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Stars of Akarios: The Drones of Akarios thumbnail

Stars of Akarios: The Drones of Akarios

Expansion for Stars of Akarios

Stars of Akarios: The Drones of Akarios Rulebook

Table of Contents

Table of Contents

  • Overview
    • Components
  • Expansion Overview
    • The Automated Asteroid Campaign
    • Automatons
    • Drones
    • Scenario Cards
    • Event Cards
    • Trauma Cards
    • Pilots
    • Integrating the New Campaign with Stars of Akarios
    • Playing The Automated Asteroid as a Standalone Campaign
  • Ending the Automated Asteroid Campaign
  • Drone Overview
    • Equipping a Drone
    • Drone Action Dice
    • Using a Drone
  • Drones
    • Ram-Bo
    • Kricket
    • Detour
    • Ghost
    • P1-NG
    • Biff
  • Scenario Cards
  • Appendix
    • Drone Backup Batter Pack
    • Emergency Overhaul
    • Engineer's Aid
    • Foresight
    • Purge
    • Quick Patch
    • Survival Instinct
    • Tactical Coordination
    • Unified Boost
    • Yack

Overview

Overview text is reproduced in the Table of Contents block above.

Components

  • 12-Page Scenario Book
  • 12-Page Rulebook
  • 4 Drone Action Dice
  • 1 Double-sided Pilot Progression Pad
  • 1 Squad Progression Pad
  • 21 Scenario Cards
  • 6 Trauma Cards
  • 1 Co-pilot Card
  • 8 Pilot Ability Cards
  • 1 Tech Upgrade Card
  • 12 Event Cards
  • 20 Automaton Enemy Combat Cards
  • 10 Automaton Enemy Cards
  • 10 Ignition Tokens
  • 4 Missile Tokens
  • 1 Target Marker Token
  • 4 Flak Debris Tokens
  • 4 Kinetic Damage Tokens
  • 1 Asteroid Tile
  • 8 World Exploration Cards
  • 2 Pilot Miniatures
  • 2 Pilot Tokens
  • 2 Pilot Tiles
  • 6 Drone Mats

Expansion Overview

The Automated Asteroid Campaign

This mini-campaign can be played both as a standalone experience or as an extension to the main storyline of the core game.

Automatons

Within "The Automated Asteroid" campaign, Automatons are introduced as unique enemy ships, featuring two new types of enemies, the Auto-Fighter and the Auto-Bomber.

The Auto-Fighter, for which dedicated enemy cards and a dedicated enemy deck are included in this expansion, is represented through the Ronin Scout enemy ship punchout (or miniature) from the Stars of Akarios core set.

The Auto-Bomber, for which dedicated enemy cards and a dedicated enemy deck are included in this expansion, is represented through the UIA Fighter enemy ship punchout (or miniature) from the Stars of Akarios core set.

Drones

Drones become available at the conclusion of "The Automated Asteroid" campaign. Once unlocked, drones can be equipped, on any friendly ship, as upgrades during step 2 of the Space combat setup. Alternatively, if players do not want to play "The Automated Asteroid" campaign, drones can be added directly to the general pilot supply before creating a squad, during the campaign setup. In this expansion, six unique drones are presented, each possessing special abilities.

Scenario Cards

These cards present additional challenges to any Space combat scenario, including those in the core set. When used to enhance the Space combat from the core set, they should ideally be introduced after starting Act 1.

Event Cards

Expansion event cards are to be shuffled into their respective decks and used during space exploration.

Trauma Cards

After drones from this expansions are added to the available upgrades, the expansion Trauma cards are shuffled into the Trauma deck.

Pilots

Players add Chull Ray to the pool of characters selectable at the beginning of the campaign; the second new character introduced in Drones of Akarios, Johtee, will become available in the course of "The Automated Asteroid" campaign.

Integrating the New Campaign with Stars of Akarios

Integrating "The Automated Asteroid" into the core campaign is advised between the Prologue and Act 1, serving as a bridge between scenarios 11 and 12.

For campaigns already beyond scenario 12, "The Automated Asteroid" mini-campaign can be initiated at any time, treated as a flashback adventure.

Playing The Automated Asteroid as a Standalone Campaign

To play "The Automated Asteroid" as a standalone campaign, follow the campaign setup on pages 6-8 in the Stars of Akarios rulebook, then proceed by reading the prologue of the Drones of Akarios Scenario book.

Ending the Automated Asteroid Campaign

Complete the following steps after finishing "The Automated Asteroid" campaign.

  1. Shuffle: Shuffle the 6 new Trauma cards into the core game Trauma deck.
  2. Pilot: Each pilot selects one drone mat and then gathers one drone action die and any corresponding drone tokens.

An extensive analysis of the drones and their abilities is given on pages 6-11.

Drone Overview

Equipping a Drone

a. During the Equip upgrades (step 2) of the space combat setup, players may select one drone among those available to use as an upgrade for their ship. The drone is placed on the indicated upgrade slots as shown on the back of the selected drone. Upgrade slots covered by a drone cannot be used for their original destination for the remainder of the scenario.

b. After equipping a drone, add one drone action die to that pilot's action dice pool. The drone action die is rolled alongside of the pilot action dice and all of the same rules apply to it, except the drone ability rule as show below.

c. Players can only equip 1 drone.

Drone Action Dice

Each Drone action die has the following results:

  • Drone ability: the drone ability icon.
  • Wild
  • Blank
  • Stress/Drone ability: the stress/drone ability icon.

The Stress/Drone ability result can be spent either as a Stress result or as a Drone result. If used as a Drone result, do not increase your stress.

Using a Drone

  1. Drone Level & Supply: Drones have three levels of supplies and abilties (both basic and advanced, as explained below); a drone level is equal to the current campaign act. As they increase in level, their supply increases as well, and their abilities become stronger. The drone's supply also increases with each level and is tracked with black cubes like other upgrades and abilities.

    • Act 1 - Level 1
    • Act 2 - Level 2
    • Act 3 - Level 3
  2. Basic Action: Each drone presents on its drone mat a basic action. Basic actions never reduce a drone supply. The power of a basic action increases as the drone level increases. For example, when a drone is level 2, they gain both the level 1 and level 2 effects. When a drone is level 3, they gain the level 1, 2, and 3 effects.

  3. Advanced Action: Each drone also has an advanced action on its drone mat. Advanced actions reduce drone supply each time they are used. An advanced action can only be used once per round. The power of an advanced action increases as the drone level increases. For example, when a drone is level 2, they gain both the level 1 and level 2 effects. When a drone is level 3, they gain the level 1, 2, and 3 effects.

  4. Drone Action Ability: Equipping a drone adds a drone action die to their dice pool. When a drone ability is rolled, that result can be only be assigned to the matching icon slot on either the basic or the advanced action of that drone.

    For example, if a pilot has Ram-Bo equipped and rolls a drone action ability result, they can assign that result either as if it were move result, or to perform the basic action on their drone.

Drones

Ram-Bo

Extra components: 10 Ignition tokens

Upgrade requirements: Weapon upgrade & Engine upgrade

Level & supply: Level 1 - 1 supply; Level 2 - 2 supply; Level 3 - 3 supply

Drone ability: Move

Basic action

  • Level 1 - Deal 2 damage to 1 target within 1 range from your ship. Then, apply push 1.
  • Level 2 - This attack gains +1 damage.
  • Level 3 - This attack gains: apply Radar Jam to your target.

Advanced action - Propellant Ignition

  • Level 1 - Deploy 2 propellant ignition token on any hex you moved through. When ignited, they deal 2 dmg.
  • Level 2 - This attack gains +1 to the propellant ignition tokens deployed.
  • Level 3 - Propellant ignition tokens deployed gain +1 damage.

Pilots may use the propellant ignition after performing a move action. Place a number of propellant tokens based on this action diagram (2 for level 1, 3 for level 2 or 3) on any hex the ship moved through. Only one Ignition token may be placed on a hex. The propellant tokens remain on the game board until an enemy or a friendly ship enters the hex with the tokens. When that happens, immediately deal an amount of damage to that ship equal to the value listed in the propellant ignition. Do not draw modifier cards.

Ignition tokens can be placed on hexes that currently have a ship in them. If that happens, immediately remove the tokens and deal the appropriate damage to the ship.

Kricket

Extra components: 1 Target marker; 4 Missile tokens

Upgrade requirements: Weapon upgrade & Tech upgrade

Level & supply: Level 1 - 2 supply; Level 2 - 3 supply; Level 3 - 4 supply

Drone ability: Attack

Basic action

  • Level 1 - Deal 3 damage to 1 target within the firing arc of the attack diagram.
  • Level 2 - This attack gains +1 damage.
  • Level 3 - This attack gains +1 target.

Advanced action - Guided Missile

  • Level 1 - Deal 3 damage to the first ship hit while resolving this move action (I).
  • Level 2 - This move gains: add this move (II) to the level 1 move.
  • Level 3 - This move gains: add this move (III) to the level 2 move.

At any point during the pilot action phase, the player may lock onto any ship on the board by placing the target marker on it.

When a player activates the guided missile action they place a missile token adjacent to their ship.

During phase 3 - end of the round, perform a missile movement for all missiles in play. Missile tokens always move towards their target following a direct path through the hexes in between. They detonate if any ship (whether the target or not) is hit during a missile token movement or a ship moves into a hex with a missile token, that ship is considered attacked by an attack with 3 base damage. A modifier card is drawn and resolved, before the total damage is applied. Move of missile tokens is not impacted by passing through nebulae and asteroids; if a missile token ever enters a planet hex, the missile is destroyed and that token is removed from the map.

Detour

Extra components: 4 Flak debris tokens

Upgrade requirements: Engine upgrade & Ship ability

Level & supply: Level 1 - 2 supply; Level 2 - 3 supply; Level 3 - 4 supply

Drone ability: Move

Basic action

  • Level 1 - You may perform two rotate actions in a row.
  • Level 2 - This action gains the level 2 move action.
  • Level 3 - This action gains an additional rotate and an additional move; execute the rotation either before or after performing this second move action.

Advanced action - Flak Defences

When targeted by an enemy attack, the player can perform the Flak Defences ability using the supply action slot once per round. They negate half of the total damage of the attack (rounding up) against their craft, including all effects that would have resulted from the attack. Place a flak debris token one hex away from you with the "2-side" faceup, in a direct line (or as near as possible) between you and the targeting enemy.

Flak Debris tokens function identically to an asteroid that lasts for two rounds before dispersing. At the end of each round, flip over all Flak Debris tokens with a 2 showing and remove all tokens with a 1 showing from the game board.

Ghost

Extra components: None

Upgrade requirements: Engine upgrade & Pilot ability

Level & supply: Level 1 - 2 supply; Level 2 - 3 supply; Level 3 - 4 supply

Drone ability: Stress

Basic action

  • Level 1 - You may resolve this move action.
  • Level 2 - This action gains an additional move action (II.)
  • Level 3 - This action gains an additional rotate and an additional move; execute the rotation before / after / either before or after performing this second move action.

Advanced action - Reactive Analysis

  • Level 1 - Resolve this move action.
  • Level 2 - This move action gains: add +1 Shield if the targeting enemy ship resolves its attack on your ship.
  • Level 3 - This move action gains: apply cancel effects if the targeting enemy ship resolves its attack on your ship.

When targeted by an enemy attack, the player with Ghost as their equipped drone can perform the Reactive analysis ability using the supply action slot once per round to attempt to move out of range of that attack, and take no damage. If the evasion attempt is not successfull (i.e. at the end of the move, the ship will still be in range of the targeting enemy), the ability is still resolved (so, the supply is considered spent, etc), and the ship will suffer damage from the targeting enemy attack.

P1-NG

Extra components: None

Upgrade requirements: Tech upgrade & Ship ability

Level & supply: Level 1 - 2 supply; Level 2 - 3 supply; Level 3 - 4 supply

Drone ability: Attack

Basic action

  • Level 1 - Add hack to your next attack.
  • Level 2 - This action gains: add radar jam to your attack.
  • Level 3 - This action gains: add slow to your next.

Advanced action - Remote

  • Level 1 - Target 1 enemy ship within 5 range from your ship: rotate that ship.
  • Level 2 - This action gains the level 2 move action.
  • Level 3 - This action gains one additional rotation and the level 3 move action.

The player with with P1-NG as their equipped drone may use its Remote ability to target one enemy within range 5 from their ship and perform rotate and movement actions for that enemy ship in ascending order according to the level of the drone. The pilot resolving remote doesn't have to resolve each move and rotate action they have access to: any of those can be skipped for the next one to be resolved.

Biff

Extra components: 4 Kinetic damage tokens

Upgrade requirements: Tech upgrade & Tech upgrade

Level & supply: Level 1 - 2 supply; Level 2 - 3 supply; Level 3 - 4 supply

Drone ability: Wild

Basic action

  • Level 1 - Apply pull 2 to 1 target within 3 range from your ship.
  • Level 2 - The pull action gains +1 target.
  • Level 3 - This action gains: apply push 2 to a target within range 5 from your ship.

Advanced action - Kinetic Field

  • Level 1 - Select 1 target within range 3 from your ship: any damage that the target would have dealt to another friendly ship is cancelled. Your ship suffers that damage intead.
  • Level 2 - This ability gains an additional +2 range.
  • Level 3 - This ability gains an additional +1 target.

The player with BIFF as their equipped drone may use the Kinetic Field ability to target an enemy ship within range that is about to attack another friendly ship. When an ally is targeted by an enemy attack, the player can perform the Kinetic Field ability using the supply action slot once per round. The damage dealt by that attack to its target ship is cancelled. Your ship suffers that damage instead. Each time the Kinetic Field ability is used, 1 kinetic damage token is placed next to that player board. The player with the Biff drone can use the can use the kinetic damage tokens when attacking an enemy ship to reduce that ship shield's by -2 for each kinetic token spent.

Scenario Cards

Scenario cards are an optional addition to any space combat scenario in Stars of Akarios. Adding these cards will increase the difficulty of a scenario in interesting ways. More than one card can be added to the same scenario to increase difficulty even further.

Take all the scenario cards and shuffle them together to form a scenario deck. Then, draw a single card while resolving the space combat scenario setup and set it beside the enemy cards. For a greater challenge draw more than one scenario card.

If there is a contradiction between the scenario card and the Stars of Akarios rulebook, the scenario card takes precedence for that scenario.

Scenario cards may have requirements. If the current scenario being played does not meet the scenario card requirements, discard the current scenario card and draw a new one. Repeat the process as needed.

Appendix

Drone Backup Batter Pack

Resupply all supply for an equipped drone.

Emergency Overhaul

Target 1 ship within 5 range, cancel combat effects and repair 8.

Engineer's Aid

Repair one damaged engine upgrade on an ally ship within 2 range. Cannot be resupplied.

Foresight

Look at the top three cards of your modifer deck and rearrange their order.

Purge

Remove any 1 card from an ally's modifier deck within 2 range. Players can look through the modifier deck first. Cannot be resupplied.

Quick Patch

Repair self 1.

Survival Instinct

If Johtee was to take damage that would reduce their hull to 0 or less, instead reduce hull to 1. Cannot be resupplied.

Tactical Coordination

One ally within 5 range can immediately perform another pilot action phase. Cannot be resupplied.

Unified Boost

Add 1 bolster boost card to the top of all ally's modifier decks within 2 range. Cannot be resupplied.

Yack

Reduce stress 1.