Jovian Wars beta v1.
2 changelog (updated May 2017)
1.0 Minor fixes to wording. Adjustment of example images of dice to help differentiate
examples.
1.3 Changed measuring to allow pre-measuring.
1.8 Added terminology for Triggering to allow greater specificity about cause and effect
rules.
2.3 Base sizes. 1.5 x 1.5” bases changed to 1.5x 2” bases for 1-2 structure rating ships.
2.7 & 2.8 Added to have standard base-line rules for deployment zones and interruptions
etc.
2.9 Updated section for new data cards.
2.10 updated section to make it easier to follow. Escalation is no longer the standard
deployment type.
Changed standard game length to 7 turns.
Updated turn order.
2.10b updated note for the example.
2.11a Updated Fleet deployment.
2.11b Updated Random deployment.
2.11c Updated Escalation deployment.
Changed details about deployment distances. Models deploying as escorts to the deployed
ship now deploy 1” away.
4.1a Crippled Squadrons may not intercept.
4.1c Interception updated. More limits to how many RTB moves may be made.
4.4 Squadrons limited to two boosts. Both require fuel.
4.5 Updated Ramming section.
5.1 updated Asteroids. Are dangerous to capital ships but not squadrons.
5.7 Updated space stations.
5.8 Updated wrecks.
6.1b Rear arcs changed to Rr.
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6.1 Exo/Fighter terminology replaced with “Squadrons”.
6.2a Weapon special rules updated: Beam Projector = Reroll [N], Lance wording updated,
Mass Driver - Changed to cause criticals when struck. Particle Cannon updated to cause
more dammage when hitting.
6.4a 1D6 rolls do not add flex or boost dice but do add macro dice.
6.5a Updated damage terms.
6.5c Updated boarding actions so it is no longer a cascade attack. Boarding Exos get an
additional flex dice to their attacks. Ship is captured if the boarding action reduces it to zero
structure.
6.6 Bombing Run: RTB moves adjusted.
6.7 Dog Fight Remove FC:1 change to break off. Added Stay on target action.
7.0 Added redundant damage. Adjusted damage ratings.
7.2 Adjustments to catastrophic damage.
8.0 Renumbered special actions into categories for Capital ship/Squadron/Capital ship &
Squadron special actions.
8.2 concentrated fire. All non-missile attacks may re-roll.
8.5 Repair: Renamed Damage Control. Section is overhauled.Repairs may only happen in
Hangers on by ships. A ship with a dock can repair another ship.
8.9 Long Range Sensors action added.
8:12 Silent running. Added Boost to things a silent running ship cannot do.
8.13 Added Station Keeping special action.
8.15 Dogfight details moved to section 6.7.
8.16 Return to base updated to match movement section.
9.0 Traits updated:
Belt (new)
Command (new)
Comms: Change to Short Range
Cowling (new)
ECCM Added X rating
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ECM Added X rating
Parts: Adds a boost dice
Prow (New)
Reactive Armor
Repair
Ring module
Rugged
Array (New)
Macro
Swarm
10.0 Fleet lists added
10.1 Upgrade section adjusted. Ships may have more weapons now.
10.1a Cargo module updated, Flue Module added. Point Defense, Sensor , and Thruster
upgrades now add redundancy.
Added weapon upgrades table.
10.1f Added Big Gun firepower upgrade. Increased cost of Link to 3 points.
11.0 Changed game length to 7 rounds.
14.0: Changed data cards to new format. Added ship images.
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