Core Design Principles
2.1Deployment Lists
A Deployment List is a finite war plan. It determines which units, buildings, technologies, upgrades, and special assets a player may use during the battle.
2.2Base-Building
Players construct buildings during the game to unlock production, technology, defenses, Supply, advanced units, faction mechanics, and resource extraction.
2.3Worker Limit
Each player may always have up to 3 Workers on the battlefield. Additional Worker capacity must be purchased in the Deployment List.
2.4Destroyed Zone
Most destroyed units and buildings are moved to the Destroyed Zone. Assets in the Destroyed Zone cannot normally be used again unless a rule returns them.
2.5 Resources
The main resources are Carbon and Crystals.
Carbon supports basic construction, production, repairs, and army development.
Crystals fuel advanced technology, elite units, faction powers, and high-energy systems.
2.6 Supply
Supply limits how many units a player can support at one time.
A player cannot complete production of a unit if doing so would exceed their maximum Supply.
2.7 Presence
Presence measures a unit's ability to control objectives and project battlefield authority.
Objective control is determined by a unit's remaining models multiplied by its Presence.
2.8 Tactical Combat
Combat uses 2d6 checks.
Units roll to hit, then roll to wound. Weapon Strength is compared to target Toughness to generate a wound modifier. Armor and AP determine the target number needed to wound.