Objective Database
Objectives
In the database there are currently 36 Objectives.
Card | Name | Type | Setup | Special Rule | End of Round | End of Game | Score |
---|---|---|---|---|---|---|---|
Advanced Gunnery | Assault | After deploying fleets, each player chooses 1 of his ships to be an objective ship, starting with the first player. |
The first player's objective ship may perform each of its attacks from the same hull zone. It cannot target the same hull zone or squadron more than once each round with that hull zone.
The second player's objective ship may perform each of its attacks from the same hull zone, and it may do so against the same target. |
The fleet point cost of a destroyed objective ship is doubled. Do not double the cost of its upgrade cards. | -- | ||
Blockade Run | Assault | The 3' edges of the play area become the player edges. Each player's deployment zone is within 2 range ruler lengths of his edge. The second player places all obstacles. Obstacles must be placed beyond 2 range ruler lengths of both player edges, and beyond distance 1 of other obstacles. |
The second player assigns 1 objective token to each of his ships.
When a ship with an objective token is destroyed, the first player gains 1 victory token. |
The second player gains 1 victory token for each ship with an objective token within the first player's deployment zone. | 20 | ||
Close-Range Intel Scan | Assault | Place obstacles, adding the 2 dust fields, as normal. |
While one of the second player's ships is attacking a ship, the attacker may spend 1 die with an Accuracy icon. If it does, the attacker's owner gains 1 victory token.
|
10 | |||
Ion Storm | Assault | The second player places all obstacles, excluding the station beyond distance 5 of player edges. | When a ship without an objective token ends its movement beyond distance 1 of any obstacles, assign 1 objective token to that ship. If that ship belongs to the second player, it must be beyond distance 1-2 of any obstacles. When a ship resolves a command, it may discard its objective token. Each ship has the following critical effect: : If the defender has an objective token, the attacking ship's owner gains 1 victory token. Then choose and discard 1 command token from the defender. If the defender does not have any command tokens, the defending hull zone loses 1 shield instead. | 15 | |||
Marked For Destruction | Assault | Place obstacles as normal, adding the 2 dust fields ans excluding the station and asteroid fields. Then the second player places the 2 purrgil in the setup area. Each purrgil must be placed beyond distance 1 of all obstacles and beyond 5 of both player's edges. |
Each ship has the following critical effect:
: If this attack is at close-medium range, remove all objective tokens from enemy ships. Then assign an objective token to the attacker. After a player moves a purrgil, if that purrgil is at distance 1 of a ship with an objective token, that player may choose and discard 1 objective token. Then that ship suffers 1 facedown damage and the opposing fleet's owner gains 1 victory token. |
15 | |||
Most Wanted | Assault | After deploying fleets, the second player chooses 1 of his ships and 1 of the first player's ships to be the objective ships. | While attacking an objective ship, the attacker may add 1 die of any color that is already in its attack pool to its attack pool. | The fleet point cost of a destroyed objective ship is doubled. Do not double the cost of its upgrade cards. | -- | ||
Opening Salvo | Assault | After deploying fleets, assign 1 objective token to each ship. | The first time a ship performs an attack against another ship, discard the attacker's objective token. If the attacker belongs to the first player, he adds 2 red dice to the attack pool. If the attacker belongs to the second player, he adds 2 dice, each of any color, to the attack pool. | Each player increases his final score by half the fleet point cost of each enemy ship in the play area that has at least 1 damage card, rounded up. | -- | ||
Precision Strike | Assault | After deploying fleets, each of the second player's ship gains a _FIRE_ token. |
When a squadron with BOMBER or a ship is attacking, it may spend one die with a icon to flip one random facedown damage card on the defender faceup. After a squadron with BOMBER or a ship performs an attack, its owner gains one victory token for each damage card that was dealt faceup or flipped faceup during that attack. |
15 | |||
Rift Assault | Assault | Place obstacles as normal, excluding the station and adding the gravity rift. | While a ship is attacking, if the defender is beyond distance 1 of any obstacles and the defender does not have an objective token, the attacker can spend 1 die to assign an objective token to the defender. Then, the attacker's owner gains 1 victory token. While a ship with an objective token is defending, during the Resolve Attack Effects step, the attacker can discard that objective token to change 1 die to a face with a icon or 1 icon and no other icons. If the attacker belongs to the second player, it can change 1 die to a face with any icon. | Each ship at distance 1-2 of the gravity rift that is at speed-1 or lower suffers 1 facedown damage card. | 10 | ||
Station Assault | Assault | Place obstacles as normal, excluding the station. Then the second player places 2 stations in the setup area. Each station must be placed beyond distance 1 of all obstacles and beyond distance 3 of both players' edges. Both stations are Unarmed Stations; place both Unarmed Station cards near the second player's ship cards. | The first player's ships and squadrons cannot resolve an unarmed station's effect to discard damage cards or recover hull points when they overlap it. | The second player gains 1 victory token for each unarmed station that is not destroyed. The first player gains 1 victory token for each unarmed station that is destroyed. | 40 | ||
Surprise Attack | Assault | The second player places the station at distance 1-5 of the first player's player edge. Then, place the remaining obstacles as normal. While deploying fleets, the first player must deploy their flagship before deploying any other ships, and must deploy their flagship overlapping the station, but it can be beyond their deployment zone. The first player cannot deploy any ship at a speed greater than half of that ship's maximum speed (rounded up). After deploying fleets, the second player places 3 facedown command dials in a stack on this card. | At the start of the Ship Phase during the first, second, and third rounds, the second player reveals the top command dial on this card, and each of the first player's ships gains a raid token matching that dial. | -- | |||
Targeting Beacons | Assault | After placing obstacles, the players alternate placing a total of 4 objective tokens in the setup area, starting with the second player. | While one of the second player's ships is attacking a ship that is at distance 1-2 of an objective token, the attacker may reroll up to 2 attack dice in the attack pool. | -- | |||
Abandoned Mining Facility | Defense | The second player places the station in the center of the setup area. Then, starting with the second player, the players alternate placing the remaining obstacles, adding the 2 purrgil and 2 dust field obstacles and excluding the asteroid fields, at distance 2-5 of the station. After deploying fleets, each of the second players' ships gains a Q token. |
Each ship can resolve the
following effect:
Q: You may spend engineering points to gain
victory tokens from 1 obstacle. If you are at
distance 1 of a station, gain 1 token for each 3
points you spend. If you are at distance 1 of a
dust field, gain 1 token for each 2 points you
spend. Then, if that obstacle is a dust field
and you gained more than 1 victory token,
remove that obstacle from the play area. When a ship with the objective token on its ship card is destroyed, the opposing player places the objective token in the play area touching the destroyed ship's base. |
10 | |||
Asteroid Tactics | Defense | The second player places all obstacles, excluding the station. | When 1 of the first player's ships or unique squadrons overlaps an asteroid field, it may recover 1 of its non- defense tokens. That token must be exhausted. When 1 of the second player's ships or unique squadrons overlaps an asteroid field that obstacle has no effect and that ship or squadron may recover 1 of its non- defense tokens or may ready 1 of its defense tokens. After an exogorth performs anti-squadron attacks (even if it does not attack), remove it from the play area. | The second player places the 2 exogorth obstacles each touching a different obstacle. | -- | ||
Capture the VIP | Defense | After placing obstacles, the second player places 1 objective token at distance 1 of any obstacle and beyond distance 5 of all edges of the setup area. |
When a ship at distance 1 of the objective token reveals a command dial, the ship's owner may remove that objective token from the play area and place it on that ship's card.
When a ship with the objective token on its ship card is destroyed, the opposing player places the objective token in the play area touching the destroyed ship's base. |
If a player's ship has the objective token, that player gains 1 victory token. | 50 | ||
Contested Outpost | Defense | Place obstacles as normal excluding the station. Then the second player places the station in the setup area beyond distance one of all obstacles and beyond distance five of both players edges. | The station does not obstruct attacks and does not have the ability to discard damage cards or recover hull points. | Each player sums the command values or his ships at distance one of the station. The player with the highest total gains one victory token. | 20 | ||
Fighter Ambush | Defense |
Before deploying fleets, the second player sets aside all of his squadrons. After deploying fleets, the second player deploys all of his squadrons. Each of his squadrons can be placed as normal or at distance 1 of an obstacle, but all his squadrons must be beyond distance 5 of the first player's edge. |
After a squadrons performs an attack against a ship, if the defender was dealt at least 1 damage card, the squadron's owner gains 1 victory token. | 15 | |||
Fire Lanes | Defense | After placing obstacles, the second player places three objective tokens in the setup area beyond distance 4 of both players edges. Then the first player may move each objective token to within distance 1-2 of its current location. | Each player gains one victory token for each objective token he controls. To determine control of each token, players measure attack range and line of sight from each of their ships hull zones as if performing attacks with battery armaments targetting that objective token. The player with the highest total number of dice in his combined attack pools controls that token. If a players ship or squadron overlaps an objective token, his opponent controls that token; if both players ships or squadrons overlap the same token, neither player controls it. | 15 | |||
Fleet Ambush | Defense |
The portion of the setup area that is beyond distance 5 of any edge of the setup area is the AMBUSH ZONE. Players mark the corners of the ambush zone with objective tokens.
Players take turns deploying fleets as normal, but must deploy all ships before deploying any squadrons. The first player must deploy ships within the ambush zone on his odd-numbered deployment turns, starting with his first turn. He cannot deploy ships or squadrons overlapping obstacles in the ambush zone. After setup is complete, he removes all objective tokens from the play area. |
-- | ||||
Fleet In Being | Defense | After deploying fleets, the first player assigns each of their ships 1 objective token. Then the second player assigns each of their ships a number of objective tokens equal to that ship's command value. | Before a ship with an objective token is attacked, it may discard 1 objective token to ready 1 of its exhausted defense tokens. | If a ship is at distance 1-5 of 1 of the 3' edges of the play area, or at distance 1-3 of a player edge, remove 1 objective token from that ship | Each player gains 1 victory token for each enemy ship in the play area that does not have an objective token. | 15 | |
Hyperspace Assault | Defense | Before deploying fleets, the second player sets aside one of his small or medium ships and upto three of his squadrons; he does not deploy them during setup. Then he places three objective tokens in the play area beyond distance three of both players edges. | At the start of any round after the first round, the second player can deploy the ship and squadrons that he set aside at distance 1 of one objective token. Then remove all objective tokens. The ship can be deployed overlapping squadrons. The first player places those squadrons, as though the ship had overlapped them while executing a maneuver. If the second player does not deploy, he may move objective token to within distance one of its current position. | -- | |||
Jamming Barrier | Defense |
Place obstacles as normal, excluding the station and replacing the 2 debris fields with the 2 dust fields. After deploying fleets, the second player places 2 objective tokens in the setup area at distance 1-5 of each other. |
While attacking, if line of sight is traced across the line between the 2 objective tokens, the attacker must choose and remove half of the dice from the attack pool, rounded down, before rolling. | -- | |||
Planetary Ion Cannon | Defense | After placing obstacles, the second player places 3 objective tokens in the play area beyond distance 5 of both players' edges. |
At the end of the Command Phase, the second player may choose 1 enemy ship at distance 1-3 of an objective token and remove that token from the play area to perform an attack against that ship. The attacker is treated as if it is a ship with a battery armament of 4 blue dice, but is not friendly to any ship or squadron. The attack is treated as being at medium range, cannot be obstructed, can target any of the defender's hull zones, and has the following critical effect:
BLUE : The defender must choose and exhaust 1 of his defense tokens. |
-- | |||
Rift Ambush | Defense | The second player places all obstacles, excluding the station and adding the gravity rift and 2 dust fields. The gravity rift must be placed beyond distance 5 of both players' edges. After deploying fleets, the second player may choose 1 enemy ship. That ship must execute a speed-1 maneuver with a yaw of "-". Then, the second player may increase or decrease that ship's speed by 1, to a minimum of speed 0. | After a ship executes a maneuver, if it is at distance 1-2 of the gravity rift, it must execute a speed-1 maneuver with a yaw of "-". If that ship belongs to the second player, it may use its speed-1 yaw value. The gravity rift does not have the ability to temporarily reduce a ship's speed during this maneuver. | -- | |||
Dangerous Territory | Navigation | Obstacles must be placed in the setup area beyond distance 5 of both players' edges. After placing obstacles, place 1 objective token on each obstacle. | When a ship overlaps an obstacle, the ship's owner may remove the objective token on that obstacle to gain 1 victory token. | 15 | |||
Doomed Station | Navigation | The second player places the gravity rift in the center of the setup area. Then, starting with the first player, the players alternate placing the remaining obstacles, excluding the station in the setup area beyond distance 1 of all obstacles and beyond distance 5 of both player's edges. |
Starting with the second player and alternating, each player chooses 1 obstacle that does not have an objective token on it and moves it to (sic) within distance 1-2 of its current location toward the gravity rift (which cannot be chosen). Then that player places an objective token on that obstacle. When an obstacle touches the gravity rift, that obstacle is removed from the play area.
After all obstacles are moved, each player sums the command values of their ships at distance 1 of the station. The player with the highest total gains 1 victory token. Then remove all objectives tokens from the play area. |
20 | |||
Hyperspace Migration | Navigation | Place obstacles as normal, excluding the station. Then, the second player places 1 objective token in the play area at distance 1 of a 3' edge, and then places 1 objective token at distance 1 of the opposite 3' edge. | At the start of the Ship Phase of the first and third rounds, the second player places 1 purrgil not in the play area at distance 1 of 1 objective token (the objective token must be the same on both rounds). Purrgils must move toward the objective token at the opposite 3' edge (instead of the closest ship). When a purrgil touches that objective token that purrgil is removed from the play area. | If a ship has 1 objective token on it, remove the token and that ship's owner gains 1 victory token. If a ship is at distance 1 from a purrgil and has no objective tokens on it, place 1 objective token on the ship. | 20 | ||
Infested Fields | Navigation | Place obstacles as normal, excluding the station. After placing obstacles, place 1 objective token on each obstacle. Then the second player places 2 exogorth obstacles, each touching a different obstacle. |
When a ship or squadron overlaps an obstacle, that ship or squadron's owner may remove the objective token on the obstacle to gain 1 victory token. After the start of each squadrons phase (after exogorths perform attacks), remove each exogorth from the play area. Then the second player moves the obstacle each exogorth was touching to within distance 1-2 of its current location. |
15 | |||
Intel Sweep | Navigation | After placing obstacles the players alternate placing a total of 5 objective tokens in the setup area, starting with the second player. Each token must be placed in the play area beyond distance 5 of both players' edges and beyond distance 3 of all other objective tokens. Then each player chooses one of his ships to be an objective ship, starting with the first player. | When a player's objective ship reveals a command dial, that player may choose 1 objective token at a distance of 1 of that ship and remove it from the play area to gain 1 victory token. | If a player has more victory tokens than his opponent, increase his final score by 75. | -- | ||
Minefields | Navigation | The second player places all obstacles. He can place them anywhere in the setup area (even in deployment zones) and must place them beyond distance 5 of each other. Then he places 6 objective tokens. Each objective token must be placed at distance 1 of an obstacle and beyond distance 1 of all other objective tokens. | If a ship ends its movement at distance 1 of an objective token, remove that objective token from the play area and roll 2 blue dice. That ship is dealt 1 facedown damage card for each or icon rolled. If there is at least one icon, deal the first damage card faceup. | -- | |||
Navigational Hazards | Navigation | Place obstacles as normal, excluding the station. Then the second player places the station in the setup area beyond distance 1 of all obstacles and beyond distance 5 of both players' edges of the play area. | When a ship overlaps an obstacle and suffers 1 or more damage or is dealt 1 or more damage cards, the opposing fleet's owner gains 1 victory token. | Starting with the second player and alternating, each player chooses 1 asteroid or debris field that does not have an objective token on it, and moves it to within distance 1-2 of its current location. Then, he places an objective token on that obstacle. An obstacle cannot be moved so that it overlaps a ship, squadron, or other obstacle. At the start of the next round, remove all objective tokens from the play area. | 15 | ||
Salvage Run | Navigation |
The second player places the station in the center of the play area. Then, starting with the second player, the players alternate placing the remaining obstacles, adding the 2 dust field obstacles, at distance 1-5 of the station.
After placing obstacles, the second player places a total of 4 objective tokens in the setup area. Each token must be at distance 1 of the station and beyond distance 1 of all other objective tokens. After deploying fleets, each of the second player's ships gain a Navigate token. |
When a player's ship reveals a command dial, that player may chose 1 objective token at distance 1 of that ship and remove it from the play area to gain 1 victory token. | 20 | |||
Sensor Net | Navigation | After placing obstacles, the players alternate placing a total of 4 objective tokens in the setup area, starting with the first player. Each token must be placed in the setup area beyond distance 5 of both players' edges and beyond distance 3 of all other objective tokens. |
When a ship reveals a command dial, if it is at distance 1 of at least 1 objective token, its owner gains 1 victory token.
Then its owner chooses 1 of those objective tokens. The opposing player must move that token so it is at distance 1-2 of its current location. If he is the second player, he moves it so it is at distance 1-4 of its current location. |
15 | |||
Solar Corona | Navigation | The first player must deploy all of his ships and squadrons before the second player. After the second player deploys ships and squadrons, the second player must choose 1 of the 3' edges of the play area to be the corona. | While a ship is attacking, before resolving any attack effects, if any portion of the corona is inside the attacking hull zone's firing arc, the attacker must discard 1 die with a Accuracy icon from the attack pool, if able. | -- | |||
Superior Positions | Navigation | The first player must deploy all of his ships and squadrons before the second player. | After a ship or squadron performs an attack against the rear hull zone of another ship, if the defender suffers at least one damage, the attacker's owner gains 1 victory token. | 15 | |||
Volatile Deposits | Navigation | Place obstacles as normal, excluding the station and adding the 2 dust fields. | While a ship is attacking a ship, the attacker can choose 1 obstacle at distance 1 of the defender, then resolve the following critical effect: Blue : Each ship or squadron at distance 1 of the chosen obstacle suffers damage equal to half of the total number of icons in your attack pool, rounded up. If the defender is one of the first player's ships, the attacker can resolve this effect with any icon. | For each asteroid field, each player sums the command values of their ships at distance 1. Then for each astroid field, the player with the highest total gains 1 victory token. | 15 |