Movement

A unit ordered to move onto an asteroid field hex must stop and move no further this turn. When an ordered unit moves onto an asteroid field hex, roll one die. If a red alert is rolled, place a red alert marker on the unit.

Important Rule Note: At the start of a player’s turn, before playing a command card, one die is rolled for each player’s unit that occupies an asteroid field.
When a red alert is rolled, place a red alert marker on the unit. If a unit on an asteroid field already has a red alert marker and a red alert is rolled on the unit, it scores one hit on the unit. During the ordering unit turn phase, a red alert marker may be removed when a unit is ordered by spending 1 star, or when the unit is not ordered.

Retire When retiring onto or through an asteroid field hex, roll one die. When a unit symbol is rolled, the unit takes one hit.
Combat
  • A unit may combat the turn it moves onto the asteroid field hex.
  • A unit may combat when it is ordered and is on an asteroid field hex.
  • When targeting an enemy unit on an asteroid field the attacker’s combat dice are reduced by one die.
  • A unit’s ability to ignore a red alert when on an asteroid field hex is overridden and does not work when on an asteroid field hex.
  • When a unit is on an asteroid field hex adjacent to a flagship, the flagship’s ability for other ships to ignore a red alert is overridden and does not work for the adjacent unit on  he asteroid field hex.
Line of Sight An asteroid field hex blocks line of sight.

 

 

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