GALAX






INTRODUCTION
Tactical Space Ship Combat Mayhem. Advanced Battleships.

MAP & CHITS
Use a space hex grid which has all of the hexes numbered.
Use chits to represent ships. Indicate the ships facing with an arrow.
Each player should use chits of a different color.
Playable with miniatures.

SHIPS
TYPE		COST	MOVE	HITS	SHIELDS	 WEAPONS  NOTES
Battlestation	8	0	100	12	 10	  Can carry 10 Fighter Squads
Dreadnaught	7	2	80	6	 8
Battleship	6	2	60	5	 6		
Carrier	        5	2	40	4	 2	  Can carry 6 Fighter Squads
Cruiser	        4	3	40	3	 4		
Destroyer	3	3	20	2	 2	  Also: Frigate
Gunboat		2	3	10	1	 1	  Also: Escort, Scout
Fighter Squad	1	4	5	0	 1	  Not Jump capable
Transport       1       1       30      0        1        Use for scenario victory conditions

SHIP DESCRIPTIONS
Cost = Does not include cost of weapons
Move = Number of spaces moved or hex facings turned
Hits = Damage before ship is destroyed
Weapons = Number of Weapon Systems that can be mounted
A Battlestation can repair 1 hit per turn to itself or to a friendly 
docked (in same space) ship.
Docked ships cannot attack.

WEAPON SYSTEMS
NAME		COST	TYPE		RANGE	DAMAGE	       
Laser		1	Energy	        2/4/8	3/2/1D6			
Rail Gun	1	Projectile	2/4/8	3/2/1D6			
Mssle Launcher  1	Missile		12			
Missile		1/6	Missile		12	4D6		
Nuclear Missile	1	Missile		12	Destroyed		
A Missile Launcher can fire one missile per turn.
Ranges of weapons used by fighters are half of those listed & fighters 
can only carry 6 missiles.

SHIELDS
TYPE			NEGATES
Albedo Screen	        Energy
Inertia Field		Projectile
Jammer		        Missile
A shield negates one attack of the indicated 
type, and is then destroyed.
Shields are included in the cost of the ship.

TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
1. Write orders phase
2. Reveal orders phase
3. Resolve actions phase

WRITE ORDERS PHASE
Write seperate orders for every ship you control.
First write movement orders.
Ships use movement points to move forward or to make a turn of one hex facing (60 degrees).
Example: Fighter #3 moves 1-R-1-L.
This means move it forward 1, then 1 right turn, then forward 1, then 1 left turn.
Also write attack orders.
Attacks are made from the last space entered.
Indicate the weapon and the number of the space it is targeting.
Weapons fire in all arcs.
Example: Destroyer #2 attack with laser to hex 00435 and nuclear missile to 01667.
Also indicate special orders such as docking.
Players should have two minutes plus one minute per ship to write orders.

REVEAL ORDERS PHASE
No orders or Incorrectly written orders result in the ship doing nothing.

RESOLVE ACTIONS PHASE
All actions are simultaneous.
Move ships first then resolve attacks.
Attacks into empty hexes hit nothing.
Attacks into hexes containing enemy units automatically hit a ship of the attackers choice.
One Shield will absorb one attack of the appropriate type. Jammers negate missiles & nukes.
Any attacks not absorbed by shields do damage.
Nukes always destroy their target. Missles always do 4D6 Hits of Damage.
At range 0-2 Energy & Projectile weapons do 3D6 Damage.
At range 3-4 Energy & Projectile weapons do 2D6 Damage.
At range 5-8 Energy & Projectile weapons do 1D6 Damage.
Ships reduced to 0 or less hits are destroyed at the end of the turn.

SCENARIOS
Training Simulator: Each side starts with 2 Escorts.
Skirmish: 30 points to a side.
Fleet Action: 100 points to a side.

ZOMULGUSTAR GALAX RULES VARIANTS
Click here for a careful analysis of this game and
what we can do about it.

GALAXIAN TREK VARIANT
A version for you Star Trek fans.

MEKATAC RULES VARIANT
This suggestion was made by Matt R. at Wolfhvl@aol.com:
"...some friends and I have combined Mekatac and Galax. We use the 
hull sizes and costs from Galax but the weapons and combat rules from 
Mekatac. Works pretty well..."
We call it Starmageddon 

GAME DESIGNERS NOTES
I know, Yet another space combat game...
and a fuge is a variation on a theme. This one is a catchy tune.
If you really liked this one, try Sea Battles.





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