontario lacus (Spectral Type D). This Factory is connected to kraken mare (Spectral Type V), which is unclaimed. You have produced a V Black-Side refinery, and ask your opponent to pay you an Aqua if you bring this card to LTO for sale. She accepts. Because you are allies, she must accept the sale, and she is not allowed to renege on the 1 Aqua payment since the payment is not in the future (but rather in the turn of delivery). You get 9 Aqua from the Pool. For her benefit, she takes a card from the radiator patent deck. On her turn, she industrializes kraken mare, which becomes a new Dirtside. The no snow rule prevents you from selling any more V cards to her Bernal.
Easily missed (Module 2): The individuality law (O5f) states: "You may treat an opponent's Factory or Bernal as your own." This makes your Bernal public property for On-Site Operations, factory-assist, and Promotions. [3B4]
(Example diagram omitted: Freedom to Roam, Example 3B4.)
3B5. Isotope Monetization (Module 1)
Easily missed (Module 1): You may not produce isotope FTs without having a GW thruster in space that specifies the Spectral Type (1Cb). [3B5]
In Module 1, gold beads representing starship isotope fuel can be factory-refueled (1C1a) at factories matching the Spectral Type of your GW thruster, should you have one. This is called your iso-standard. In Module 3, the first gold bead produced doubles the costs of FINAO for all players, and gold beads stored at your Bank (3A3j) can be used as currency for auctions or FINAO. Gold beads at your Bank are worth 10 Aqua.
a. 2X FINAO Costs. Failure Is Not An Option (H7e) costs are instantly and permanently doubled for all players (including those with Open Source faction privilege) if one of these occurs:
- Either the Lofstrom Loop (2B4f) or the GEO Space Elevator (2B4i) is Anchored as a Home Bernal.
- The first gold bead of isotope fuel is produced (1C1a).
- The first ET Home Bernal (3F1) is Anchored.
b. Blue/Gold Bead Exchange Rate. At your Bank, one gold bead can be exchanged for 10 Aqua, and vice versa. Thus, if you pay the programmers with 1 gold bead, you get 2 Aqua in return.
Example [3B5b]: You have a mini-mag orion that you wish to take through a Hazard and need to pay the programmers. You isotope refuel one gold bead at your M Factory, and transport this by Freighter to an opponent's Bernal. First you negotiate and pay a small fee in Aqua. Then you use his Bernal as a bank to pay the programmers 1 gold bead, and receive 2 Aqua in change. There happens to be a War going on, but you are Player Gray, and your extremist delegate automatically evades the War restrictions on FINAO.
c. Gold Bead Bank Transactions. If your Bank receives any gold beads in a transaction, either through negotiation or in an auction, as soon as they leave the Bank they automatically become your iso-standard.
d. Debasement. If you never had a GW/TW thruster and thus no iso-standard, you cannot hold any gold beads. If your Bank receives an Isotope in trade you must immediately convert it into Aqua.
e. Iso-Standard Permanency. Once you have established your iso-standard, it can be changed only if you buy a new GW/TW thruster after selling or losing your original GW/TW thruster.
3C. War Of Independence Outbreak
As the game progresses, Factory stock prices will decrease, increasing the chance of the War of Independence (War). There are 2 ways that the War can start: By rolling high in a war outbreak roll (3C1) or by completing a casus belli Future (1D2c, 3C2). See 3C3 for immediate effects.
a. One War Only. War outbreak will never happen again once one bloc or the other has won the War (3F4a).
b. Determine Your Bloc. During the first War/Anarchy, Players Purple, Yellow, and White start as Loyalists (M), while Players Green, Gray, and Red start as Independents (B). This bloc can change as a result of losing a battle (3B3a) or defection (3B3c).
(Diagram omitted: Starting Bloc. Players Green, Gray and Red as Independence; Players Purple, Yellow and White as Loyalists.)
c. Allies and Enemies. If you are a Loyalist, during War/Anarchy all other Loyalists are allies and all Independents are enemies. It's the other way around if you are an Independent. Your Crew is always your ally.
Easily missed: The term 'opponent' in these rules is used to define all other players, not allies or enemies. [3Cc]
d. War Effects (3D) are enacted starting with the next player's Turn, and last until the War ends per 3F4.
e. Abilities. If a card Ability or a rule outside this Module says "during Anarchy", this means "during War" as well.
3C1. War Outbreak Roll (adds to the Industrialization Operation)
Assuming the War of Independence has not yet occurred, or during a truce (3F3), each time that an Exploitation Track is adjusted because a new Factory is built during industrialization (I7), roll one dice (1d6) and add the number of Seniority Disks that have been placed into the assembly (O6). If the result is greater than the (unmodified) stock value in that category, then there is an outbreak of War at the end of that player's Turn.
Easily missed (Module 2): A war outbreak roll is not made if the Exploitation Track is adjusted by a Mobile Factory landing on a Claim. [3C1]
Example [3C1]: After Turn 36, there are 3 Seniority Disks in the political assembly. You build the first factory on an M asteroid. The stock price on the M column drops to 8, and you make a war outbreak roll. You roll "6", plus 3 = 9. War is declared!
3C2. Casus Belli Outbreak (Modules 1 & 2 Futures)
Assuming it has not yet occurred, War starts by the successful completion of a casus belli Future (1D2c), including secession (1D5e), footfall (1D5e), pan sapiens (1D5e), and robot emancipation by uplift (1D5e).
a. If a 2nd Casus Belli is Completed, points are still scored but do not trigger War.
3C3. What Happens If War/Anarchy Breaks Out?
If either the outbreak of War occurs, or the Anarchy event (K2e) is rolled, 3 effects (3C3a,b,c) happen immediately, and war effects (3D) start at the end of the Turn. If Anarchy occurs during War, nothing happens except for the Purge Roll, and combat becomes optional.
a. Bloc Assignment. The players are separated into the Independence and Loyalist blocs, according to the propaganda of their color. Assuming no defections have occurred, Players Green, Gray, and Red are Independence, and Players Purple, Yellow, and White are Loyalists.
b. Remove Star Token. Move the Active Law star into the War/Anarchy slot (yellow star) on the political assembly. This indicates Laws cannot be made active or lobbied.
(Diagram omitted: the Star Token in the War/Anarchy slot.)
c. Purge Roll (K1e). The 1st Player rolls one dice (1d6) and consults the dice numbers printed on the assembly. Decommission (if possible) one delegate of each player color in this Ideology. Extremists are immune!
d. Delegates. If any player has a delegate in an enemy bloc, by the end of his Turn he must either (1) suborn it by placing a bribe under it (3D2b), or (2) Decommission it. Player White's delegates cannot be corrupted. (3D6c).
Easily missed: Suborn (3D2b) is a once-per-turn free action, so you can only save one of your delegates in enemy ideologies. [3C3d]
e. Unanchor Independence Bernals (Module 2). If any Independence player has a Home Bernal, by the end of his Turn he must either (1) evade the "No Home Bernal Anchor" restriction (with a petition in authority), or (2) it is unanchored. Furthermore, a Bernal without any allied Dirtsides (i.e. all of its Dirtside Factory cubes belong to the enemy), is similarly unanchored (3E9a).
Easily missed (Module 2): If unanchored, do not forget dirt-refuel per 3E9a. [3C3e]
Tip (Module 2): If you are Independence and have a Home Bernal, keep a spare generator in your Bernal Stack, so that you will be able to travel to a better location in case of War. Furthermore, if your Colonist is a Loyalist, remember that they will desert (3C3f). Perhaps send them on a risky assignment, if their replacements are more trustworthy. [3C3e]
f. Desertion of Enemy Colonists (Module 2). The faction Ideology (B6b) of each Colonist determines which bloc the Colonist is allied with (checking the propaganda in its Ideology). If at the end of your Turn you are in one bloc, and a Colonist of yours supports the other bloc, you must either (1) evade the "No Enemy Colonists" restriction (3D5d honor), or (2) Discard this enemy Colonist to the bottom of the queue.
- Instances of Desertion. This can happen during War/Anarchy outbreak (3C3e), whenever the Colonist's propaganda is flipped (3B3a,b,c), or if you defect (3B3c).
- Exomigration. If a Colonist deserts during your Turn, exomigration occurs on your following Turn.
Easily missed: You are always allied with your Crew (3Cc). [3C3f]
Easily missed: A petition each Turn is also required to hold enemy Colonists. [3D5d]
3C4. What Is the Difference Between War & Anarchy?
Anarchy is an event (K2e) that lasts only as long as Season Blue, and combat is never mandatory. War can end in truce (3F3) or victory (3F4). But otherwise, all Anarchy rules are applicable during War as well:
a. Both move the Active Law (star token) into the War/Anarchy spot in the political assembly (3C3b).
b. Both start with a Purge Roll (K2e).
c. Both limit some Operations and free actions by war/anarchy restrictions (3D4, 3D5).
d. Both forgo Discarding Colonists during unanchoring (3A3g).
e. Both allow Felonies and combat against an enemy, vendettas (3D1), corruption & suborning (3D2), and dislodging (3D7).
f. Both disable faction privileges (B6a), and enable faction weapons (3D6).
3D. War or Anarchy
War divides the players into two blocs (3B2c), your allies and your enemies. War features restrictions (3D4, 3D5) on boosting, free market sales, initiating research auctions, entering LEO, FINAO, promoting, retaining Colonists, exomigration, homesteading, and remaining in a Home Bernal anchorage.
Easily missed: "Opponent" and "enemy" are not the same. "Opponent" means another player. "Enemy" means another player who is also of the opposed bloc during War (e.g. he is Loyalist, but you are Independence). [3D]
a. Combat & Felonies are allowed between enemies during both War and Anarchy.
Example [3D]: You want to prospect Luna, but unfortunately the 1st Player does not give her permission. Prospecting without her permission is a Felony and only allowed if you are allowed Felonies. Then War breaks out, and you and her are enemies (she is a Loyalist scum!). In War, you are allowed Felonies against enemies, and so do not need her permission. But suppose you and her are allies. Now you still need her permission. Perhaps she will accept a bribe in return for permission!
3D1. Vendetta (War/Anarchy Only)
A vendetta is an action forbidden by exoplanetary law. You can perform one only by paying your victim a bribe just before the relevant dice roll (just after in the case of sabotage). There are 5 kinds of vendettas: sneak attack, sabotage, Human kamikaze, gray goo, and dropstone:
Easily missed: Felonies are not vendettas and never require a bribe. [3D1]
Easily missed: Biological warheads and amat bombs are not vendettas. [3D1]
a. Sneak Attack. This is a treacherous attack on an ally when you flip your propaganda to the other bloc during a defection (3B3c).
b. Sabotage. On an enemy's turn, immediately after he makes a successful Belt, Hazard, or Epic Hazard Roll, force him to make a reroll. FINAO can't be sabotaged.
c. Human Kamikaze. Only Player Purple may fire this weapon, which allows him to use sacrificial Humans in combat. Paying a victim a bribe allows you unlimited use of both Human kamikazes (3E5d) and Human dropstones (3D7c) against him that Turn.
d. Beamed Gray Goo. Only Player Gray or a player having an Anchored Pharmaceutics Bernal/Lab (2B4g) may fire this faction weapon (3D6e), which adds 1d6 to rayguns. Your 1 bribe payment for the vendetta allows you unlimited use of gray goo against him that Turn.
e. Dropstone. Any player may attack with this weapon (3D7). Only Player Purple is exempt from paying the bribe.
3D2. Delegate Corruption & Suborning (War/Anarchy Only)
A delegate becomes a corrupt delegate by placing a bribe disk under its cube. Once corrupted (by any player), a delegate can be petitioned by any player to evade war restrictions (3D3d). Furthermore, it cannot be used to lobby (O4) and does not count as VP at the endgame (3G1). A corrupt delegate is otherwise treated as an ordinary delegate, with the following effects during War/Anarchy only:
a. Dismissal. Unless evaded (3D3), any of your uncorrupted delegates in an enemy bloc are Decommissioned at the end of your Turn.
b. Suborn. As a once-per-turn free action, you may corrupt an uncorrupted delegate of any color. This costs a bribe (place under the delegate). If the delegate is not your color, this also costs 4 Aqua, paid to the Pool. Extremists and incorruptible delegates (3D6c) cannot be suborned.
c. Propaganda Oust. If you flip a propaganda of an Ideology for any reason, you can Decommission (oust) one corrupt delegate in that Ideology, claiming his bribe as your own.
(Diagram omitted: a corrupt delegate, with its bribe disk placed under its cube.)
d. Blackmail. If you Decommission a corrupt delegate for any reason, you claim his bribe as your own.
- Instances: Ousting (previous bullet), martial law (O5d), or recovering a cube if at your cube limit (I7f).
e. Lobbying. During War/Anarchy, all Laws are shutdown and can't be lobbied (O4) by any delegate (corrupt or not).
f. Evasion. A corrupt delegate can be petitioned by any player to evade restrictions (3D3d).
Example [3D2f]: War breaks out and you are Independent. Now you want to boost your Bernal. You will need to evade the War restrictions on boosting, so you spend 4 Aqua to suborn a foreign delegate in the unity Ideology.
g. Lingering Corruption. A corrupt delegate remains corrupted after War/Anarchy ends.
3D3. Petition to Evade Restrictions (War/Anarchy Only)
Certain Operations (3D4) and certain Abilities/free actions (3D5) are restricted during War/Anarchy. Each restricted Operation and Ability/free action is associated with a certain Ideology as listed in the Module 3 political assembly. You are not allowed to perform any restricted Operation, Ability, or free action unless you petition (free action) the indicated Ideology using one of these 4 types of delegates:
Easily missed: The only enemy delegate you can negotiate with is an enemy extremist. [3D3a]
a. An extremist delegate of your color (or of an opponent's color, assuming a successful negotiation (N)).
b. A delegate of your color.
Example [3D3b]: Player Yellow fundraises, moving a delegate into honor. Then he makes a negotiation with Player Green for use of her Powersat for movement. The restrictions against negotiating with the enemy are evaded by the yellow delegate in honor.
c. A delegate of an ally's color, with her permission/negotiation. This includes allied extremists.
d. A corrupt delegate of any color.
Example [3D3d]: Player Green (equality) has a bunch of cards that she wishes to boost, but unfortunately there is Anarchy and boosting is restricted. To evade this, she must petition unity, the Ideology that has the "No Boost/Homestead Ops" restriction. Fortunately she has a delegate in centrist, so she performs a fundraise op, which gains her an Aqua and a new delegate, and importantly allows her to move her centrist delegate to unity. Since unity is currently an enemy bloc, she is forced to pay a bribe to corrupt her delegate there. She is finally free to boost her stuff, but unfortunately other players can use her corrupt delegate to boost their stuff as well.
3D4. War/Anarchy Restricted Operations
The following Operations are restricted, as indicated on the political assembly by the WAR stop sign. This means you cannot perform them unless you petition a delegate to evade the restrictions (3D3):
a. Limited Free Market Operations (Freedom, extremist = Player Red). Black-Side Card sales (I3b) are not allowed, and White-Side sales (I3a) are restricted to pay 1 Aqua per card.
b. No Boost/Homestead Operations (Unity, extremist = Player Yellow). Boost (I4) and homesteading (2A4) operations are not allowed. You may evade this if you own or negotiate with a L3 Lofstrom Loop (2B4f) or GEO Space Elevator (2B4i) Home Bernal.
Example [3D4b]: It is War, and Player Red wants to boost a card. She has no delegates, but fortunately Player Green has a corrupted delegate in unity that she can use to evade the unity restrictions on boosting.
Easily missed: You need to petition a delegate to perform a restricted operation. The uncorrupted delegate of an ally is not enough, unless they agree to a negotiation. [3D4]
c. No Home Bernal Anchoring (Authority, extremist = Player Purple). This restriction applies only if you are an Independent (even if authority becomes Independent). You are not allowed to anchor (2A5) a Home Bernal, and if you already have a Home Bernal, it becomes unanchored at the end of your next Turn.
- Elevators. Building an elevator to your ET Home Bernal in the M Earth or E Mars Zones is restricted (3F1g).
Example [3D4c]: You have a Home Bernal when War breaks out. You have no delegates in authority and should spend your first War Turn electing a delegate to authority, to avoid the unanchor of your Bernal. Because you are in the Independence bloc, your Bernal is threatened as a war appropriation. If Player Purple has an extremist, you can ask her for permission to keep your Bernal anchored.
Easily missed: An Independence Home Bernal must petition every turn to stay anchored. [3D4c]
d. No Auction Operations (Equality, extremist = Player Green). Initiating a research auction (I2) is not allowed, but participating is not restricted.
Example [3D4d]: It is War, and Player Gray wants to auction a card. He has a delegate in equality he can use to evade the equality restrictions on auctions. All players can participate in the auction, because only initiation is restricted, not participation.
e. Limited Promotion Operations (Individuality, extremist = Player Gray). Promotions (1A5, 2A3) are not allowed in the C (Venus), M (Earth), or E (Mars) Zones.
3D5. War/Anarchy Restricted Abilities & Free Actions
The following Abilities and free actions are restricted, which means you cannot perform them unless you petition a delegate to evade the restrictions (3D3):
a. No Exomigration (Freedom, extremist = Player Red). You may not exomigrate new Colonists (2A6). If evaded, then you may exomigrate (free action) up to your wartime colonist limit (3A3g).
b. LEO No-Fly Zone (Authority, extremist = Player Purple). You may not move from space into LEO. Does not affect boosting.
c. No Enemy Negotiation (Honor, extremist = Player White). You are restricted from granting the enemy any negotiation (See Section N in Core). As long as Player White retains his extremist, he is allowed to negotiate or enable negotiation at any time.
Example [3D5c]: It's War, and you are Independence Player Red. You want to boost and humbly ask Player Yellow for permission. Player White interrupts, pointing out that for two enemies to negotiate, they need her permission first. You end up paying her a Hand Card, and Player Yellow a bribe chit, before boosting.
d. No Enemy Colonists (Honor, extremist = Player White). If at the end of your Turn a Colonist of yours supports the enemy bloc (3F4a), you must Discard this enemy Colonist to the bottom of the queue.
Easily missed: A petition each Turn is also required to hold enemy Colonists. [3D5d]
e. No FINAO (Individuality, extremist = Player Gray). You may not perform "failure is not an option".
3D6. Faction Weapons (new War/Anarchy Faction Ability)
As listed on your playmat (top), you have an additional War/Anarchy Ability called a faction weapon. Faction weapons can only be used during War/Anarchy! If using Module 2, faction weapons, like faction privileges (B6a), are shut down if you have no Home Bernal or ET Home Bernal (3F1). The faction weapons are:
a. Player Red (capitalist freedom). Your Crew or Anchored Bernals may use jammers, which allows you to attack first if you are the attacker (3D8e). Jammers are never used if you are the defender.
b. Player Yellow (national unity). Your kamikaze attacks (3E5) use biological warheads (see Table 3E2).
c. Player White (elitist honor). Your Crew/Colonists are marines who do not need buggies to make a buggy attack (3E4).
- Incorruptible Delegates. Player White has this Ability, which allows his delegates to never become corrupt (If playing Module 2, he must have a Home Bernal). Thus they cannot be suborned (3D2b, 3C3d).
d. Player Green (worker equality). Your Humans and robonauts do not need a Powersat to use fighting mirrors (3E3c).
e. Player Gray (anarchical individuality). You may use beamed gray goo (3E3a), which allows your rayguns to roll one extra dice for their FV. Unless your target is a dropstone, you must pay your victim 1 bribe for a vendetta (3D1d) to use beamed gray goo against him for a Turn.
Example [3D6e]: As Player Gray, you boost 2 rayguns and their mutual generator support into your Bernal in the GEO Home Orbit. It's War, and an enemy Home Bernal with a rad-hardness = 6 is in the Adjacent L2 Home Orbit. You pay one bribe to your enemy, and attack with both rayguns as beamed gray goo, rolling 3d6 with each. After subtracting the ISRU on each shot, the resulting FV is 6 and 13. Both shots achieve a zap, but the first is ineffective while the second Decommissions the Bernal with genocide.
Easily missed (Module 2): You can use faction weapons only during War/Anarchy (even if allowed Felonies), and can use faction privileges only during peace. Like your faction privilege (B6a), your faction weapon is available only if you have an Anchored Bernal. [3D6]
Note (Module 2): If a bribed white delegate becomes incorruptible (due to the anchoring of a White Bernal), then Player White collects the bribe. [3D6c]
f. Player Purple (socialist authority). Costs 1 Aqua to attack using an amat bomb with your Crew or Anchored Bernal. Amat bombs are not used if you are the defender.
- War Crimes. Player Purple has this Ability, which allows him to perform a sneak attack without paying a bribe (3B3c), to use human kamikazes (3E5d) and manned dropstones (3D7c), and suffer no consequences from genocide (3E2m).
3D7. Dislodge (new War/Anarchy Operation)
Tip: For dropstone strategy, locations, and a diagram of a typical dropstone heliocentric orbit, see 3H3. [3D7]
Easily missed: You can even dislodge from the special synodic comet kreutz sungrazer (B7k) (the thrusters will set the stone's course just before they melt). [3D7b]
A dropstone is a rocket-powered boulder or iceberg sent flying into a target with the help of gravity-assist from a flyby. The dropstone comes off of a comet or moon, which is unaffected by the dislodge. The dropstone forms a new Stack type (maximum of 1 allowed) and is in addition to the number of Stacks permitted (E3). For the necessary midcourse corrections, this Stack must include an Operational thruster (but not fuel, since the dropstone itself is used for propellant). The entire dropstone Stack is Decommissioned in its attack, see 3E6.
a. Vendetta. When it comes to the attack roll (3E6), you will need a bribe to pay the defender (3D1e).
b. To Dislodge a Dropstone takes an Operation using an Operational thruster on one of the following Spaces:
- Synodic Comets. A dropstone from one of these comets is deorbited into Sol, and on the next Turn can move outward at a rate of one Heliocentric Zone per Turn, starting in the C Venus Zone. It can attack when it reaches the targeted Heliocentric Zone per 3D7f.
- Jovian Himalia Moonlets. A dropstone from one of these 4 moons is deorbited into Jupiter, and the Turn afterwards can attack any Site or Anchored Bernal in the F Jupiter Zone per 3D7e.
- Saturnian Norse Moonlets & Methone. A dropstone from one of these 6 moons is deorbited into Saturn, and the Turn afterwards can attack any Site or Anchored Bernal in the G Saturn Zone.
- Uranian Setebos/Sycorax/Prospero Moonlets. A dropstone from one of these moons is deorbited into Uranus, and the Turn afterwards can attack any Site or Anchored Bernal in the L Uranus Zone.
- Frostline Dislodge. A dropstone dislodged as a tank of water from a Spacecraft can target explosive ice worlds (3D7g), where the impacting water causes a chain reaction. The Spacecraft must be in the K Ceres or F Jupiter Zones, but not on a Site, and must expend either 5 FT or 5 tanks of water fuel in the dislodge operation. For its first turn it enters the solar oberth flyby (H8e).
c. Dropstone Stack. Move non-Human cards at the Site into the dropstone Stack. (This is the only time, other than Decommissioning or dive-bomb kamikaze (3E5e), that Tokens may be moved into or out of a dropstone Stack.) The dropstone Stack must contain an Operational thruster (however the thruster does not need any cooling, as the rock itself supplies all the Therms required). This thruster must be of a certain type, depending upon whether the dropstone is made of ice or rock:
- Dropstone From Hydration 4 Sites. This dropstone is an iceberg, and the dropstone thruster must be non-Human with a base thrust (B2d) of 3 or higher.
- Dropstone From Other Sites. This dropstone is a boulder, and the dropstone thruster must be a non-Human dirt thruster with a base thrust of 3 or higher.
- Frostline Dropstone. This dropstone is a 200 tonne tank of water (5 FTs), and the dropstone thruster must be a non-Human water thruster with a base thrust of 3 or higher. Fuel is not tracked. (The impactor must be water, since only water can set off the runaway crystallization at the target.)
- GW/TW Dropstone Thruster. Alternatively, the dropstone thruster for any dropstone can be a GW/TW thruster of any thrust. A single gold FT of isotope fuel must be carried.
- Solar-Power. If the dropstone thruster is Solar-Powered, modify the base thrust by the stack's Heliocentric Zone modifier at the dislodgement Site for the above thrust requirements.
- No Manned Dropstones. Only the dropstone Stack of Player Purple (3D1c) can be created with Crew or other Humans.
- Only One Dropstone. You are allowed to have only one dropstone Stack at any time.
(Diagrams omitted: dropstone token, Jovian Himalia moonlets, Saturnian Norse moonlets and Methone, Uranus Sycorax group, dropstone at solar oberth.)
Example [3D7c]: You dislodge a dropstone from himalia with a spheromak GW thruster plus its support (an electric generator with a reactor support and remember that the cooling requirements are ignored).
Easily missed: The solar oberth is a Hazard space, so a synodic dropstone must roll for Decommission or pay FINAO. [3D7d]
d. Dropstone Insertion (1st Turn). Once dislodged, a dropstone token of your color must be placed upon the flyby of the appropriate giant planet (or the solar oberth flyby (H8e) in the case of Synodic dropstones).
- High Velocity. Once underway, the dropstone is in a highly-eccentric-orbit, which disallows any Tokens to land or liftoff it (exception: dive-bomb kamikaze, 3E5e). You can Decommission your cards on a dropstone.
- Combat/Events: Flyby or Space Oberth Flyby. In one of these Spaces, the dropstone can be range attacked or suffer events as a Site target. The entire Stack is Decommissioned if its thruster becomes non-operational.
Example [3D7d]: The dropstone from the previous example is placed into the Jupiter flyby on its turn of dislodgement. The enemy moves a ship to a radiation belt Adjacent to the flyby and opens fire with two rayguns, taking out the generator. This Decommissions the dropstone.
e. Dropstone Arrival (Giant Planet Flyby 2nd Turn). On its 2nd Turn, this Dropstone must be moved to a Space, which can be any Site or Anchored Bernal in the specified Heliocentric Zone (3D7b).
f. Dropstone Movement/Arrival (Synodic Dropstone 2nd Turn). A dropstone dislodged from a Synodic Comet must on its 2nd Turn move from the solar oberth (D Zone) into the C Venus Heliocentric Zone spot (see illustration in example 3E6). On each Turn thereafter, the dropstone has only 2 options: (1) Attack any Site or Anchored Bernal in the Zone it occupies, or (2) move to the next Zone spot on the map further from Sol. However, it cannot move to a Heliocentric Zone further from Sol than the Site it was dislodged in.
g. Dropstone Movement/Arrival (Frostline Dropstones). A frostline attack uses the same rules as a Synodic Dropstone (previous bullet), except that the target can only be the Tokens (Factory, Colony, Outposts) on a Site that is Hydration 3 or 4 in the K Ceres or F Jupiter Zones. A Bernal in one of these Zones may also be targeted.
- Exploding Worlds. A frostline dropstone that achieves a destroy or damage result also puts a busted disk on the Site and Decommissions/Discards all cards and Tokens. This can create Genocide (3E2m) or exploitation adjust.
h. One Pass. Once moved to a Site or Anchored Bernal, the dropstone Stack is Decommissioned at the end of the Turn. It is also Decommissioned if the War/Anarchy ends before it reaches its target.
(Example diagram omitted: "Valhalla attacked!", the Himalia dropstone on its 2nd Turn.)
3D8. Combat (War/Anarchy only)
Combat is the firing of weapons between Independence and Loyalist players. This is part of movement but must occur after all movement before a Turn is completed. Combat takes place between players with Colocated or Adjacent Stacks. During Anarchy (K2e), combat is optional. During War, it is mandatory (except for specified weapons and ranged attacks).
Easily missed (Module 1): Per 1B6a, a Mobile Factory moves, attacks, and defends as a Spacecraft if not sitting on a Claim. If on a Claim, it attacks and defends as a Factory, including the Factory gun. [3D8]
Easily missed: Combat is part of movement, and free actions (G) are disallowed during movement (H1c). Accordingly, free actions such as jettison cargo, deposit glory at LEO, and the epic hazard operation (1A6) to claim a Futures Star, are not allowed during movement/combat. [3D8a]
a. Combat Sequence of Play is generally:
- Complete All Movement. Do not forget to halt when entering an enemy's Space (3A3d). If you start your move on an enemy occupied space and choose to attack, you cannot move further that Turn.
- Choose first/next defending space. You may attack a defending space only once/Turn (using all weapons).
- Resolve Glitch Triggers if any attackers or defenders have a Glitch Token.
- Determine Who Fires First? In each battle, both the attacker and defender can fire all their unfired weapons.
- All Defender Weapons Fire. Each defending weapon may fire once per Turn, only against the attacker.
- All Attacker Weapons Fire. Each attacking weapon may fire once per Turn, only against the defending space.
b. Choosing Defending Space. To initiate combat, choose a single space with enemy Tokens which you can attack with weapons which have not yet been fired this Turn. All the enemy Tokens participate.
Example [3D8b]: You have landed a raygun on an enemy Factory. An enemy Freighter is orbiting overhead, so you have two potential targets. Since the Factory is a pretty tough target, you choose the Freighter as the defending space.
c. Attackers & Defenders. On your Turn, you are the attacker, and all enemies on the defending Space are defenders. Your allies do not participate in the attack.
Example [3D8d]: In the previous example, the Freighter has a Glitch and so must make a Glitch Roll. This destroys the Freighter, leaving its Cargo as an Outpost.
d. Glitch Trigger. Combat is a Glitch Trigger for all attacking and defending Stacks.
e. Combat Order. If the attacker uses a raygun, jammers (3D6a), or a sneak attack (3B3c), he fires first. Otherwise, the defender fires first.
Example [3D8e]: In the previous example, you must target what is left of the Freighter (the Outpost). You cannot switch your attack to the Factory. Since you have a raygun, you fire first, and Decommission the target.
f. LEO and Submarine Factories & Colonies cannot attack or be attacked, but other cards on a Submarine Site can be, and can use a Submarine Colony to count as a manned Site (target column F of Table 3E2).
g. Total War. As the attacker in War, you must attack all enemies in the defending space that you are able to fire upon. The defending space must fire upon all Colocated attackers. However, both the attacker and defender are not forced to fire with weapons firing at range (3E3), kamikaze weapons (3E5), or amat bombs (3E3d).
Example [3D8g]: In the previous example, the defending Factory can now fire its gun, which destroys your Rocket.
h. Combat Results. For each combat, follow the firing procedure (3E1), rolling on the Firing Results Table (3E2) to see if your attack succeeds against the target. If successful, see 3D9.
Example [3D8h]: In the preceding 4 examples, suppose you had a gun instead of a raygun. The order of combat would be: (1) Choose defending space (the Freighter), (2) Resolve Glitches, (3) Because you do not have jammers or a raygun, the defender fires first. The Freighter has no weapons, but the Factory is allowed to fire even though it was not targeted. (4) Assuming you survive the projectile from the Factory, you roll for your fire against the Freighter.
i. POWs & Post Battle Decommissions. Directly after the battle, Human POWs can be claimed by a manned and victorious attacker per 3D9c. Then both the attacker and defender can Decommission surviving non-Human cards. This can be useful to prevent further victorious attacks by the enemy.
3D9. Victorious Attacks (War/Anarchy only)
An attack is defined as all combat in a Turn against a single defending space (3D8b), regardless how many weapons you roll for in your attack. If you are the attacker and your attack causes damage, unanchoring, Factory capture, or Decommission(s) on a defending space, your attack is called a victorious attack. A victorious attack has the potentially war-winning effect to flip an enemy propaganda:
Easily missed: For an attack to be considered victorious, you must be the attacker, never the defender. [3D9]
Easily missed: A victorious attack is the only way to flip an extremist propaganda and to win a War. [3D9a]
a. Flip Enemy Propaganda. You must flip a non-extremist enemy propaganda if any exist. If none exist, flip an extremist, and if possible it must be the extremist propaganda of the player who you defeated in combat.
Example [3D9a]: Your dropstone damages a colonized Yellow Factory and the collateral roll removes 3 Outpost cards. After paying a bribe, you flip the Yellow propaganda, which is the last Loyalist propaganda, ending the War with an Independence victory.
b. War Hero. If the defender you defeated has glory chits in Reserves, you may steal one (of his choice).
c. POW Chit. If your victorious attack with Humans was against a Colocated Stack(s) with Crew/Colonists, and after combat the defeated Stack(s) have no Operational thruster other than a Crew thruster, then you must claim the Humans as prisoners of war. Transfer the prisoners to your Stack and place a POW chit on them. This POW chit counts as a 0 VP Glory chit, but is flipped and stored on its 2VP side if brought to your Bank in a ticker tape parade (La) before the end of War/Anarchy. This returns the Crew/Colonist to the owner's Bank.
d. POWs count as Humans (e.g. Glitch Repair) but otherwise provide no services and don't count against stack or colonist limits. Any Glory they carry must be moved to your playmat. If abandoned, mark their position on the map using their POW chit. They are Discarded if Decommissioned. They are also Discarded during peacetime (3F4e) or if "liberated" via ticker tape parade.
Easily missed: It is a Felony to execute POWs, but everyone is allowed Felonies against enemies during War/Anarchy. [3D9d]
3E. Combat Battles
Combat is resolved one battle at a time, in which a battle is the exchange of fire between the defender's weapons and the attacker's weapons. Either the attacker or defender rolls first for combat (see 3D8e). When it is time for a player to roll for combat in a battle, he is called the firing player and must roll for each of his unused allowable weapons, in any order he chooses. The other player is the targeted player.
a. LEO Security Zone. Combat is not allowed within, into, or out of LEO.
Example [3E]: Your Rocket is a kuck mosquito powered by a project orion reactor. The reactor needs one Therm of cooling, provided by a bubble membrane. On your Turn, you land on Ganymede where the enemy has an Outpost. You fire on the Outpost using the gun for the project orion (Orion has a gun since its Rad-Hard >= 8). Then for your operation you prospect using the mosquito. Notice that the single Therm supplied by the bubble was able to cool the reactor during both movement (including combat), and operations for that Turn. If you had lost the bubble during combat, this would prevent your subsequent gun combat and prospecting operation.
3E1. Firing Procedure
When it is your time to fire in a battle, roll for each of your weapons in any chosen order:
a. Operational. Weapon effects are resolved immediately and must be Operational at that moment to be fired. If a weapon is Decommissioned or becomes non-operational before it is fired, it cannot fire.
b. Combined Arms. All weapons able to make a combat roll must do so, except:
- Allies Of The Attacker do not fight (until their Turn).
- Weapons Firing from Adjacent Spaces (3E3) are always optional to fire.
- Kamikazes (3E5) & Amat Bombs (3E3d) are always optional to fire (unless dive-bombing, 3E5e).
- Firing Solutions. Some weapons can fire in more than one way (e.g. ablative nozzles can kamikaze or fire its gun). If so the owner chooses which way to fire, except that dive-bombing kamikazes (3E5e) must attack as kamikazes, and a dropstone stack must attack a Site or Bernal as a dropstone.
- Cooling. All of your weapons are considered to fire simultaneously during the combat phase. Thus, if one of your weapons needs cooling, it cannot share a Therm being used by another weapon that is firing.
c. Usage. A weapon can fire once per Turn (whether attacker or defender) and is "fired" once it rolls for combat.
- Supports. As in Core (J1b), a single non-radiator support can service multiple weapons. However, a support used to service a firing weapon (e.g. project orion) counts as fired and cannot also be fired as a weapon.
Remember: A Turn is defined in the glossary as the player turn phase (D1), not the 1 year interval on the Sunspot Cycle. [3E1c]
d. Range / Target. Ranged weapons can target Adjacent (with limits as listed) or their own Spaces. Non-ranged weapons can target their own Space only.
Easily missed: Hazards don't count towards Adjacency for a ranged attack. See Example 3E3a. [3E1d]
e. Firing Results. See 3E2. If an attack is successful, see 3D9.
3E2. Firing Results Table
Each weapon fired (column A) makes one roll on this chart per Turn. Weapons may be ranged (column B) and/or allow the attacker to fire first (column C). Roll to determine the fire value (FV, column D), and determine the effect(s) according to where the target is located (columns E, F, G). Effects are applied if the FV is in the listed range. All Colocated enemy Tokens and cards are targeted!
Firing Results Table (icons written out: Collateral = grenade, Glitch = bug, Damage = cracked house, Destroy = starburst, Capture = CAP, Unanchor = crossed-out anchor)
| A) Weapon | B) Ranged? | C) First attack? | D) Fire Value (FV) | E) Unmanned Site target effects | F) Manned Site target effects | G) Space target effects |
|---|---|---|---|---|---|---|
| Raygun (3Ea) | Yes (if non-atmospheric & not connected by buggy road) | Attacker | 2d6 minus ISRU. (3d6 minus ISRU if beamed gray goo.) | -2 FV if Site has Adjacent Crash Hazard(s). 6+: Collateral, Glitch, Damage | 7+: Collateral, Damage | 1+: Zap |
| Gun (3E3b) (cards with RH = 8+) | Yes (if non-atmospheric & not connected by buggy road) | Defender | Firing RH minus 2d6. (Factory gun = RH 8.) | 1+: Collateral, Glitch, Damage | 4+: Collateral, Damage | 1+: Overload, Unanchor |
| Fighting Mirror (needs Powersat) (3E3c) | Yes (if non-atmospheric & not connected by buggy road) | Defender | 2d6 minus ISRU. |
Table notes (as printed): the "-2 FV if Site has Adjacent Crash Hazard(s)" modifier is printed across the Raygun and Fighting Mirror rows in the unmanned Site column, and the rule text (3E3a, 3E3c) applies it to any Site, manned or unmanned. The "+5 FV if biological warhead" modifier is printed across the manned Site column for the Kamikaze row (3D6b, 3E5c). The Dropstone and Amat Bomb rows share one Space (column G) entry.
(The table legend and table notes follow.)
FIRING RESULTS TABLE LEGEND
a. X-Y is the range of fire values (FV) required to achieve the effect. (X+ means any value X or higher).
b. RH is short for rad-hardness (B2j).
c. 2d6 = the sum of the roll of 2 dice.
d. Overload causes a number of Glitch Rolls equal to the fire value (FV). All Stacks in the targeted Space are affected, regardless of Human presence. Apply the result of each roll to the combined target Stack(s).
Easily missed: An overload is not affected by the presence of a Glitch disk, nor does it place a Glitch. Cards with a RH > 6 are immune to overload. [3E2d]
Remember: A Glitch Roll Decommissions all target cards with the matching rad-hardness. [3E2d, i]
e. Unanchor. The targeted Bernal suffers the effects of (3E9a), including moving or removing its dome. If already unanchored, it receives a Glitch disk.
f. Zap. Decommission 1 card, chosen by the firer, with rad-hardness less than the fire value. If an Anchored Bernal is Decommissioned, this is genocide (3E2m).
g. Damage. If an undamaged Factory is present, place a damage chit to show it is damaged (3E7c).
h. Glitch. Place a Glitch (red disk) on each enemy Stack.
i. Collateral. Make a Glitch Roll.
j. Destroy has these effects:
- Decommission Cube. If a Factory is present, remove it and adjust the relevant Exploitation Track.
- Decommission Domes. If a Colony is present, remove it. This is genocide (3E2m).
- Unanchor Bernals. If this leaves a Bernal with no Adjacent Dirtsides, it is unanchored (3E9a).
- Discard Elevators. If at the end of a Turn a Space Elevator has no attached Factories, it is destroyed (1B9f).
k. Capture (CAP). If a Factory is present, swap its cube with one of your color, subject to cube availability (I7f). This becomes a maverick factory (3E8). All enemy FTs at the Site are confiscated. All enemy cards at the Site are Decommissioned.
l. Target Column. Modifiers to the fire value and combat effects depend on the target column (E, F, or G):
- Unmanned Site (column E). Targets on a Site with no enemy Humans (including no Colonies or Bernals).
- Manned Site (column F). Targets on a Site that include enemy Humans.
- Space (column G). Any other location. Targets which are landing in a Turn are considered in space.
m. Genocide. In combat, if you remove a Colony dome from a Site or an Anchored Bernal (see 3E9a), you suffer the loss of all remaining bribes (given to the victim), non-extremist delegates (O2a), and heroism chits (B3).
Example [3E]: Your Rocket containing project orion lands on an unmanned enemy Factory. The defending Factory fires first with its gun, rolling 2d6 = 5, for an FV = 8 - 5 = 3. Because you are landing, you defend on Column G (3E2l), and thus suffer 3 Glitch Rolls: 3, 5, & 6, removing your de laval thruster (RH = 6). But the orion reactor itself (RH = 8) survives with its radiator support, and fires its gun at the Factory, rolling 2d6 = 8, for an FV = 8 - 8 = 0. This is a miss. But your Rocket also has convict colonists (RH = 4), who survived the defensive fire. They deploy their buggy (ISRU = 4) to attack, rolling 2d6 = 8 - 4 = 4. This is enough (3+) to capture the Factory. You replace the cube with one of your color, leaving the Exploitation Track unchanged.
Easily missed (Combat Decommission): If you Decommission a heavy radiator, orient it to its light side. If a thruster is Decommissioned, you may convert its Fuel into FTs. If a Crew, Colonist, or Bernal is Decommissioned, return it to your bank. [3E2f, 3E2i]
Tip: War makes buggy and raygun robonauts more important. [3E2l]
3E3. Ranged Weapons
A ranged weapon is unique in that it can be fired against Adjacent as well as Colocated targets. Firing against an Adjacent target is always optional. A ranged shot can be blocked two ways: (1) if the Adjacent Target is linked to the firer by a buggy road regardless of other connections (the horizon gets in the way). or (2) the Adjacent target or firer is on an Atmospheric Site (the shot is lost in thermal ballooning). Ranged weapons include:
a. Raygun is any ISRU platform with the raygun icon (I6a). Firing with at least one raygun is significant in the combat order for all your weapons (3D8e).
- Fire Value is 2d6 minus the raygun's ISRU. If firing beamed gray goo (3D6e), roll 3d6 instead of 2d6.
- Modifiers. If the target is a Site (manned or unmanned) with any Adjacent Crash Hazards, subtract 2 from fire value (regardless of the number of Hazards).
Example [3E3a]: Your big ship with 2 rayguns moves into the intersection shown outside kleopatra, where an enemy manned rocket belonging to Player Red has just landed. The 2 Hazards do not count towards Adjacency, so you may open fire. Your rayguns allow you the first shots. The first raygun rolls 8 minus its ISRU of 3 and minus 2 more for the Hazard modifier equals 3. This is not quite high enough since a manned site needs a FV of 4+ to attain a collateral roll combat effect. The second raygun also misses, and then the defender fires their own raygun.
(Diagram omitted: the raygun beam path, shown as a yellow dotted line.)
Easily missed: Abilities that adjust the ISRU (e.g. divining nubots) are relevant in ranged combat. [3E3a,c]
b. Gun is any card with a rad-hardness of 8 or higher. Furthermore, each Factory has a gun, firing with a rad-hardness of 8.
- Fire Value is the rad-hardness of the gun (Factories use RH = 8) minus 2d6.
- Modifiers. None.
Example [3E3b]: Your 2 buggies (1 of which is your Crew) storm an enemy Factory. She fires first with her factory gun, rolling snake eyes (2). Thus her FV is 8 - 2 = 6. For her collateral roll, she rolls a 4. Both of your buggies have RH = 4, and both are Decommissioned.
c. Fighting Mirror is any card with an ISRU platform that receives beamed power via the Powersat privilege, which can be negotiated (N4a). A fighting mirror must be in space; it will not work on a Site.
- Fire Value is 2d6 minus the mirror's ISRU.
- Modifiers. If the target is a Site (manned or unmanned) with any Adjacent Crash Hazards, subtract 2 from fire value (regardless of the number of Hazards).
Example [3E3c]: You have a Powersat Home Bernal, which allows your robonaut in the gefion family barycenter to attack Ceres. The Submarine Factory/Colony is underwater and safe from attack, but the enemy has an Outpost there. You make a 1d6 collateral roll = 3. This Decommissions the 2 Outpost cards that have RH = 3.
Easily missed: An ISRU platform does not need the push icon to be used as a fighting mirror. [3E3c]
d. Antimatter (Amat) Bombs can be fired as a faction weapon (3D6f) by the Crew and Bernal cards of Player Purple. If a player has an Antimatter Bernal Lab, his Crew and Bernals can fire amat bombs without cost.
- Cost. You must pay 1 Aqua to fire this weapon. Like all costly weapons, its use is always optional.
- Limits. Amat bombs cannot be fired at space targets other than Bernals.
- Fire Value is 2d6.
- Modifiers. None.
e. Buggies. See 3E4a.
(Diagrams omitted: the ISRU platform icons for buggy, missile, raygun and fighting mirror platforms.)
3E4. Buggy Weapons
Tip: Buggies and jammers are a deadly combination against Factories. [3E4]
Buggy weapons are any ISRU platforms with the buggy icon (I6b). Firing with a buggy simulates storming a facility with remotely-piloted vehicles.
a. Limits (Sites). The target must be on a Site either Colocated or accessible along a buggy road (B7f). Thus, a buggy road makes a buggy into a ranged weapon (3E3) which defends as a manned Site if it originates from a manned stack.
b. Limits (Space). Buggies cannot be deployed against space targets other than Bernals.
c. Fire Value is 2d6 minus the buggy's ISRU.
d. Modifiers. None.
Example [3E4a]: Your UN Crew has a buggy platform. It is Colocated with an enemy Outpost, Factory, and Colony on Luna. Your attack has no rayguns, so the defending Factory gun fires first, rolling a 7, for an FV = 8 - 7 = 1. You must make one Glitch Roll, which is a 6. Since you have no cards with rad-hardness = 6, you are unscathed. Now it's time for your buggy attack and you roll a 9. Subtracting the ISRU of the buggy (4) leaves an FV = 5. This is enough to destroy the Factory and Colony! You suffer genocide (3E2m) and adjust the exploitation table.
Example [3E4c]: Same as the previous example, except you additionally have a rock rats colonist with an ISRU = 3 raygun, and attack first with both them and your buggy crew. This is a single attack, with the Crew supporting the Colonist (driving them in the buggy). You have the choice to use either ISRU = 4 or ISRU = 3, and naturally you choose 3, the better ISRU.
Example [3E4d]: Same as the previous example, except the defender also has an Operational buggy with ISRU = 3. Therefore your opponent makes two attacks during his defense (the gun and the buggy). The buggy rolls 4 on 2d6, for a FV = 1. This achieves a collateral, and it rolls a 4 on its 1d6 Glitch Roll. This kills your Crew and returns its card to LEO.
3E5. Kamikaze Weapons
A kamikaze weapon is an unmanned thruster or Freighter fired as a missile against a Colocated target. Like dropstones, kamikaze weapons and their supports are Decommissioned after firing. Unless dive-bombing (3E5e), using kamikaze weapons is always optional.
a. Kamikaze Stack. Kamikazes form their own Stack, which can move separately from the Stack it was created from, as long as it does not enter any Burns (exception 3E5e) or make any Pivots. Because this Stack is Decommissioned the same Turn it is created, it does not count against your Rocket Stack Limit (E5b). It does not carry or track Fuel. It does not need to stop when entering an enemy-occupied Space.
b. Kamikaze Fire Value is base thrust (Freighters use net thrust) minus 1d6.
Example [3E5b]: A Rocket Stack containing just the programmable matter robots kamikazes a Lofstrom Loop Bernal (RH = 8). The Bernal attacks first with its gun, and rolls a "8". This obtains an FV of 8 - 8 = 0, not quite enough to destroy the robotic kamikaze. The missile then strikes and rolls a "1". It has a base thrust of 2, so this obtains an FV of 2 - 1 = 1, This is enough to unanchor the Bernal, and also make a single Glitch Roll against any cards in the Bernal Stack.
c. Kamikaze Modifiers. Biological warheads (3D6b) add 5 to the FV.
d. Human Kamikaze. Except for Player Purple, Humans may not ride on the thruster used to kamikaze (3D1c).
e. Dive-Bomb Kamikaze. During movement, a Spacecraft that you intend to use as a kamikaze later that Turn may treat lander burns (H5e) associated to a target Site as lagrange spaces (i.e. not counted as Burns). The Stack is required to attack as a kamikaze weapon during Combat that turn; if unable to attack, it is Decommissioned at the end of combat. Dive-bombers can attack dropstones (3D7d).
Tip: Humans are valuable for manned defense, Claim Jumping, and Glitch repair. Think twice before sacrificing them in a Human kamikaze. [3E5e]
Example [3E5e]: Your Rocket Stack in GEO launches a MET missile robonaut, plus its generator support. You move this Stack through the lunar lander burn to attack an enemy Factory on the shackleton polar rim. Because this dive-bomb route ignores the lander burn, and does not enter any other Burns, the kamikaze MET does not need fuel nor does it count as a Rocket Stack.
(Diagram omitted: dive-bomb example, showing the path of the kamikaze missile as a yellow dotted line.)
3E6. Dropstone Attack
A dropstone is a special Spacecraft Stack containing an Operational thruster (plus a boulder, iceberg, or water tank represented by the dropstone token). Create it per 3D7b and move it per 3D7d,e,f,g, using your dropstone token to mark its progress towards a target. Decommission the entire dropstone stack after rolling for its attack.
a. Vendetta. Except for Player Purple, you must pay the target a bribe (3D1e) to attack with a dropstone.
b. Limits (Target). A dropstone cannot target space targets other than Anchored Bernals.
c. Fire Value is 2d6. Note that cards in a dropstone Stack can attack/defend using other types of weapons.
d. Modifiers. None. Note that a successful frostline attack (3D7g) Discards all tokens and busts the Site.
e. Immune to Counterattack. The dropstone attack is unaffected by combat during the Turn of its attack.
Example [3E6]: Your heliocentric dropstone token is in the Earth Zone as shown. It's your turn, and you can either move it into the Mars Zone, or use it to attack an enemy Bernal at Earth-Luna Lagrange L2. You choose the latter, and pay the defender a bribe. After all your Spacecraft have moved, you roll 2d6 for your attack. Your roll is a 5, enough to unanchor the Bernal.
3E7. Factory Damage
A Factory can suffer 3 possible combat effects: capture (CAP), damage, or destroy.
Tip: Rayguns are powerful in attack or defense against space targets, but lack the punch necessary against Factories or Colonies. Guns, buggies, dropstones, biological warheads, or amat bombs are better. [3E7b]
a. Capture. See 3E2k.
b. Destroy. If a Factory is destroyed, Decommission its cube and adjust stock prices on the Exploitation Track. If there are no more Factories of a Spectral Type, its stock price is 10. If a Colony dome is present, this is also Decommissioned, with genocide (3E2m).
c. Damage. If a Factory is damaged, indicate this by placing a damage chit over the Claim but under the Factory cube. For damage effects, see the next 3 bullets. Damage does not affect the Factory's stock prices, Colony (if any), or ET production.
(Diagram omitted: factory damage chit.)
d. Factory-Assist/Dirtsides Crippled. Factory-assist (H6c) and factory-refuel (I5b) is disabled by damage. Thus, a damaged Factory cannot serve as a Dirtside, cannot activate factory refuel or dirt refuel in an Adjacent Bernal (2A7d), and cannot produce its products in Adjacent Bernals. It also cannot add to Dirtside Hydration. If all of the Dirtsides of a Bernal are damaged, it becomes unanchored (3E9a).
e. Factory Gun Disabled. A damaged/destroyed Factory no longer has a gun (3E3b).
f. Mobile Factories. Promoted Freighters (1B6) on a Site defend as Factories. If damaged, they cannot liftoff. If not on a Claim, they defend as a Spacecraft (using the Freighter card's values including rad-hardness, see 1B6a).
Example [3E7f]: The enemy dislodges a heliocentric dropstone, and you suspect your Factory is at ground zero. You promote your Freighter, allowing you to move the targeted Factory as a Mobile Factory into the safety of space.
g. Victory Points. A damaged Factory and its Colony (if any) count for no Token VP at the endgame.
h. Repair. Damaged Factories are repaired (remove its damage chit) by an industrialize operation (I7) that Decommissions an Operational robonaut at the Site.
Easily missed: Exceptionally, the industrialize operation that repairs a Factory does not need a refinery. [3E2h]
i. A Space Elevator is destroyed if all attached Factories are destroyed (1B9f). Remove the Elevator's Token.
- Earth Exception. The Earth Space Elevator is permanent once built, and is not removed even if its Home Bernal has exited.
3E8. Maverick Factories
During a Factory forfeit (3B3c) or capture (3E2k), the Factory cube becomes a different color than the Claim and/or the Colony. This is called a maverick factory. As an exception to (1B6c), the Token color determines who gets Token VP (M2a), but the cube color determines who decides what gets produced and obtains factory stock price VP (M2b) in the endgame. Colony Dome Location VP (M2b) goes to the faction color of the dome.
a. Mobile Factories. If allowed Felonies, your Mobile Factory may Claim Jump enemy Claims by landing on them. A Mobile Factory can also land on the Claim of an ally by negotiation (G6a), both in War and peace.
Example [3E8]: Your promoted Freighter lands on an enemy Claim. Because it is War, you Claim Jump (a Felony free action), changing the Claim to your color and gaining an instant Factory. This adjusts the Exploitation Track.
3E9. Bernal Unanchor (Module 2)
Tip (Module 2): If you Anchor your Bernal Adjacent to the promotion colony specified by its dome icon (2A3b), you can Promote it into a Lab, and then use the Lab to Promote your Colonist, Freighter, and GW Thruster cards. [3E9]
Easily missed (Module 2): During peacetime, anchoring generates exomigration (2A5f), or 2 exomigrations if the Bernal is promoted. [3E9]
An Anchored Bernal can become unanchored due to (1) an unanchor result in combat (3E2e), (2) loss of its allied Dirtsides (e.g. by combat or defection), (3) War/Anarchy restriction (3C3e), or (4) a voluntary unanchor (2B6).
a. Unanchor Effects. If a Bernal is unanchored involuntarily, it suffers the following effects:
- Remove Colony Dome (2B6a). The lack of dome indicates it is unanchored. Place the dome onto one of the Bernal's Dirtsides. If no uncolonized Dirtsides are available, return it to Reserves, with genocide (3E2m).
- Homeless (2B6b). During peace, the number of Colonists you are allowed is equal to your Anchored Bernals (2Ca), so that upon unanchoring you must Discard your choice of one of your Colonists (two, if the Bernal is promoted). During War/Anarchy, the number of Colonists you are allowed is equal to your Bernals (both Anchored and unanchored, see 3A3g) (plus 1 for each promoted Bernal), so that you Discard Colonists if the Bernal is destroyed, rather than when it is unanchored.
- Dirt Refuel (2B6c). You may add a gray Wet Mass Chit for the Bernal and set it to any value per G1c. This represents converting its dirt shielding into dirt propellant.
- Unanchored Home (2B6d). If you unanchor your Home Bernal, you lose the benefits of 2B3. It can no longer function as a Bank (3A3j), and if it holds Aqua, convert them to FTs. Your faction privileges and weapons are locked. Its Home Ability (2B3c) and profits (2B3d) are shutdown. You may not boost to there (2B3e).
- Supports (2B6e). The unanchored Bernal must be provided with its supports to either activate its thruster or to re-anchor. The latter Decommissions the supports.
Remember (Module 2): An unanchored Home Bernal loses its home benefits (2B3, including profits & faction privileges) and faction weapons (3Aa). [3E9a]
Example [3E9a]: Your Bernal is unanchored by a dropstone. This moves its colony dome to its uncolonized Dirtside. Because it's wartime, no Colonists are Discarded due to colonist limits (3A3g). You fully load it up with dirt (setting a gray Wet Mass Chit). (The printed example cites "footnote 49"; the dirt shield note it refers to is one of the omitted commentary footnotes, and it says this dirt is taken from the Bernal's now useless dirt shield, so no Dirtside is needed for this dirt refuel.) Because it doesn't have a generator, its dirt thruster is not Operational and can't be activated.
b. Target. A Bernal (whether Anchored or not) always defends as a space target (3E2 column G). Combat does not affect a Bernal's promoted status.
c. Redundant Unanchor. If a Bernal that is already unanchored suffers an unanchor combat result, place a Glitch token on its Stack (unless it already has one).
d. Cancer Hospital/Lab. Place the red cross chit under this Bernal as a reminder that it is not a combat unit, does not interrupt movement, and always evades the No Home Bernal restriction (3D4c). No combat is allowed to or from this Bernal or any Colocated Tokens.
Remember (Module 2): When boosting or building the Cancer Hospital, it is your responsibility to add its red cross chit. If you forget, your opponents can't be held responsible if it gets attacked! [3E9d]
3F. ET Home Bernals & Postwar
3F1. ET Home Bernals (Module 2)
Easily missed: An ET Home Bernal is the same as a Home Bernal, including if unanchored or Decommissioned. [3F1g]
Note (Module 2): The Stanford Bernal designates your Home Bernal or ET Home Bernal. But if your Kalpana is anchored where you want your Home Bernal to be, you are allowed to swap Stacks and Tokens to make the Stanford into a Kalpana. [3F1a]
Tip (Module 2): The Galilean moons (Callisto, Ganymede, Europa, & Io) are great places for a Lofstrom loop/GEO space elevator. [3F1g]
If during War you are a member of the Independence (B), or in a postwar Space Republic (3F5a) (everyone), then you may count your Stanford Ring Anchored Bernal with a dirtside hydration of 4 or more as your Home Bernal. This Home Bernal, called an ET Home Bernal, is the same as a terrestrial Home Bernal except you cannot boost there from Earth (2B4e). Furthermore, these Abilities and Privileges are not lost in War or Anarchy. Additionally:
a. Bank. Transfer your Aquas (blue beads) to your ET Home Bernal, which is now your Bank (3A3j).
b. Faction Privilege & Faction Weapon Unlocked, even during War/Anarchy or peace.
c. Bernal Home Abilities Unlocked, even during War or Anarchy.
d. Profits. One Aqua per turn.
e. Second Bernal. Although you cannot boost to an ET Bernal, your second Bernal acquired goes directly to your ET Home Bernal.
f. LEO Bypassed. After you anchor an ET Home Bernal, all actions and operations previously performed in LEO (except boost) must now be performed at this Bernal's orbit, which becomes the destination for:
- Decommission of Crew (E7c).
- Combat Casualties. If your Colonist is Decommissioned as a result of Murder/Suicide or combat, it immediately restarts here.
- Delivery Operation (I9) if not using Module 1.
- Ticker Tape Parade (La).
- Free Market for the sale of Black-Side Cards only (I3b). However, respect the no snow to Inuit rule (3B4a).
- Exomigration (2A6). Your Colonists exomigrate here.
g. Building Space Elevators (Module 1). If your ET Home Bernal is a Lofstrom Loop Microgravity Bernal or Elevator Bernal in a lagrange space (including lagrange burns), and there is a single lander burn or single half lander burn between that Space and a Dirtside, then you may perform an epic hazard operation (1A6) to build a Space Elevator.
- Operation. The Bernal is considered to be the unit performing the epic hazard operation (1A6), but is not Decommissioned in the event of failure.
- Route. The elevator can be built from the Bernal through a lander burn or half lander burn to any Dirtside, or along a printed route that is linked to your Bernal or any of its Dirtsides.
- Limit. Each Site is allowed only one Space Elevator.
- War Petition. During War/Anarchy, building an elevator to your ET Home Bernal in the M Earth or E Mars Zones requires a petition (3D4c) in the authority ideology.
- Token. Place a Space Elevator Token over the Burn, or over the Space Elevator icon printed on the map if there is one.
Easily missed (Module 2): An ET Home Bernal with the boost ability over Ganymede could build 2 elevators (one at uruk sulcus & one at memphis facula). [3F1g]
Example [3F1g]: Your Bernal has a Dirtside on Haumea as shown. Because it can't Anchor at a Hazard Space (such as the ring), it Anchors where shown (which is still Adjacent to its Dirtside). By moving a Freighter to the ring and performing an Epic Hazard Roll, you establish a Space Elevator and place a gray stick where shown. If your Bernal is the Lofstrom Loop Bernal, you don't need the Freighter.
h. Radiation Cycler. Your Anchored Tourism Cycler allows safe passage through any Colocated or Adjacent Radiation Belts.
3F2. Futures & Combat (Modules 1 & 2 Futures)
The successful completion of certain Futures (1D) has an effect on combat:
a. Mini-Black Hole (TW Thruster Future, 1D3b). May dislodge (3D7) dropstones from any Size 1 Site. Send them to either the solar oberth or (if it's a moonlet) to its planetary flyby.
b. Mass Beam (TW Thruster Future, 1D3c). The FV of your guns (3E3b) is their firing rad-hardness minus 1d6 (instead of minus 2d6).
c. Enzmann Starship & Lithiated Ammonia Ice (TW Thruster Futures, 1D3f,g). As a once-per-turn free action, you may destroy any dropstone.
d. Beehive Ark (Freighter Future, 1D4b). Your Tokens on Size 1 Sites are immune to all combat.
e. Antimatter (Freighter Future, 1D4f). Gain amat bomb weapons (3E3d), which you can use without paying Aquas.
f. Golden Apples (Freighter Future, 1D4e). FINAO is no longer a war restriction (3D5e) for all players. If other players pay for FINAO during the War (whether Aqua or Isotopes), you receive the payment.
g. New Venus & Footfall (Colonist Futures, 1D5a,f). If using Module 3, to complete this Future (in war or peace), you must use the dislodge operation (3D7) to convert the Synodic Comet into a synodic dropstone that targets Venus or Earth. This busts the comet (to indicate it has been deorbited). This is a vendetta (3D1e).
- Completing either of these Futures allows you to use the dislodge operation to convert other Synodic Comets into dropstones that can target any Site during War/Anarchy. Further, no bribe is necessary to attack.
- Target Effects. In all cases, use the dropstone stack rules (3D7c), insertion rules (3D7d), and movement/arrival rules (3D7f). The impact automatically busts the target Site, destroying all its Tokens (with genocide if the target is Earth or colonized). The dropstone stack is destroyed as well.
h. Dyson Bubble (Colonist Future, 1D5j). May prevent your opponent from using Solar-Powered cards during combat against you. The use of this Ability may be negotiated (N) with your allies, regardless of location.
Example [3F2h]: Your ally is under attack by a raygun using Solar-Power. Before the dice are rolled, he asks you for help. You respond that you will block the attacker's sun in return for a bribe. In the interest of providing a realistic experience, please limit these sorts of "real time" negotiations to less than 15 seconds.
3F3. Truce
If you have petitioned to evade the restrictions on enemy negotiations (3D5c), then you can temporarily end the War by declaring a truce (free action). War effects end at the end of your Turn, but can resume per 3C.
a. Cost. You must pay 4 bribes to your enemies, such that each enemy gets at least one (if possible).
Easily missed: A truce lasts only to the next Anarchy or War outbreak. [3F3]
3F4. War End & Victorious Bloc
If all 6 propaganda chits (3A2f) are flipped to one side at the end of combat in a Turn, the War ends and that bloc is the winner of the War (but not necessarily the winner of the game!). The War also ends if any time after a defection (3B3c) all players are on the same bloc. War effects (3D) stop at the end of that player's Turn.
a. War Is Over. Once the War ends in victory for one bloc, combat is not allowed except during Anarchy. In-flight weapons such as dropstones cannot attack during peacetime (this overrides "must attack" rules for weapons). There are no more war outbreak rolls (3C1), since the War is over and will not resume.
b. Revival of Sol Political Assembly. If the Independence bloc wins, the 1st Player moves the Active Law (star token) into the political assembly, into his choice of Ideologies among those with the most delegates. Normal Module 0 rules resume. Use Space Republic rules 3F5a.
c. Dissolution of Sol Political Assembly. If the Loyalist bloc wins, spacefarers no longer have a political voice. Remove the political placard. This Discards all delegates and the Active Law token, propaganda, any bribes, and the placed (legacy vote) Seniority Disks. Thereafter use the Space Empire rules 3F5b.
- First Player. The current 1st Player remains the 1st Player for the rest of the game.
Example [3F4c]: Five propaganda are flipped to Loyalist, leaving only one Independent. As an Independent, on your Turn you decide to capitulate (a free action), flipping the final propaganda to Loyalist. The War ends and your side loses. The players stack the Seniority Disks and retrieve their delegates, and then the political assembly and all its remaining stuff are unceremoniously dumped into the box!
d. Defeated Players. All players without extremists have lost the War and forfeit all bribes in their Reserves to their choice of player(s) with extremists.
Tip: If your enemy can win by space lord, or if you have lots of vulnerable holdings, it may be best to truce, defect or capitulate. [3F4g]
e. POW Release. All prisoners of war cards are returned to the owner's bank (3A3j) if Crew, or to the bottom of the Colonist queue if Colonist. Discard any POW chits that have not been flipped to the 2 VP side via ticker tape parade (3D9c).
f. Colonist Limits. After War/Anarchy ends, at the start of your turn you are once again limited to having a number of Colonists equal to your number of Anchored Bernals (plus 1 for each Anchored and Promoted Bernal). Compare to 3A3g. On your Turn, if you have too many, choose Colonists to Discard to the bottom of the queue to bring you into compliance with 2Ca. If you have too few, perform exomigrations (2A6), drawing from the top of the queue until you comply.
g. Space Lord. If you still have your extremist and you cause your bloc to win the ongoing War on your Turn, you may end the game immediately at the end of your Turn. Score per 3G1 to see who won the game.
3F5. Postbellum Turns & Games
Turns and games of High Frontier played in a future after the War of Independence use different rules depending on whether the Independents or the Loyalists have won the War:
a. Space Republic (Flag = B). If the Independents have won, Module 0 but not Module 3 is used. When the Anarchy event occurs use K2e, and the rules for ET Home Bernals (3F1) remain in effect. You no longer need permission from the 1st Player to prospect Luna. You can Anchor Bernals to Luna.
b. Space Empire (Flag = M). If the Loyalists have won, Module 0 is not used, but Module 3 can be used. When the Anarchy event occurs use the Age of Piracy variant (3Ad), and ET Home Bernals are not used.
3G. Module 3 Endgame
The game ends when Seniority Disks are exhausted per Core (M1).
Endgame Victory Points (VP). Scoring is per the Core Game (M2), except apply the victory point multipliers shown in the table below. Apply these to all players, regardless if they won or lost the War.
Token VP: 1 VP per wooden or plastic Token in a player color (on map or assembly). Damaged Factories/Colonies and corrupt delegates do not count.
3G1. Endgame Scoring Table
Multipliers by final War result (the columns are Loyalists Victorious, Independence Victorious, and Truce/War Continues):
| VP category | Depends on | Loyalists Victorious | Independence Victorious | Truce/War Continues |
|---|---|---|---|---|
| Bonus VP | The Token's location: Factory Stock Price (2X if linked to a Space Elevator); Colony Dome Location (+1 Astrobiology, +2 Submarine, Bernal); Glory Chits; Dirtside Hydration (Dirtside Hydration = VP; Terrestrial Home Bernal = 6 VP); Future Stars | 1X, except 2X glory | 1X | 1X, except stock price = 2 VP regardless of track |
| Politics VP | Increase the Token VP for all players according to the final position of the Acting Law: Freedom = +1 VP per Factory cube; Honor = +1 VP per glory chit; Unity = +1 VP per Colony dome, +1 VP per heroism chit; Authority = +1 VP per Claim; Equality = +1 VP for each uncorrupted delegate; Individuality = +1 VP per wood/plastic Token on Hazardous Sites, +1 per bribe in Reserves | 0X (political assembly dissolved) | 1X | 0X |
| Bribe VP | 1 VP for each bribe in Reserves | 0X | 1X | 2X |
Bernal VP (for specific anchored and promoted Bernals):
- Promoted Cancer Hospital Bernal: +1 VP per Colony dome.
- Promoted Climate Control Bernal: +2 VP per Dirtside for this Bernal.
- SSO Diplomatic: +1 VP per delegate in the Ideology of your player color.
- Promoted Diplomatic Bernal: Your delegates are +1 VP each.
- Tourism Cycler: +2 VP per Dirtside for this Bernal.
Ties. Resolve ties by most Aqua, counting gold beads as 10 Aqua. If still tied, share the victory or position.
Example [3G1]: Independence wins the War, and later the game ends in a Space Republic. You score exactly as per the Core Game (M2), except no Token VP for damaged Factories/Colonies.
Easily missed: The political scoring (O7) for some of the Ideologies are changed from Core. [3G1]
Summary Of Module 3 Abilities, Futures & Dislodge Locations
Bernal & Bernal Lab Abilities for Module 3
- Antimatter Factory: Your Crew and Bernals can fire Antimatter Bombs.
- Cancer Hospital: Red Cross Token. No combat is allowed to or from Bernal. Immune to No Home Bernal restriction.
- Lofstrom Loop Microgravity Bernal: Immune to boost & homesteading restrictions. With an Epic Hazard Op, may build a Space Elevator over a (half) lander burn. Doubles FINAO costs for all players.
- Pharmaceutics Bernal: You may fire Beamed Gray Goo (pay a bribe).
- Space Elevator Bernal: Same as Lofstrom Loop. Its stick token at Earth is immune to attacks.
Futures Modified for Module 3
TW Thruster Futures
- Mini-Black Hole (1D3b, 3F2a): May dislodge (3D7a) dropstones from any Size 1 Site.
- Mass Beam (1D3c, 3F2b): The FV of your guns (3E3b) is their firing rad-hardness minus 1d6.
- Enzmann Starship & Lithiated Ammonia (1D3f,g, 3F2c): Destroy any dropstone (1/Turn).
Freighter Futures
- Beehive Ark (1D4b, 3F2d): Your Tokens on Size 1 Sites are immune to all combat.
- Antimatter (1D4f, 3F2e): Gain amat bombs (3E3d), which you can use without paying Aquas.
- Golden Apples (1D4e, 3F2f): FINAO is no longer a war restriction (3D4i) for all players. If other players pay for FINAO (whether Aqua or Isotopes), you receive the payment.
Colonist Futures
- New Venus & Footfall (1D5a,f, 3F2g): Use the dislodge operation (3D7) to complete these Futures. Completion allows you to convert any Synodic Comet into a synodic dropstone, in which you do not need to pay a bribe.
- Dyson Bubble (1D5j, 3F2h): May prevent a player from using Solar-Powered cards during combat.
Summary of Dropstone Dislodge Locations
- Synodic Dropstone: A dropstone dislodged from a Site with a colored border can reach targets (Sites or Bernals) in a Zone no further from Sol than the Site dislodged from.
- Jovian Himalia Moonlets: A dropstone dislodged from one of these 4 moons can target a Site/Bernal in the F Jupiter Zone.
- Saturnian Norse Moonlets & Methone: A dropstone from one of these 6 moons can target a Site/Bernal in the G Saturn Zone.
- Uranian Setebos/Sycorax/Prospero Moonlets: A dropstone from one of these 3 moons can target a Site/Bernal in the Uranus Zone (L Uranus Zone per 3D7b).
- Frostline Dislodge: A dropstone dislodged as a 5 FT tank of water from a Spacecraft can target a Site that is Hydration 3 or 4 in the K Ceres or F Jupiter Zones. The Spacecraft must be in the K or F Zones, but not on a Site, and must expend either 5 FTs or 5 tanks of water fuel in the dislodge operation.
Note: the zone letters in this summary are taken from the rule text at 3D7b, because the summary's own zone letters do not survive the text layer of the printed page reliably.