This variant allows players to keep units in reserve during deployment and attempt to warp them onto the battlefield next to friendly units during the game. The intention of this rule is to provide flexibility through delayed deployment. However, warping is volatile; it is not a guaranteed process. Players are encouraged to keep their Beacon units at a distance from enemies and obstacles to minimize the risk of catastrophic collisions.
Deployment and Restrictions
- Reserves: During setup, you may choose to keep specific units off-board as Reserves.
- The Beacon: Only Capital and Strike Ships (Non-Fighter units) can initiate a Call in Support.
- Fighters: Fighter squadrons may be kept in Reserve, but they cannot perform the Call in Support action (they cannot act as a Beacon).
Warp-In Protocol
During Phase 2 (Order Units), you may utilize unused Orders from your played Command Card to attempt to warp in a Reserve unit.
To attempt a Call in Support, the following conditions must be met:
- Select a Beacon: You must order a unit on the board to act as the Beacon.
- Spend an Extra Order: You must spend 1 additional Order (from your Command Card's allowance) per unit you wish to call in.
- Example: If you play a card that orders 3 units, you may order 2 units on the board normally, and use the 3rd unused order to attempt a Call in Support.
- Beacon Restrictions: The ordered unit acting as the Beacon cannot move this turn. It may, however, battle.
1. Declare Unit and Warp Cost
Declare which Reserve unit is attempting to arrive. Pay Star Tokens equal to half the Reserve unit’s Victory Point value (rounded down, minimum of 1).
2. Warp Resolution
Roll 1 Battle Die to determine if the warp is stable:
- Blast: Warp Failure. The unit fails to arrive and remains in Reserve. The Star Token cost is lost. The game proceeds normally.
- Matching Unit Symbol: Unstable Arrival. If the rolled symbol matches the Reserve unit’s class (Green Fighter, Blue Capital, Red Striker), the unit arrives but takes damage.
- Immediately roll Battle Dice equal to the unit’s Range 1 (Close Combat) combat value against itself. Apply hits normally.
- If the unit survives, proceed to Step 5: Scatter Determination.
- All Other Symbols (Star, Red Alert, Non-matching Class): Stable Arrival. The unit arrives safely. Proceed to Step 5: Scatter Determination.
3. Scatter Determination
If the unit arrives (Stable or Unstable), determine which adjacent hex it occupies relative to the Beacon unit's facing.
Roll 1 Battle Die again and consult the table below to determine the landing hex. (Green circle is North seen from your side of the board)

4. Collisions and Landing
Based on the Scatter roll, determine the landing hex:
- Empty Hex: The unit is placed successfully.
- Occupied Hex (Friend or Foe): The warping unit is eliminated.
- Roll Battle Dice equal to the eliminated unit's Range 1 (Close Combat) combat value against the unit currently occupying the hex.
- Asteroid Hex: The unit lands, but immediately collides with the field.
- Roll Battle Dice equal to the warping unit's Range 1 (Close Combat) combat value against itself.
- Planet Hex: The warping unit is immediately eliminated.
5. Post-Warp Status
A unit that successfully warps onto the battlefield cannot be ordered further this turn (it cannot Move or Battle). It may be ordered normally in subsequent turns.
Clarifications
- Combat Income: Any combat rolls generated by Warp accidents or collisions generate Star Tokens as per standard combat rules.
- CAP Support: If a unit takes damage from an Unstable Arrival or Collision, friendly Fighters in the same hex (CAP) may support the roll and absorb hits as per standard rules.
Variant Synergy
This variant works well in conjunction with Mark McG's “Jump Points" variant rules. Using both provides tactical flexibility, allowing you to deploy Reserves via Jump Points when your frontline units are unable to safely perform a Call in Support.
Credits
- Designer: Sebastian Stautz
- Layout: Alessandro Crespi