Celestial Conquest

Movement and Exploration

Ships can move in the 'Movement and Combat' round. A player wishing to move a ship rolls 1d(jump distance) or 1d(fuel), whichever is lower. A ship with 0 fuel cannot move. Ships can tow other ships at a cost of 1 extra fuel per movement. Ships can only move into systems that have a colony or an exploration ship already present.

Ship Frames

These stat blocks are the basic stats for ships. These 'frames' can be enhanced with upgrades.

Cost

Frames have a base price. If you opt to add upgrades to your ship, the total cost of the ship is the frame price, plus the price of any upgrades you add. Upgrades may be added to ships in later turns. Upgrades that are removed give no refunded resources back.

Upgrades

Ships have multiple upgrade 'slots'. Small slots offer a +1 to any stat, medium +2, large +3.

Fuel upgrades are an exception - Small: +2, Medium: +4 (-1 ballistic def., -1 shield def), Large: +8 (-2 ballistic def., -2 shield def)

Stats Explanation

Stat Explanation
Fuel The number of systems a ship can jump through before it needs to refuel. Refuelling can be done by other ships transferring fuel (during movement phase - ship cannot partake in refuelling and move) or, when in a system with a colony, foregoing movement to refuel there.
Defence (Armour) Defence from Ballistic attacks. This is the maximum possible defence that can be rolled in a round of combat.
Defence (Shield) Defence from Phase attacks. This is the maximum possible defence that can be rolled in a round of combat.
Attack (Ballistic) Attacks that target Armour Defence. This is the maximum possible attack that can be rolled in a round of combat.
Attack (Phase) Attacks that target Shield Defence. This is the maximum possible attack that can be rolled in a round of combat.
Jump Distance The maximum number of systems a ship can jump through in one movement round.
Health Hitpoints of a ship.
Upgrade Slots How many of the different sizes of upgrades the frame supports.

Beacon

100K Credits. 25 Ore. A special type of ship that can act as a jump target for other ships, or a weapons platform.
Stat Value
Fuel 0
Defence (Armour) 0
Defence (Shield) 0
Attack (Ballistic) 0
Attack (Phase) 0
Jump Distance 0
Health 30
Upgrade Slots 1 Small, 2 Medium, 1 Large

Base Exploration Ship

750K Credits. Ship that can traverse space and create hyperlanes. These ships are the key to expanding into new star systems. It is the only ship that is able to jump into an uninhabited system that does not already have an exploration ship present.
Stat Value
Fuel 10
Defence (Armour) 2
Defence (Shield) 2
Attack (Ballistic) 0
Attack (Phase) 0
Jump Distance 3
Health 25
Upgrade Slots 2 Small

Scout

250K Credits. 40 Ore. A simple, lightweight combat ship.
Stat Value
Fuel 8
Defence (Armour) 3
Defence (Shield) 3
Attack (Ballistic) 6
Attack (Phase) 6
Jump Distance 10
Health 30
Upgrade Slots 3 Small

Frigate

400K Credits. 75 Ore. A space navy's ol' reliable.
Stat Value
Fuel 7
Defence (Armour) 5
Defence (Shield) 4
Attack (Ballistic) 12
Attack (Phase) 0
Jump Distance 10
Health 45
Upgrade Slots 1 Small, 3 Medium, 1 Large

Warship

1.5M Credits. 200 Ore. A fearsome opponent.
Stat Value
Fuel 7
Defence (Armour) 12
Defence (Shield) 12
Attack (Ballistic) 20
Attack (Phase) 30
Jump Distance 10
Health 80
Upgrade Slots 3 Medium, 3 Large