Planet Control Scenario Objective
When planet control objective rules are in effect, one victory point is gained for each unit that occupies a planet hex at the start of a player’s turn. Place a faction marker on the occupied hex of the planet group at the start of a player’s turn. Each faction marker placed is worth one victory point. Once gained the point will continue to count. In addition, as long as the unit occupies a planet hex, one additional victory point is gained at the start of each turn.
Note: Faction marker points when occupying a planet hex are not placed on a player’s victory stand in your play area. The faction markers are placed on the occupied planet hex. Players should take note of these point markers when determining victory.
When an enemy unit is on an adjacent planet hex, it will contest the occupied planet hex and a faction marker cannot be placed at the start of a turn. If an enemy unit is on an adjacent hex, but the hex is outside the planet group of hexes, the occupied planet hex is not contested.
Clearing A Sector Scenario Objective
When clearing a sector objective rules are in effect, one victory point is gained when there are no enemy units in a sector of the battlefield at the start of a player’s turn. Place a faction marker on your victory stand in the player’s play area at the start of a player’s turn. Each faction marker is worth one victory point. Once gained the point will continue to count.
In addition, as long as there are no enemy units in a sector of the battlefield, you gain one additional victory point at the start of each of your turns.
Note: When determining a clear sector, a hex with a dotted line is considered as part of centre sector.
Breakthrough Scenario Objective
When breakthrough objective rules are in effect, each unit that exits the battlefield from an opponent’s baseline hex gains the player victory points. The number of victory points gained is equal to the unit that exits’ victory points. When a player’s unit exits the battlefield, its unit marker is taken and placed point side up on your victory stand in the player’s play area.
- To breakthrough and exit the battlefield, the unit must be ordered and move off the battlefield.
- A unit must start its turn on an opponent’s baseline hex to exit the battlefield.
- Moving off the battlefield from a baseline hex counts as one hex of movement.
- A unit that is cloaked may not exit.
Time Pressure Scenario Objective
When time pressure objective rules are in effect, the scenario rules will explain which faction is the attacking faction and which faction is defending. After playing a “Scout” command card, the defending player can choose to draw one command card and one faction marker instead of drawing 2 command cards at the end of his turn. Place the faction marker on your victory stand in your play area.
Important Note: Taking a faction marker due to time pressure is not possible if doing so would give the player enough victory points to win the battle.
Example:
The Commonwealth cruiser unit occupies a planet hex at the start of the Commonwealth player’s turn. One faction marker is placed on the hex the unit occupies. Each faction marker on a planet hex is worth one victory point. If the Commonwealth cruiser unit still occupies the planet hex at the start of the next turn, another faction marker is placed. Even if the Commonwealth cruiser unit moves off the planet hex, the faction markers will remain on the hex and will still count as victory points.
If during the Confederation player’s turn a Confederation unit moves onto a planet hex adjacent to the Commonwealth cruiser unit’s hex, a faction marker cannot be placed on the planet hex at the start of the Commonwealth
player’s turn.
