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Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Mar 08, 2021

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Page 1: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

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Page 2: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Blak Dragon

Version : Prime One

This is a Blak Universe Product.

It depicts the factional warfare between democracy, cyborg-communism and the corporates

in the early 22nd century.

Go to www.warpunk.com for web-support

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Page 3: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons.

For putting books in our hands.

- Del

Game, components and web design: Delmer Esau

Book cover illustrations: Bradley Bleeker

Blak and Warpunk logos: Nathan Trimmer

Map-board formatting: Andrew Clausen

Acknowledgments: Darrell Janzen, Jim Fehr, Jon Millard, David Knight, my sisters, Seaghan and Beulah Mcgahey, Scott Alden, Derk Solko, Octavian, Andrew Tullsen, Andrew Clausen, Tiffany Jones, Amy Wiles and an ever growing list of people who I thank for various reasons and will hope to add to this list as the game is tested in beta over the next months.

Published 2008-2010 by Warpunk Studio

All content © 2008-2010 Warpunk Studio. 'Blak' is a trademark of Warpunk Studio. All Rights Reserved.

This is a free beta version. Please go to www.warpunk.com/battleschool to leave freeback or discuss game with the designer.

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Page 4: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Table of Contents:Page

Credits: 3

Table of Contents: 4

Story: 5

Synopsis: 6

Map boards: 7

DepthSpace: 7

TacSpace: 7

Game-Play: 8

Initiative: 8

Phase Order: 8

Command Phase: 9

True Commands: 10

Network Commands: 12

Normal Controls: 15

Partial Controls: 16

Movement Phase: 17

Spacer Movement: 17

Cloaking: 17

Infantry Movement: 18

Combat Phase: 19

Spacer Combat: 19

Infantry Combat: 20

Vessel Damage: 21

Secondary Phase: 22

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Page 5: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

We will give our grandchildren a terrifying all encompassing war that engulfs our solarsystem. Good will fight against evil and some will fight for fortune. This is will be thedestiny of our species and I hope the light of life still shines after the last bullets arefired.

Shogun – My Way - 2060 AD

The Earth was razed by gravitation weapons for the better part of a day. These orbital platforms wielded by fat organic technology known as the Warpigs fired again and again, hearing not the screams of the civilians crushed by the gravity beams falling from the heavens.

It was a war crime beyond war crime. The station commanders did what their machine lords ordered against reason through the officers' sense feeds. Many of the human soldiers and servants that fed the ranks of the Warpigs were barely human anymore, really, but they still knew want and the army of the Warpigs certainly understood fear. Many lost kin on Earth but if they cried over this holocaust they did so in their private rest quarters when no one watched.

The Warpigs released a media statement to an alarmed orbital Corporate ring ("Junkspace") that the surprise attack on the planet by the Gravitation Defense Network was born from a combined net-virus infiltration launched by NATO into the Techno-communist command of the weapons' intra-network. This was as revenge for the recent order to NATO to disband by the United Earth Council. On Boxing Day, after smoke, dust, and deadly earthquakes consumed the people of the Earth, NATO was tagged by the Corporate and Settler police operations as a criminal terrorist organization and members were to be killed on sight. The Warpigs argued that the Warpig's innocence was assured because the they were given command of the weapons in the first place because they were a machine mind, always logical and impartial, and would never attack a position on the planet without signed order by the United Earth Council.

The Techno-communist Machine Industrials, known as the Warpigs, were the actual party with the blood on its hands and most knew it, but no party, not in the Sol stations, Martian Colonies, or in Junkspace, would dare declare out-right war on the Warpigs with these great weapons in the Warpigs' metal grip. The Corporates were busy capitalizing on the political developments, staking a claim on orbital supplies which were now priceless, and the Orbital Settlers and Martians were busy with the day to day effort to survive against runaway genetically engineered organisms. In the shadows of space there were also mercenary criminals. This Zero-G Mafia fought to fill their credit accounts and enjoy their freedom and cared little for honor.

A few though stood outright to bring gunfire and hell down on the Warpigs. These spooks were rumored to have fought a losing battle to shut down the Gravitation Killers on Christmas Eve and then retreated while facing overwhelming forces. These were the last of NATO Intelligence and they would become the Rogue Army. They would fight on to bring justice to Sol System.

Martian Times – 2130 AD

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Page 6: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Blak Dragon: Tactical Space Warfare

How to Play: A General Synopsis

1: First each of two players picks a Faction, Warpigs or Rogue Army. One side fightsagainst the other. They then agree on a Scenario and follow the instructions therein.

2: Each player takes his Force Sheet, TacSpace map and Perimeter card of their Capitol Vessel, Command cards and Faction Book of his Faction. The Rogue Army Force Sheets and Capitol Vessel will represent an asteroid base and army and the Warpig Force Sheets and Capitol Vessel is a gravitation killer and army.

3: Each player refers to his Faction Book and uses the instructions to tailor his ForceSheet how he wishes.

4: The players lay out the 3D layered DepthSpace maps in the center of the table in aline from Low to Mid to Top. In front of them they place their TacSpace map, Force Sheetand their Perimeter card.

In front of them they will need space for a line of four cards side by side. This will betheir “Command Matrix”.

Players should keep their Faction Book close by.

5: Players now place Terrain on the DepthSpace map in the manner the rules instruct. ASpecial Mission may be activated by the Scenario which will affect Victory Points.

6: Players deploy the Force they have chosen in the manner the scenario rules instruct and allow.

7: Players battle till a set number of turns has passed or a Victory Condition is met. Awinner is decided by the Endgame rules.

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Page 7: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

The Map Boards:

DepthSpace:

The gray boards with numbers marking the hexes are the DepthSpace boards. DepthSpace movement (either Initial or Secondary) is allowed either up or down or from hex to hex on the same board. The “bottom” board is Low, the middle board is Mid and the “upper” board is Top. Use the numbers as reference for movement.

TacSpace:

The map boards of the G-Killer (Gravitation Killer) and the Rogue Asteroid Base are TacSpace boards. Infantry can move from hex to hex if they are on board or arrive onto the board from DepthSpace from a friendly Hanger or as an invading boarding party using Boarding Pods. Friendly Infantry may move freely through red circle hatchways. Enemy boarding parties must Cut through walls with Engineers or computer hack the Doors to move through either.

The lettered spatial areas on the TacSpace maps all have effects as components of the Vessel.

“H” is a Hanger Section. Friendly Spacer Class craft can enter the TacSpace through a functioning Hanger. The number of Hangers at the start of the battle counts towards Spacer points for recruiting.

“G” is a Garrison Section. The number of Garrisons at the start of the battle counts towards Infantry points for recruiting.

“S” is a Shields Section. If this Section is destroyed (non-functioning) the Shield no longer counts towards defense. This hex and the hexes adjacent are give extra defense through it's proximity. See Combat rules.

“R” is a Damage Control Section. If this Section is functioning the owning player may play Damage Control as a True Command. If this Section is destroyed Damage Control Command is ignored. A damage Control Section itself can be repaired with the play of a Consolidation Network Command.

“W” is Beam Weapon Section. If a Weapon Section is functioning the player may use a Beam Fire True Command. If this Section is destroyed Damage Control Command is ignored. A Gravitation Weapon may be fired using this Command if the Grav Weapon countdown has been completed.

“E” is the Engines Section. A Move True Command may be used if Engines Section is functioning. If this Section is destroyed Move Command is ignored.

“C” is the Command Section. If this Section is destroyed the Vessel is destroyed.

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Page 8: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Game Play:

After Set-up each player alternates taking their Turns.

Initiative:

The player to take his Phases first is determined by their Adaption Points and BattlePoints determined each Turn.

At the start of Each Turn:

Adaption score is equal to Vessel Piloting + Character Adaption Bonus +1d6Battle score is equal to Vessel Control + Character Battle Bonus + 1d6

Re-roll if a tie occurs

Turns are made up of five Phases played in this order:

1: Command: The top (first) card in the Command Matrix is flipped and the Command isactivated if applicable. Command card is chosen and placed face down at the bottom ofthe Command Matrix. See Command rules.

A: True Commands: General ship and troop Commands occur here.

B: Network Commands: Network cards played from the Command Matrix occur here.Digital and sensor ability Commands of Capitol Vessel and Digital units can be used.

The player with highest Adaption Point score plays the Command Phase first then theother player plays his Command Phase.

2: Movement: Spacer forces and Infantry may move. See Movement rules.

The player with the most Adaption Points may choose to move his forces first followed bythe other player or to let other player move first and then follow.

3: Combat: Spacer and Infantry forces may attack. If units are killed in Combat thenthey are removed from the DepthSpace or TacSpace map into the player's Killed Pile. See Combat rules.

The player with the least Battle Points plays his Combat Phase first followed by the otherplayer. Any units killed may still make their attack before being removed.

4: Secondary: Special actions or secondary movement occurs. See secondary rules.

The player with highest Adaption Point score plays the Secondary Phase first then theother player plays his Command Phase.

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Page 9: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Command Phase:

Each player has a line of four Command cards face down in front of him. During theCommand Phase a card in this “Command Matrix” is flipped over and enacted ifapplicable. The opponent is not allowed to see a player's Matrix cards until flipped overwhen the Orders are Followed.

There are two kinds of Command cards: Network Commands and True Commands thatthe player has in a face-down Command Pile.

There are two segments to the Command Phase. Following Orders happens then GivingNew Order happens:

1: Follow Order2: Give New Order

Segment One: Following Orders:

A Command card in the Command Matrix is played face up during the the Follow Ordersegment of the Command Phase. The first or second card in the Matrix may be played. If the player chooses the first card (at the top of the Matrix) as the Command to be played then Option One on the card is followed.

Pushing Commands:

A player may opt to Push a Command. The second card from the top of the CommandMatrix may be played as an Order then. The player must use Command Option Two forthat card.

Each different “True Command” is a card that may be played in the Command Matrix.

There is only one “Network Command” card type that may be enacted. When theNetwork Command card is enacted the player may then choose which Network CommandType will be enacted if applicable.

True Commands:

Move VesselShields FocusBeam FireRally TroopsSelf DestructDamage Control

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Page 10: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Network Command Types (player chooses one after a Network Command card is played):

ICE WallSearchIsolate IntruderRemote AssistanceHack Enemy SystemConsolidation

Faction Differences: The Warpigs and the Rogue Army start with a few differentCommand cards available to them if they purchased certain characters:

Warpig Specific True Command: Activate Replica

Rogue Army Specific True Command: Dirtgirl Teleport

Extra Rogue Army True Commands: 2 x Rally Troops if General is in play

Segment 2: Give New Order:

After the Follow Orders segment of the Command Phase the player then Gives aCommand. The player places an available Command card face down from the CommandPile at the bottom of the Matrix. The other Command cards in the Matrix are moved onecard to the top of the Matrix into the vacant top card (or the vacant second spot during aPushed Command). The fourth card in the Matrix becomes the third, the third card in theMatrix becomes the second and the second card goes to the top (if the Command wasnot Pushed).

Description of Commands:

True Commands

* Move Vessel *

Option One:

The Capitol Vessel may move one hex on the DepthSpace map in any attached direction(laterally or up or down) if it has a functioning Engines Section. If the player puts theCommand aside for one Turn and does not Move the vessel then the Command may beused at the next Follow Order segment of the next Command Phase to move up or downon the DepthSpace map AND to an attached side. Place card back in Command Pile.

Option Two:

The Capitol Vessel may move as in Option One after player rolls a 3-6 with a 1d6. If herolls a 1 or a 2 then the Vessel does not move and the Engines are marked as non-functioning and the Move card is allowed again as a Command only after the player gives a Damage Control order specific to fixing the Engines Section and it is followed in

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Page 11: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

segment one of a subsequent Command Phase. Place card back in Command Pile.

* Beam Fire *

Option One:

The Capitol Vessel may use a functioning Beam Weapon at High Yield during thefollowing Combat Phase if it has a functioning Weapon Section. A functioningGravitation Weapon may be used during the following Combat Phase. Place card back in Command Pile.

Option Two:

The Capitol Vessel may use a functioning Beam Weapon Section at Low Yield during thefollowing Combat Phase. A Gravitation Weapon may not be used. Place card back in Command Pile.

* Shields Focus *

Option One:

All Shields Sections on the Vessel operate at a +4 Shield Points until the player's nextCommand Phase. At that time (before Following Order segment) place card back inCommand Pile.

Option Two:

All Shields Sections on the Vessel operate at a +2 Shield Points until the player's nextCommand Phase. At that time (before Following Order segment) place card back inCommand Pile.

* Rally Troops *

Option One:

All the player's Infantry on the DepthSpace or TacSpace maps during the followingCombat Phase attack with an Firefight modifier of +2. They have a Defend modifier of +1during all other players' next Combat Phases. Rally Troops card is discarded.

Option Two:

All the player's Infantry on the DepthSpace or TacSpace maps during the followingCombat Phase attack with an Firefight modifier of +1. They have a Defend modifier of +2during all other players' Combat Phases. Rally Troops card is discarded.

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Page 12: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

* Damage Control *

Option One:

A damaged Vessel Section (and Section Armor points) of the player's choice is repaired or 5 Vessel Armor points are repaired. Place card back in Command Pile.

Option Two:

On a roll of 4-6 on 1d6 a damaged Vessel Section of the player's choice is repaired or 5Vessel Armor points are repaired. On a 1-2 no repair is made. Place card back inCommand Pile.

* Self Destruct*

Option One:

If the player's Vessel's Engines Section at the time this card is played then tick in the Self Destruct box at the start of the Command Phases following. When the second box is ticked the Vessel explodes during the following Secondary Phase. Follow the Self Destruct rules.

Option Two:

Same as Option One.

Network Commands

* ICE Wall *

Option One:

The Network Command card is played on the table in front of the player's Vessel'sperimeter card. It adds a +2 to the Vessel's Network Defense while on the table. It isPassive, meaning it stays on the table until the ICE Wall is Hacked as an Enemy Systemby an enemy Digital Operative (Digital unit with rating better than D and on TacSpace map of Vessel). After it is Hacked it is discarded.

Option Two:

The player rolls a 1d6. If the roll is a 3-6 then the card is played the same way as OptionOne. If the player rolls a 1 or a 2 then the ICE Wall fails to deploy. Place Network cardback in Command Pile if it fails to deploy.

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Page 13: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

* Search *

Option One:

The player's Vessel may Search a Storage System within two DepthSpace hexes or aTacSpace occupied by a Infantry unit with a Digital Rating better than a D may beSearched. The player's Vessel may also Search a DepthSpace hex holding a Cloak markerfor a Cloaked Spacer craft, within a Search range of two DepthSpace hexes. Vessel uses it's Sensor Program ability score to attempt a successful Search and a Digital Unit uses its Control score.

Searching a System will apply to the fulfillment of an Objective Goal for Endgame. SeeMission Objectives. Search attempt and results happen immediately. Place Network cardback in Command Pile.

If Search for a Cloaked Spacer craft is successful and a Cloaked craft is located inSearched hex then player owning Cloaked craft must reveal it (turning over the “Move 1”side to show craft side). Place Network card back in Command Pile.

If Sensor (or Control) score +1d6 is greater than target's Hide score then Search issuccessful.

Option Two:

Same as Option One.

* Isolate Intruder *

Option One:

The Vessel may make a Isolation attack on an enemy Digital Operative (enemy Infantryunit on board of Vessel with a Digital Rating better than a D). Use the Vessel's NetworkDefense ability score + any ICE Wall bonus as the Isolation ability score against thedefending Digital Unit's Mobile ICE score. Isolation attempts and results happenimmediately. Place Network card back in Command Pile.

If Isolation Score +1d6 is greater than Mobile ICE then Intruder's Digital Ratingis reduced to a Rating of D (Non-Digital).

Option Two:

Same as Option One except no ICE Wall bonus may be applied during the Isolationattempt.

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Page 14: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

* Remote Assistance *

Option One:

The Network Command card is played on the table behind the player's Vessel's Perimetercard. During the next Combat Phase all the player's Drone Class and Spacer craftattack at a +1 attack modifier. Place card back in Command Pile during the player's next Command Phase before the Follow Order segment.

Option Two:

Same as Option One except Network Command card is discarded after Turns of allplayers' are played.

* Hack Enemy System *

Option One:

Any Digital Unit (Infantry Unit with Digital Rating better than a D) or Vessel may be usedto Hack any enemy Digital Unit or enemy Vessel. The attacker uses the Unit's Controlability score against the enemy's Network Defense score in case of Vessel or Mobile ICEscore in case of defending Digital Unit.

If Control score +1d6 is greater than Network Defense (or Mobile ICE in casedefending unit is a Digital Unit) then Control (“Hack”) is successful.

An enemy Vessel may only be Hacked by a Digital Unit on board the Vessel (placed onthe TacSpace map of that Vessel).

A Digital Unit may attempt to Control (“Hack”) any enemy Digital Unit within the samehex or an adjacent hex on the same TacSpace map.

An enemy Digital Unit may also be Hacked by the Vessel it occupies.

A Vessel cannot Hack another Vessel.

For the Digital Unit or Vessel that is Hacking an Enemy System (Vessel or Digital Unit) aControl attempt is made immediately. A successful Control attempt means EnemySystem is Hacked and allows a Normal Control of the attacked unit or Vessel if the DigitalUnit doing the Hack is rated A or B. If the Digital Unit has a rating of C then it can onlyeffect a Partial Control.

Option Two:

Same as Option One except only a Partial Control of the enemy system is gained ifControl is successful by any Digital unit.

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Page 15: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

* Consolidation *

Option One:

Allows full repair of the Repair and Damage Control section if it is damaged.

Option Two:

Same as Option One.

Normal Controls

* Hacking a Vessel *

Shutdown of one Hanger Section if Section is one hex away or Digital Unit is in Section(requires an additional roll of 3-6 on 1d6 to succeed).

Shutdown of one Shields Section if Digital Unit if Section is one hex away or Digital Unit is in Section (requires an additional roll of 3-6 on 1d6 to succeed).

Shutdown of 1d6 Deck Guns of the Vessel boarded by Digital Unit.

Open any locked Section Door on-board TacSpace.

Download one Data Cube from enemy Vessel or Neutral Station.

Target and Hack an enemy ICE Wall.

* Hacking a Digital Unit: Drone or Armor *

Control System Movement and Attack abilities if it is a Drone (Robot) or Suit. Only if this If System is one hex away or in same hex. May use this Unit as the players own until Hacked by the previous owner.

Shutdown Digital Unit if it is a Robot or Suit. Only if this If System is one hex away or insame hex.

* Hacking any Digital Unit *

Prevents Digital ability of ANY Digital Unit (Robot, Suit or otherwise Digital Unit). The target may not act as a Digital Unit during the owning player's next Network Command. Only applicable if this Digital Unit is one hex away or in same hex as Digital Unit enacting the Hack or if targeted Digital Unit is on-board TacSpace of Vessel effecting the Hack.

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Page 16: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Partial Controls

* Hacking a Vessel *

Shutdown of one Hanger if Digital unit is one hex away or Digital Unit is in Section(requires an additional roll of 4-6 on 1d6 to succeed).

Shutdown of One Shields Section if Digital Unit is one hex away or Digital Unit is inSection (requires an additional roll of 5-6 on 1d6 to succeed).

Shutdown of 1d3 Deck Guns of the Vessel boarded by the Digital Unit.

Open locked Section if Door is is attached to Section that Digital Unit is in.

* Hacking a Digital Unit *

Shutdown weapons of Suit or Robot Unit. Unit may move or use abilities for owner but cannot attack.

Prevents Digital ability of any Digital Unit during Command Phase as above in Normal Controls.

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Page 17: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Movement Phase:

The Movement Phase has two segments that must be played in order

1: Spacer Movement2: Infantry MovementllSpacer Movement:

During the first segment of the Movement Phase a player may Move every Spacer unitit's Initial Movement Rating in hexes on the DepthSpace map up, down or laterally.

If a dual Spacer/Infantry unit moves during segment one it may not Move in segment two. If a Spacer craft is moved onto a hex that holds a Vessel the Spacer craft may be placed on the outside of that Vessel's Perimeter card. It may now attack the Vessel withautomatic guns and Boarding Pods may attempt to Latch to the Vessel's hull duringPhase 4. It may now be attacked by Vessel Deck Guns or may be attacked by anyenemy Spacer craft also on the Perimeter. There are no stacking limits in hexes.

Cloaking:

1: There are Spacer craft that can "cloak" meaning go invisible to sight and sensors. Oneside is its image the other is a simple number of it's movement value.

2: Because of it's cloak ability the chit comes with 3 other chits. One side on all thesesays "cloak" the other has an identical movement value face to the cloaked craft chit.

3: When the cloaked craft goes invisible flip it over to its movement value side. Immediately play the 3 cloak chits with the identical movement value sides up. So now to the other players, these chits are identical but the player in command knows which chit is the actual craft.

4: While cloaked these chits all can move their movement value. One of them is thecloaked craft which the owner knows. All chits may now move their movement value(as marked).

5: To discover if a "cloak" chit is the actual craft a rival player must successfully useSearch on the hex it occupies. If this is successfully done on a cloak chit it is flipped toreveal there is no craft. This cloak chit can then be moved by the cloaked craft'sowner to any of the other cloaked chits and flipped over to the movement value side faceup. If the cloak chit is Searched successfully and it is the Spacer craft it is turned Spacercraft side face up and may be attacked. As well if the cloaked craft attacks it is flipped over to reveal it is the actual craft.

6: The Cloaked Spacer craft may Cloak at the beginning of the Movement Phase. Whenthe Spacer craft cloaks again all the cloak chits are put in the same hex with movementstat face up. It is again cloaked.

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Page 18: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Infantry Movement:

During the second segment of the Movement Phase a player may move any Infantry Unitone hex on a TacSpace map or may board or depart from a Boarding Pod. Movement between TacSpace hexes through red door seals can only occur if the seal is Unlocked or Cut open. Door Locks are marked by red cubes. Cuts in Hull, Door or Wall are marked by black cubes (or use any markers available to you as players). There are no stacking limits for units in hexes.

Boarding a Pod may only happen in a friendly Hanger. Departing from a pod may happenin a friendly Hanger or through a forced boarding seal (which occurs when a hull Cut iscreated after a Pod attaches to an enemy Vessel's hull and makes a successful Cut duringPhase 4).

Capitol Vessel Movement only occurs by and during the Command Phase.

One functioning Hanger Section is needed to board, or disembark from, Boarding Podswith Infantry on the player's own Vessel. Boarding Pods may not be attacked oncelatched to an enemy's Vessel.

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Page 19: Blak Dragon - Webs...Dedicated to William Gibson, Masamune Shirow, Bruce Sterling and the Steve Jacksons. For putting books in our hands. - Del Game, components and web design: Delmer

Combat Phase:

The Combat Phase has 4 segments which must be played in order

1: Beam Fire2: Spacer Missiles3: Spacer Guns4: Infantry

Beam Fire:

A Beam Fire Command card played during the previous Command Phase is enacted now.The Command Card play order determines whether the Beam Fire is High-Yield or Low-Yield.

A Beam Weapons attack only functions against a Vessel or Heavy Target with 1functioning Shields section or none. The Vessels (or Heavy Targets) must be within 3DepthSpace hexes of each-other connected up down or laterally.

Add the attacker's Bridge Gunnery score to 1D6 and compare it to thedefender's Bridge Piloting score +1d6. If attacker's score is equal to or greaterthan the defender's then subtract 15 points from the Target's Armor for a High-Yield attack or 10 points for a Low-Yield attack.

If Vessel Armor is reduced to 0 then defender's Sections are vulnerable. See next page for Vessel Damage Locations. Beam weapon damage to Sections is determined randomly.

Spacer Missiles:

Any number of Capitol Vessel based Missile packs or a Spacer craft or a Station Emplacement Missile pack per Spacer craft or Emplacement may be fired during this Combat segment.

A Missile pack attack may only target one enemy Vessel, Deck Gun, Station or enemy Spacer craft. They can target any of such enemies that are within 1 hex space on the DepthSpace . All Missile attacks by a player must be declared at once.

A Missile pack has 6 Missiles that do 1 point of Armor damage each. Each attack byMissile pack is by a number of Missiles from 1-6 of the player's choice. If a number ofMissiles is fired then the remaining Missiles must be all fired from that pack if that pack ischosen to be fired again in a subsequent Combat Phase. Mark depleted Missiles on the applicable Force sheet. A specific outer 6 hex Section of the Vessel TacSpace may be targeted only if all Vessel Armor is depleted. Then each separate Section may be targeted and the Section's Armor number equals 6 and is marked on the Vessel Sheet on the upper left diagram (which corresponds to the TacSpace map).

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When attacking a Vessel the volley of Missiles hit the target if Targeting + 1d6 is greater than Target's Defend score. Defend = Functioning Shields Sections x 2 + Network Defense. Damage is equal to # of missiles in volley. A Deck Gun's Defend score is 4 and it's Armor is 1.

When attacking a Spacer craft the volley of Missiles hit the target if Targeting+1d6 is greater than Target's Defend score. Damage is equal to # of missiles in volley.

A Spacer unit is killed if all it's armor is destroyed.

Spacer Guns:

Any Spacer craft that has not fired Missiles in the previous segment may fire it'sautomatic weapons against other Spacer craft that occupy the same DepthSpace hex,against a Vessel Deck Gun or against any Vessel Hull it is within the Perimeter of. All Gunattacks must be declared at once. Spacer craft may target a specific enemy Vessel Section after all Vessel Armor is depleted.

Any Vessel Deck Gun may be fired against an enemy Spacer craft that is within theVessel's Perimeter.

Spacer craft Guns hit the Target if Dog-fighting score +1d6 is greater than Target's Defend score and do 2 points of damage to Armor.

Deck Guns hit the if Dog-fighting score +1d6 is greater than Target's Defend score and do 3 points of damage to Armor. A Deck Gun's Defend score is 4 and it's Armor is 1.

Only one attack may be made per Spacer craft or Deck Gun.

When Vessel Armor is depleted Shield score for Shields Section is 3. Shields score for TacSpace hexes (Sections) connected to a Shields Section is 2. Overlapping Shield values are cumulative (if a Section is connected to 2 Shields Sections the Shields score is 4). If Vessel has a functioning Shield's Section then a minimum Shield's value for any Section on same TacSpace map is 2.

Infantry:

Any Infantry may attack enemy Infantry in same hex. All Infantry attacks must bedeclared at once.

An Infantry attack is successful if Firefight score +1d6 is greater than Target'sDefend. A successful attack does 2 points of Casualty or Body Armor damage.

If RPGs are fired deplete ammo from Infantry Unit's record on Force Sheet. If RPGs are declared before attacking then a successful attack as above does Body Armor/Trooper Casualty damage equal to number of RPGs fired +1. As many RPGs may be fired in an attack as Unit holds.

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When a certain number of casualties are recorded on a Unit's sheet record there will be a negative effect. See Faction Book. A unit with Body Armor may take as many points of damage as it has Body Armor points with no effect. Once all Body Armor is depleted unit is killed.

Any Infantry without a dual Spacer Class are killed if they are on a Boarding Pod that is killed. If they have a Spacer Class they are placed in the DepthSpace hex immediately.

Vessel Damage Location:

After all Vessel Armor is gone damage is done to the Sections, which have 6 Armor points that have to be depleted before the Section is destroyed and thus considered non-functioning.

On a TacSpace map there are 6 outer hexes which may be targeted. If an attacking player may not choose which outer Section then damaged Section is random determined by rolling 1d6. If that Section is already destroyed then damage is transferred (by choice if allowed or by rolling 1d6) to one of the next two Sections attached to the Section going inward. With a roll of 1-3 damage is done to one of the next of 2 hexes located into the Vessel and on a roll of 4-6 the other Section is damaged.

At the point that all 6 Section damage points are depleted and a Section is rendered non-functioning any non-Drone Class Units within the Section are immediately killed.

If either of those Sections are destroyed and they then take damage then the damage is transferred to the center Section which is the Command Section. The Command section is destroyed when it takes 6 points of damage. When the Command section is rendered non-functioning by taking 6 points of damage so is the Vessel considered non - functioning. Roll 1d6 and a roll of 5-6 means the Vessel explodes during the Secondary Phase. Otherwise Vessel is adrift, player may not use Command cards or any Missile Packs. All Doors are rendered permanently opened. Deck guns may still be used to attack.

If the map shows a vacant hex that is not part of the Vessel then it may never be used as a transferal point. Use the other hex if shown or re-roll 1d6 if damage is being applied randomly.

A player may only target one of the outside hex-sections when attacking and then apply damage inward from their. In future expanded material with different types of Vessels in Blak Dragon there may be Vessels that do not have hex-sections on all 6 outside points.

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Secondary Phase:

There are 4 segments in the Secondary Phase that must be played in order

1: Secondary Movement2: Boarding Pod Cuts3: Wall or Door Cuts4: Vessel Destruct

Secondary Movement:

Any Unit with a Secondary Movement value may move that many hexes.

Boarding Pod Cuts:

A Boarding Pod in a Vessel Perimeter may Latch onto that Vessel's Hull on a choice of the6 outer TacSpace hexes.

The Pod successfully creates a sealed Cut if it's Boarding score +1d6 is greaterthan the Target Vessel's Integrity score. If it fails it may stay in the Perimeterand attempt again on the next Secondary Phase.

Any Infantry on board the Pod may enter the Vessel during the next Movement Phase.Consider the Pod to be a connected hex with an open door as far as movement andcombat are considered.

Wall or Door Cuts:

Any Infantry unit with an Engineer ability may cut a path from one TacSpace hex toanother through a Locked door or wall.

The Engineer cut is successful if a roll of 1d6 is greater than the Vessel'sIntegrity score.

Vessel Destruct:

A successfully Self Destructing Vessel or Vessel with a non-functioning Command Section and a roll of 5-6 on 1d6 when Section is rendered non-functioning will explode now.

Vessel is killed along with all Infantry and Spacer craft on TacSpace map. Every Spacer craft in Perimeter takes 2 points of Armor damage.

Endgame:

Check game state to see if an Endgame condition is met. If not, proceed to back to Phase One.

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