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Ceres - Operation Stolen Base Rules Rewrite
Ceres - Operation Stolen Base Rules Rewrite
You have 15 assembly points (AP) from which to spend to form your squadron of ships and pods (which augment
ships' capabilities). Choose from the 10 red ship units (not the red Hyper Cadre unit depicting 4 people; see below)
and the 9 green and green/beige pod markers. The pod markers are double-sided, with different pods indicated
on each side -- choose one side.
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Ships
Cyborg Ship (CB) Attack Craft (AC) Escort (ESC) Miner (MR) Probe (PR) Assembler Ship (AS) Orbital Base (OB)
Reaver, Wolf Hackett Kestrel, Nelson Liberty, Eagle Hope Keller Freedom
Pods
Fuel Swarm Troopers CyberWar
+1 Energy +2 Combat Strength, +2 Assault Strength +1 Combat Strength,
can take 1 hit +1 Cyber
7. Assign pods to ships by placing the green pod markers into the named ship boxes on the map. The parenthesized
number under the ship name in the box indicates the max number of pods the ship can carry (transport capacity).
8. You can add Ops cards from the reserve deck to the bottom of the event deck for 2 AP each. Since the event deck
acts as a game timer, each additional card gives you an extra turn to complete the mission.
9. Record any unspent AP using the Assembly Points marker on the Assembly Points track. They can be used during
Assembly actions during the game.
10. The red Hyper Cadre unit (depicting 4 people) is part of your squadron. It provides additional cyber ability, and
during Spaceborne Assaults augments your Assault Strength. It does not cost any AP to include, and it does not
count towards a ship's transport capacity. Place it in the named ship box of your choice, "2" side face up.
11. Set aside the yellow Martian Free Trader (MFT, MFT Enhanced Miner) unit. It may enter the game via an event card.
12. Place all your ships at the Launch Point (red diamond node on the map). Their full strength (combat effective) side,
with the ship name, should be face up.
Turn sequence
1. Move a task force
2. Draw an event (Op)
3. Attempt an action (special action)
4. If ready, attempt to complete mission
1. Move
Choose a task force to activate and move. A task force consists of any number of ships in the same space. The task force
can move up to a number of spaces equal to the lowest energy rating of the ships in the task force. (The Orbital Base, with
an energy of 0, may not move.)
Pods may be transferred among ships in a task force during movement.
If the task force moves into a space with an intercept marker, it must stop. If the intercept is already revealed, claim it and
assign it to a ship in the task force (it counts towards the transport capacity and augments the ship with its ability icon). If
the intercept is unrevealed, you must attempt to acquire it by making a Net Run as your action this turn (in step 3).
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2. Draw an event
Draw and resolve the next card from the event deck, which is also the game timer -- if there are no more cards in the event
deck to draw, time has run out and you have failed the mission.
● Challenge. Carry out an ability test (see "Ability tests", above) for the task force using the appropriate ability, but
instead of resolving on the Special Action Table, resolve success (at least one 5 or 6 rolled) or failure (no 5's or 6's
rolled) as per the card. Ignore burnouts (rolled 1's). If the task force does not have the ability, you automatically fail.
● OPFOR Deployment. Pull a number of units out of the OPFOR cup equal to your NET Level. Add +1 unit if there is an
intercept marker in the space. If a swarm ( ) is drawn, randomly select front or back. Conduct combat against these
units (see below).
● Net check. Roll 1d6 and compare to your NET Level. Resolve as per card.
○ Nemesis. If OPFOR Deployment occurs, add +2 to their tactical edge. If you win combat, permanently remove
this card from play for the rest of the campaign. If you lose, immediately reshuffle this card into the event deck.
○ Intervention. If you already have the MFT Miner (from a previous mission), receive 2 pods instead.
"Win/Lose: 1 Op Card": This means that if you succeed at the event, add one card drawn from the reserve deck to the
bottom of the event deck, effectively giving you an additional turn to complete the mission. If you fail, draw and discard
face down a card from the event deck, reducing the time allotted to complete the mission. "Gain" and "Lose" Op cards
work the same way.
Combat
1. Determine your task force's initiative (tactical edge): highest energy rating of your ships + NET Level + 1d6.
2. Determine OPFOR initiative: Highest energy rating of the OPFOR units + 1d6. Add +2 if the OPFOR Cyborg ship (unit
w/ stats 1-3) is in the battle.
3. Higher initiative fires first; your team fires first if tied. Total the combat strength (weapons system) of unit and pods,
adding +1 if you have the captured intercept; roll that number of dice. 5's and 6's are hits: flip a unit (disrupt),
eliminate an already flipped unit, or eliminate a swarm.
4. Other side fires (after hits have been applied).
5. Instead of participating in combat, any of your ships can attempt to breakoff combat. Roll 1d6 for each ship; success
if <= its energy. On success, the ship remains in the space but does not participate in the rest of the battle and
cannot participate in the task force's action attempt (step 3). On failure, the ship remains in the battle but does not
contribute its combat strength this round.
6. If all of one side is eliminated or all your ships have successfully broken off, combat ends. Otherwise return to step 1.
7. You win if you've eliminated all OPFOR units. Otherwise you lose (including if you broke off all your ships). Return
OPFOR units to cup.
3. Attempt an action
Choose to either attempt a Net Run or Assembly action. (Bombardment and Spaceborne Assault are carried out during
Mission Objective attempts, step 4.) Roll dice equal to the number of icons the task force has that is associated with the
ability (see "Ability tests", above; remember to add the NET Level to NET Runs). Apply the Positive result for each success
rolled (5 or 6). If you rolled at least one 1, apply the Burnout result, but only once no matter how many 1's rolled.
● Unrevealed intercept marker. If there is an unrevealed intercept in your task force's space, you must perform a
NET Run. On a success (5 or 6), capture that intercept -- flip it over and add it to one of your ships as a pod. (The ship
must have sufficient transport capacity.) You also gain 1 AP. On failure, remove the intercept from the map.
● NET Run. For each success, choose one:
○ Discover mission parameters - flip mission card face up.
○ Increase y our NET Level by one, further penetrating the NET, helping your initiative and your NET Run rolls but
also raising the enemy's awareness of you, which will pit you against more hostile forces during combat.
■ If your NET Level is at 6, you may look at all the cards in the event deck (without changing order).
○ Gain 1 Op -- take the top card from the reserve deck and put it on the bottom of the event deck, effectively giving
you another turn to complete the mission.
○ Reveal one facedown intercept marker.
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● Assembly. For each success, choose one:
○ Build a pod, paying its AP cost. Place it with a ship in this task force.
○ Build the Orbital Base in the space, paying 2 AP.
○ Flip a disrupted unit in the task force to its full strength side, paying 1 AP.
○ Gain 1 AP.
4. Attempt to complete mission
The missions all require you to have eliminated a certain number of intercepts (that is, removed from the map, whether or
not you captured them). If you have fulfilled that part of the mission, you may attempt to complete the mission.
1. Pull a number of OPFOR units from the cup as specified on the mission card (NET Level + modifier on the card + 1 for
each successful mission) and combat them with the current task force.
2. Attempt to carry out the mission objective requirements with the current task force.
3. For the Grand Slam mission, you must carry out 4 separate action attempts ( , , , ), achieving at least 1
success in 3 of them and 4 successes overall. When you carry out the Spaceborne Assault ( ), roll a number of dice
equal to: +2 for each Trooper, +1 or +2 for a Hyper Cadre, +1 if you have the captured intercept.
4. If you succeed, you have completed the mission!
Next mission
If you have completed the mission, or if you run out of time by running out of cards in the event deck, you proceed to the
next mission in the campaign.
1. You keep your current ships and pods; flip all units to their full strength side.
2. Keep any unexpended AP.
3. For every two cards left in the event deck, gain one AP.
If you won the mission:
1. Place the successful mission card next to the map. In future missions you gain the benefit indicated next to
"Enhancement". In addition, the icons on the mission card (enhancers) now add to your abilities for future
missions.
2. Gain 1 AP for each captured intercept.
3. NET Level remains where it is.
4. Shuffle event cards and deal event and reserve decks as per setup but deal one fewer card to the event deck per
mission accomplished.
5. On each OPFOR Deployment in the next mission, draw one additional OPFOR unit per mission accomplished.
6. Randomly select one of the remaining missions, saving Grand Slam for the final mission.
If you lost the mission:
1. Reduce NET Level by one.
2. Reshuffle the failed mission card back with the remaining mission cards and select one, saving Grand Slam for the
final mission.
Prepare the next mission:
1. Spend AP to recruit ships, pods, and Ops as per setup. You also receive the Hyper Cadre at full strength.
2. Place the intercepts face down on nodes using the random location table.
3. Place all your ships at the Launch Point. (Alternatively, you could try leaving your existing ships where they are.)
You win the campaign if you win the fourth mission, Grand Slam. If you lose two missions in a row, you lose the campaign.
Official variants
● Positive rolls (5's and 6's) must first be used to cancel Burnout rolls (1's). Then apply remaining results.
● Positive rolls (5's and 6's) may be used to cancel Burnout rolls (1's). Then apply remaining results.
● Start with more AP, eg 18 AP instead of 15.
● Start with more cards in the event deck, eg 10 cards instead of 8.
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