A planet is composed of one or more hexes. All adjacent planet hexes are treated as a single planet grouping.
- An ordered unit must start on an adjacent hex next to the planet group hex to move onto a planet hex.
- When moving onto a planet hex the unit may only move 1 hex and must stop.
- A fighter unit that is ordered by a “Move, Combat, Move” command card can on its second movement, if adjacent to a planet hex at the start of the second move, move onto the planet hex.
- A destroyer unit that is on an adjacent hex to the planet, and conducts a successful close quarters combat against a unit on a planet, can pursuit onto the planet hex.
||Retiring onto or through a planet grouping hex is possible with no retire movement restrictions.
- A unit may not combat the turn it moves onto a planet. A fighter unit is an exception; it may move onto a planet and still combat.
- The turn after a unit occupies a planet hex, the unit will combat as normal.
- When targeting an enemy unit on a planet, but the attacking unit is not on the planet grouping, the attacker’s combat dice are reduced by one die.
- When targeting an enemy unit on a planet and the attacker is also on the same planet grouping, the attacker’s combat dice are not reduced.
|Line of Sight
- A unit not on a planet hex, ranged combat line of sight is blocked when the unit’s ranged combat must go through one or more planet hexes in a group.
- Ranged combat line of sight is not blocked between units occupying the same planet grouping.
A. The Commonwealth fighter unit does not have line of sight to the Confederation cruiser unit, because line of sight is blocked by a planet hex.
B. The Commonwealth fighter unit and Confederation destroyer unit have line of sight to each other, as they occupy the same planet grouping.
C. The planet group also blocks the line of sight from the Commonwealth battleship unit to the Confederation destroyer unit.