Fabled Star Rulebook
Table of Contents
Nine parts · 41 chapters · 609 headings · twelve appendices and an alphabetical index. Page numbers show as placeholders (—––) until the book is typeset.
Editorial status
This table of contents consolidates repeated headings from the current rulebook into one publication-ready structure. It does not select between duplicated or conflicting versions of individual rules. Final page numbers should be added after the rules are consolidated and the book is typeset.
Front Matter
Part I — Lore
Part II — Fabled Star Core Rules System
Part III — Preparing for Battle
Part IV — Playing a Round
Part V — Leadership, Orders, and Command
Part VI — Combat
Part VII — Special Rules
Part VIII — Unit Ability Reference
Part IX — Objectives, Scenarios, and Missions
Proposed Back Matter
On the appendices
The appendix arrangement is an editorial proposal, not a change to any game rule. It places the rulebook’s existing summary tables and reference material at the back of the book so the main rules remain easier to learn and navigate.
Fabled Star
Rulebook — Table of Contents
Page numbers shown as —–– are placeholders to be filled at typesetting.
Front Matter
- Title Page—––
- Table of Contents—––
Part I — Lore
- 1The Fabled Star—––
- 2Unique Characters and Your Story—––
- 3Fabled Star Battlespace—––
- 3.1Small Areas of Space—––
- 3.2Medium Areas of Space—––
- 3.3Large Areas of Space—––
- 3.4Tactical Battlefield Naming—––
- 3.5Fabled Star Battle Space Terminology—––
Part II — Fabled Star Core Rules System
- 4Core Statistics—––
- 4.1Stat Order—––
- 4.2Movement (M)—––
- 4.3Ballistic Skill (BS)—––
- 4.4Dodge (D)—––
- 4.5Shields (SH)—––
- 4.6Armor Class (AC)—––
- 4.7Hull Points (HP)—––
- 4.8Leadership (LD)—––
- 4.9Crew (CR)—––
- 4.10Tonnage (T)—––
- 4.11Characteristic Limits—––
- 4.12Characteristics Shown as “—”—––
- 5Universal Dice Rules—––
- 5.1Automatic Failure—––
- 5.2Natural Rolls of 1 and 2—––
- 5.3Critical Hits—––
- 5.4Natural Rolls of 10—––
- 6Stat Modifiers—––
- 6.1Improving a Statistic—––
- 6.2Worsening a Statistic—––
- 6.3Dice-Pool Modifiers—––
- 6.4Minimum and Maximum Values—––
- 6.5Multiple Modifiers—––
- 7Unit Classes—––
- 7.1Fighter—––
- 7.2Bomber—––
- 7.3Escort—––
- 7.4Frigate—––
- 7.5Destroyer—––
- 7.6Cruiser—––
- 7.7Battleship—––
- 7.8Capital Ship—––
- 7.9Carrier—––
- 7.10Dreadnought—––
- 8Class Framework—––
- 8.1Bases by Class—––
- 8.2Base Sizes and Unit Structure—––
- 8.3Weapon Systems by Class—––
- 8.4Orders by Class—––
- 8.5Abilities by Class—––
- 8.6Updated Class Framework—––
- 9Weapon and Range Standards—––
- 9.1Canon Weapon Profile Format—––
- 9.2Damage Characteristic—––
- 9.3Canon Damage Scale—––
- 9.4Weapon Damage Classification—––
- 9.5Replacing Light, Medium, Heavy, and Super Heavy—––
- 9.6Standard Range Bands—––
- 9.7Weapon Range Guidelines—––
- 9.8Ability Range Guidelines—––
Part III — Preparing for Battle
- 10Fleet Building—––
- 10.1Standard Game Sizes—––
- 10.2Building a Fleet—––
- 10.3Faction Restrictions—––
- 10.4Required Units—––
- 10.5Class Limits—––
- 10.6Dreadnought Limit—––
- 10.7Carrier Limit—––
- 10.8Capital Ship Limit—––
- 10.9Squadron Limits—––
- 10.10Launch Bay Requirements—––
- 10.11Unit Upgrades—––
- 10.12Ability Limits—––
- 10.13Weapon-System Limits—––
- 10.14Orders Limits—––
- 10.15Fleet Validation—––
- 10.16Fleet Rosters—––
- 10.17Example 1,000-Point Fleet—––
- 11Scenario and Battlefield Setup—––
- 11.1Scenario Sequence—––
- 11.2Battlefield Sizes—––
- 11.3Terrain Placement—––
- 11.4Objective Placement—––
- 11.5Recommended Objectives—––
- 11.6Game Length—––
- 11.7Determining Initiative—––
- 12Deployment and Fleet Entry—––
- 12.1Deployment Edge—––
- 12.2Standard Deployment—––
- 12.3Alternating Deployment—––
- 12.4Squadron Deployment—––
- 12.5Reserves—––
- 12.6Fleet Entry Deployment—––
- 12.7Entering the Battlefield—––
- 12.8First-Activation Movement—––
- 12.9Multi-Base Unit Entry—––
- 12.10Initiative and Entry—––
- 12.11Battlefield Edges—––
- 12.12Returning from Reserve—––
- 13Battlefield Terrain—––
- 13.1Asteroid Fields—––
- 13.2Debris Fields—––
- 13.3Void Rifts—––
- 13.4Stations—––
- 13.5Gravitic Anomalies—––
- 13.6Cover—––
- 13.7Line of Sight—––
Part IV — Playing a Round
- 14Turn Structure—––
- 14.1Round Sequence—––
- 14.2Command Phase—––
- 14.3Initiative Phase—––
- 14.4Activation Phase—––
- 14.5End Phase—––
- 14.6Objective Control—––
- 14.7End-of-Round Effects—––
- 14.8First-Round Example—––
- 15Initiative System—––
- 15.1Initiative Unit—––
- 15.2Leadership Roll—––
- 15.3Determining Initiative—––
- 15.4Initiative Tie Breakers—––
- 15.5First or Second Activation—––
- 15.6Destroyed Command Units—––
- 15.7Initiative Modifiers—––
- 15.8Initiative Example—––
- 16Activation Tokens—––
- 16.1Activation Advantage Rule—––
- 16.2Gaining Activation Tokens—––
- 16.3Destroyed-Unit Comparison—––
- 16.4Fighter and Bomber Exclusion—––
- 16.5Tactical Reroll—––
- 16.6Pass Activation—––
- 16.7Spending Activation Tokens—––
- 16.8Token Expiration—––
- 16.9Example Round Sequence—––
- 17Action Points—––
- 17.1Gaining Action Points—––
- 17.2Unused Action Points—––
- 17.3Action Restrictions—––
- 17.4Movement and Firing—––
- 17.5Entering the Battlefield—––
- 17.6Move—––
- 17.7Second Move—––
- 17.8Combined Movement—––
- 17.9Fire—––
- 17.10Heavy Weapon Systems—––
- 17.11Aim—––
- 17.12Brace—––
- 17.13Shield Recharge—––
- 17.14Scan—––
- 17.15Recovery—––
- 17.16Board—––
- 17.17Ram—––
- 17.18Hit & Run—––
- 17.19Orders and Action Points—––
- 17.20Command Abilities and Action Points—––
- 17.21Legal and Illegal Action Combinations—––
- 17.22Action-Point Cost Summary—––
- 17.23Activation Examples—––
- 18Movement System—––
- 18.1Movement Sticks—––
- 18.2Movement Characteristic—––
- 18.3Performing a Move—––
- 18.4Pivoting—––
- 18.5Shorter Movements—––
- 18.6Full-Distance Movement—––
- 18.7First and Second Movement Values—––
- 18.8Standard Movement—––
- 18.9Combined Movement—––
- 18.10Continuous Movement Paths—––
- 18.11Obstacle Crossing—––
- 18.12Legal Final Positions—––
- 18.13Movement Limits—––
- 18.14Movement Examples—––
- 19Squad Leaders and Unit Cohesion—––
- 19.1Units That Use Squad Leaders—––
- 19.2Designating the Squad Leader—––
- 19.3Measuring Movement—––
- 19.4Placing Remaining Bases—––
- 19.5Base-to-Base Contact—––
- 19.6Continuous Chains of Cohesion—––
- 19.7Illegal Formations—––
- 19.8Cohesion During Deployment—––
- 19.9Cohesion After Movement—––
- 19.10Casualty Removal—––
- 19.11Squad Leader Protection—––
- 19.12The Last Remaining Base—––
Part V — Leadership, Orders, and Command
- 20Leadership System—––
- 20.1Leadership Format—––
- 20.2Making a Leadership Test—––
- 20.3Counting Successes—––
- 20.4Leadership and Initiative—––
- 20.5Leadership and Orders—––
- 20.6Leadership and Objectives—––
- 20.7Leadership and Scenario Actions—––
- 20.8Leadership and Recovery—––
- 21Orders Framework—––
- 21.1What Orders Represent—––
- 21.2Who Can Issue Orders—––
- 21.3Orders by Unit Class—––
- 21.4When Orders Are Issued—––
- 21.5Issuing an Order—––
- 21.6Leadership Tests for Orders—––
- 21.7Order Difficulty—––
- 21.8Failed Orders—––
- 21.9Order Range—––
- 21.10Valid Targets—––
- 21.11Order Limits—––
- 21.12Receiving Orders—––
- 21.13Receiving the Same Order—––
- 21.14Orders and Action Points—––
- 21.15Orders and Command Bursts—––
- 21.16Destroyed Units—––
- 21.17Order Example—––
- 22Orders by Ship Class—––
- 22.1Destroyer Orders—––
- Attack Run—––
- Full Burn—––
- Shield Surge—––
- Lock Target—––
- Hunter’s Mark—––
- Pursuit Pattern—––
- 22.2Cruiser Orders—––
- Coordinated Fire—––
- Reinforce Shields—––
- Tactical Advance—––
- Command Relay—––
- Defensive Screen—––
- Concentrated Volley—––
- 22.3Battleship Orders—––
- Line Advance—––
- Fire at Will—––
- Hold the Line—––
- Priority Target—––
- Shield Reinforcement—––
- Counter-Assault—––
- 22.4Capital Ship Orders—––
- Fleet Advance—––
- Strategic Fire—––
- Emergency Power—––
- Tactical Coordination—––
- Battle Directive—––
- Objective Priority—––
- 22.5Carrier Orders—––
- Launch Wave—––
- Combat Air Patrol—––
- Bomber Command—––
- Recovery Protocol—––
- Escort Assignment—––
- Air Superiority—––
- 22.6Dreadnought Orders—––
- Supreme Directive—––
- Fleetwide Advance—––
- Annihilation Protocol—––
- Fortress Command—––
- Rally the Fleet—––
- Last Stand—––
- 23Command Boards and Command Bursts—––
- 23.1The Command Board—––
- 23.2Fleet-Wide Command Capability—––
- 23.3Faction Ability—––
- 23.4Command Points—––
- 23.5Command Bursts—––
- 23.6Standard Fleet Command Structure—––
- 23.7Primary Command Burst—––
- 23.8Secondary Command Burst—––
- 23.9Commander and First Officer Bursts—––
- 23.10Gurland Command Structure—––
- 23.11Captain Bursts—––
- 23.12Spending Command Bursts—––
- 23.13Refreshing Command Bursts—––
- 23.14Unused Command Resources—––
- 23.15Command Abilities—––
- 23.16Orders and Command Abilities—––
- 23.17Command Layer Summary—––
- 23.18Myr-Valari Command Board Example—––
- 24Command Ability Timing—––
- 24.1Timing Windows—––
- 24.2Start of Round—––
- 24.3Start of Activation—––
- 24.4Before Move—––
- 24.5After Move—––
- 24.6Before Fire—––
- 24.7After Fire—––
- 24.8Before Defense—––
- 24.9After Defense—––
- 24.10Before an LD Roll—––
- 24.11After an LD Roll—––
- 24.12End of Activation—––
- 24.13End of Round—––
- 24.14Immediate Timing—––
- 24.15Command Ability Restrictions—––
- 24.16Stacking Command Ability Effects—––
- 24.17Timing Priority—––
- 24.18Timing Summary—––
Part VI — Combat
- 25Combat and Fire Sequence—––
- 25.1Declare Weapon Systems—––
- 25.2Declare Targets—––
- 25.3Allocate Attacks—––
- 25.4Check Range and Line of Sight—––
- 25.5Roll Ballistic Skill—––
- 25.6Resolve Dodge—––
- 25.7Resolve Shields—––
- 25.8Apply Weapon Types—––
- 25.9Roll Armor Class—––
- 25.10Apply Hull Damage—––
- 25.11Resolve Destruction—––
- 26Weapon Types—––
- 26.1Energy (E)—––
- 26.2Auto (A)—––
- 26.3Piercing (P)—––
- 26.4Ion (I)—––
- 26.5Blast (B)—––
- 26.6Normal Effects—––
- 26.7Critical Effects—––
- 26.8Weapon-Type Examples—––
- 27Attack Damage Allocation—––
- 27.1Resolving Individual Hits—––
- 27.2Resolving Shields—––
- 27.3Determining Damage—––
- 27.4Armor Class Rolls—––
- 27.5Hull Damage—––
- 27.6Multi-Base Units—––
- 27.7Destroyed Bases—––
- 27.8Excess Damage—––
- 27.9Example Attack Sequence—––
- 28Shields—––
- 28.1Canon Shield Rule—––
- 28.2Combined Shields—––
- 28.3Shields Per Base—––
- 28.4Single-Base Units—––
- 28.5Shield Loss—––
- 28.6Destroyed Bases and Shield Capacity—––
- 28.7Recalculating Combined Shields—––
- 28.8Unit-Card Display—––
- 28.9Bomber Squadron Example—––
- 28.10Escort Squadron Example—––
- 28.11Frigate Squadron Example—––
- 29Shield Recharge—––
- 29.1Shield Recharge Action—––
- 29.2One-AP Shield Recharge—––
- 29.3Two-AP Shield Recharge—––
- 29.4Missing-Shield Dice—––
- 29.5Maximum Shield Value—––
- 29.6Combined Shields and Recharge—––
- 29.7Destroyed Bases—––
- 29.8Recharge Restrictions—––
- 29.9Shield Collapse—––
- 29.10Shield Recharge Examples—––
- 30Squadron Damage Allocation—––
- 30.1Units That Use Squadron Damage Allocation—––
- 30.2Squadron Statistics—––
- 30.3Combined Squadron Shields—––
- 30.4Allocating Hull Damage—––
- 30.5Concentrating Damage—––
- 30.6Spreading Damage—––
- 30.7Destroyed Bases—––
- 30.8Squad Leader Protection—––
- 30.9Casualty Removal—––
- 30.10Excess Damage—––
- 30.11Cohesion After Casualties—––
- 30.12Fighter Squadron Example—––
- 31Boarding—––
- 31.1Board Action—––
- 31.2Boarding Requirements—––
- 31.3Boarding Procedure—––
- 31.4Attacker and Defender Crew Rolls—––
- 31.5Comparing Successes—––
- 31.6Attacker Victory—––
- 31.7Defender Victory—––
- 31.8Tied Boarding Rolls—––
- 31.9Boarding Damage—––
- 31.10Boarding Restrictions—––
- 31.11Boarding Summary—––
- 32Ramming—––
- 32.1Ram Action—––
- 32.2Ramming Requirements—––
- 32.3Ram Movement—––
- 32.4First Movement Value—––
- 32.5Base Contact—––
- 32.6Ram Dice Pool—––
- 32.7Ram Successes—––
- 32.8Critical Ram Successes—––
- 32.9Dodge—––
- 32.10Ram Damage—––
- 32.11Shields and Ramming—––
- 32.12Armor Class and Ramming—––
- 32.13Ramming Examples—––
- 32.14Ramming Summary—––
- 33Destruction and Explosions—––
- 33.1Destruction—––
- 33.2Resolving a Destroyed Base—––
- 33.3Explosion Radius—––
- 33.4Explosion Roll—––
- 33.5Explosion Successes—––
- 33.6Critical Explosion Successes—––
- 33.7Total Explosion Hits—––
- 33.8Explosion Damage—––
- 33.9Resolving Explosion Hits—––
- 33.10Friendly Fire—––
- 33.11Squadron Explosions—––
- 33.12Chain Reactions—––
- 33.13Explosion Example—––
Part VII — Special Rules
- 34Stealth Rules—––
- 34.1Gaining Stealth—––
- 34.2Stealth Tokens—––
- 34.3Stealth Effects—––
- 34.4Targeting a Stealthed Unit—––
- 34.5Scan Action—––
- 34.6Scan Procedure—––
- 34.7Stealth Difficulty—––
- 34.8Multiple Scans—––
- 34.9Firing While Stealthed—––
- 34.10Orders and Stealth—––
- 34.11Command Abilities and Stealth—––
- 34.12Movement and Stealth—––
- 34.13Terrain and Stealth—––
- 34.14Stealth and Squadrons—––
- 34.15Locked-On and Stealth—––
- 34.16Stealth and Objective Control—––
- 34.17Multiple Sources of Stealth—––
- 34.18Regaining Stealth—––
- 34.19Stealth Summary—––
- 34.20Scan Summary—––
- 34.21Stealth Example—––
- 35Status Effects—––
- 35.1Status Tokens—––
- 35.2Multiple Status Effects—––
- 35.3Recovery Tests—––
- 35.4Recovery Action—––
- 35.5Burning—––
- 35.6Disrupted—––
- 35.7Locked-On—––
- 35.8Suppressed—––
- 35.9Engine Damaged—––
- 35.10Shield Collapse—––
- 35.11Sensor Blind—––
- 35.12Boarding Action—––
- 35.13Reactor Breach—––
- 35.14Hull Breach—––
- 35.15Adrift—––
- 35.16Stealthed—––
- 35.17Status Effect Summary—––
- 35.18Recommended Token Colors—––
- 36Terrain Navigation—––
- 36.1Navigation Tests—––
- 36.2Leadership Difficulty—––
- 36.3Failed Successes—––
- 36.4Asteroid Fields—––
- 36.5Debris Fields—––
- 36.6Derelict Stations—––
- 36.7Gravity Wells—––
- 36.8Void Rifts—––
- 36.9Stellar Storms—––
- 36.10Wreckage Fields—––
- 36.11Squadron Interaction—––
- 36.12Single-Base Units—––
- 36.13Terrain Summary—––
- 36.14Navigation Example—––
- 37Launch Bays—––
- 37.1Launch Bay Tiers—––
- 37.2Launch Bay Capacity—––
- 37.3Embarked Fighter Units—––
- 37.4Embarked-Unit Restrictions—––
- 37.5Launching Fighter Units—––
- 37.6Launch Procedure—––
- 37.7Launch Movement—––
- 37.8Fighter Recovery—––
- 37.9Restoring Destroyed Fighter Bases—––
- 37.10Carrier Destruction—––
- 37.11Launch Bay Example—––
- 37.12Launch Bay Summary—––
Part VIII — Unit Ability Reference
- 38Universal Ability Pool—––
- 38.1Assigning Universal Abilities—––
- 38.2Class Ability Limits—––
- 38.3Fighter Abilities—––
- Ghost Pass—––
- Interceptor Run—––
- Afterburners—––
- Combat Spread—––
- Precision Burst—––
- Evasive Pattern—––
- 38.4Bomber Abilities—––
- Deep Impact—––
- Payload Lock—––
- Heavy Strike—––
- Voidpierce—––
- Bomber Screen—––
- Attack Vector—––
- 38.5Escort Abilities—––
- Reactive Lattice—––
- Escort Screen—––
- Point Defense Net—––
- Quick Response—––
- Tactical Relay—––
- Intercept Course—––
- 38.6Frigate Abilities—––
- Memory in Stone—––
- Ghosting Drive—––
- Forward Observers—––
- Reinforced Bulkheads—––
- Strategic Presence—––
- Shield Matrix—––
- 38.7Destroyer Abilities—––
- Braceform—––
- Hunter-Killer—––
- Aggressive Advance—––
- Shieldbreaker—––
- Target Lock—––
- Eclipsing Run—––
- 38.8Cruiser Abilities—––
- Stone’s Resurgence—––
- Command Distortion—––
- Battle Network—––
- Reserve Fire—––
- Shield Projector—––
- Fleet Anchor—––
- 38.9Battleship Abilities—––
- Phase Matrix—––
- Unbroken Array—––
- Fire Control Nexus—––
- Heavy Shield Grid—––
- Command Beacon—––
- Linebreaker—––
- 38.10Capital Ship Abilities—––
- Endure the Flame—––
- Void Harmonics—––
- Strategic Coordination—––
- Battle Command—––
- Fortress Hull—––
- Grand Battery—––
- 38.11Carrier Abilities—––
- Launch Bay—––
- Gravestamp—––
- Rapid Deployment—––
- Combat Air Patrol—––
- Recovery Deck—––
- Fleet Coordination—––
- 38.12Dreadnought Abilities—––
- Tectonic Retort—––
- Eternal Fortress—––
- Ethereal Engine—––
- Supreme Command—––
- Apocalypse Battery—––
- Indomitable Presence—––
Part IX — Objectives, Scenarios, and Missions
- 39Objective Scoring—––
- 39.1Objective Markers—––
- 39.2Objective Range—––
- 39.3Eligible Units—––
- 39.4Restricted Units—––
- 39.5Leadership Requirement—––
- 39.6Controlling an Objective—––
- 39.7Totaling Tonnage—––
- 39.8Contested Objectives—––
- 39.9Empty Objectives—––
- 39.10Objective Control Changes—––
- 39.11Objective-Based Abilities—––
- 39.12Scoring Victory Points—––
- 39.13Winning the Battle—––
- 39.14Objective Tie Breakers—––
- 39.15Objective Summary—––
- 40Scenario Structure—––
- 40.1Standard Scenario Structure—––
- 40.2Scenario Sequence—––
- 40.3Battlefield Size—––
- 40.4Terrain Placement—––
- 40.5Objective Placement—––
- 40.6Game Length—––
- 40.7Victory Points—––
- 40.8Primary Victory—––
- 40.9Scenario Tie Breakers—––
- 40.10Scenario Types—––
- Secure and Control—––
- Shard Recovery—––
- Breakthrough—––
- Annihilation—––
- King of the Center—––
- 40.11Narrative Scenarios—––
- 40.12Tournament Scenario Selection—––
- 40.13Scenario Summary—––
- 41Mission Structure—––
- 41.1Victory Point Categories—––
- 41.2Destruction Objective—––
- 41.3Control Objective—––
- 41.4Scenario Objective—––
- 41.5Maximum Victory Points—––
- 41.6Mission 1: Sector Control—––
- 41.7Mission 2: Shard Recovery—––
- 41.8Mission 3: Border War—––
- 41.9Mission 4: Search and Destroy—––
- 41.10Mission 5: Strategic Withdrawal—––
- 41.11Mission 6: Encirclement—––
- 41.12End of Game—––
- 41.13Mission Tie Breakers—––
- 41.14Victory Point Summary—––
Proposed Back Matter
- Appendix A — Core Statistics Reference—––
- Appendix B — Unit Class Framework—––
- Appendix C — Action-Point Cost Summary—––
- Appendix D — Weapon Types Reference—––
- Appendix E — Standard Range Bands—––
- Appendix F — Orders Reference—––
- Appendix G — Command Ability Timing Reference—––
- Appendix H — Terrain Navigation Reference—––
- Appendix I — Status Effect Reference—––
- Appendix J — Launch Bay Reference—––
- Appendix K — Objective and Mission Reference—––
- Appendix L — Fabled Star Terminology—––
- Alphabetical Index—––
This table of contents consolidates repeated headings from the current rulebook into one publication-ready structure. It does not select between duplicated or conflicting versions of individual rules. Final page numbers should be added after the rules are consolidated and the book is typeset.