Living Rulebook
The rules, always current
Every ruling, errata and designer note lives here. Updates publish instantly — no PDF downloads, no stale printings.
Core Rules
Core Statistics
Every unit card uses the stat line M · BS · D · SH · AC · HP · LD · CR · T.
Universal Dice Rules
Natural 1s and 2s always fail. Natural 10s are Critical Hits.
Unit Classes
Ten classes, each with set base counts, weapon systems, Orders, and Abilities.
Dogfighters (Universal Fighter Class Rule)
Every Fighter has Dogfighters for free — it never consumes the Fighter's single ability slot.
Precision Strike (Universal Bomber Rule)
Every Bomber has Precision Strike for free — it never consumes the Bomber's faction ability slot.
Launch Bays
Launch Bays deploy Fighters; they do not regenerate them. Fighter restoration is a Carrier-only capability.
Manoeuvre
Actions
Action Points & Actions
Every activated unit receives 2 AP to spend on Move, Fire, Shields Back Online, Aim, Brace, Scan, Board or Ram.
Shield Recharge
Action Cost: 1 AP — roll 4d10 at 7+/x4 to restore missing SH.
Combat
Combat & Fire Sequence
Declare, roll BS, dodge, shields, armour, damage, destruction.
Weapons & Weapon Types
Weapon Name — Type, Range, Dmg, Attacks. Five types: Energy, Auto, Piercing, Ion, Blast.
Boarding & Ramming
Crew-on-crew actions at 3", and Tonnage-driven collisions in base contact.
Turn Structure
Command
Leadership & Orders
LD is Target/Dice and drives Initiative, Orders, objectives and abilities.
The Command Board
Every faction has a Command Board: 1 Faction Ability, CP generation, and 6 Command Abilities.
Battlefield
Deployment & Battlefield Setup
Board sizes, terrain placement, alternating deployment, and reserves.
Entering the Battlefield
Fabled Star has no deployment zones — fleets arrive from the board edge on first activation.
Terrain, Cover & Line of Sight
Asteroid fields, debris, void rifts, stations and gravitic anomalies.
Objectives & Control
Tonnage within 3" decides control at the end of each round.