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   The 3rdR tournament rules are intended to make as even of a battle as possible, to test the skills of the individuals in competitions. To that end some of the rules have modifications. These are the recommended rules for competitions and some other areas you might consider.

1. Special Rules
  • 3rdR rules in use with some 4th edition stuff.
  • We will use the 60-hex map including the corners.
  • The map does not "float". The edges are impenetrable because we want to resolve the battle in a timely manner.
  • Fleets must start on opposite edges of the map within 10 hexes of the map's edge (inclusive).
  • There will be a maximum of one warp point on the map (most likely none)
  • There will be limited additional terrain features. (Probably none)
  • All crews grades are average grade unless specifically noted.
  • All Boat Bays are loaded with ct only and they may not be used.
2. Weapon Modifications for the Tournament

3. RULES NOT IN USE
  • The pulse chart will be not used at tactical level. Tournaments are tactical scale.
  • All Optional rules unless specifically noted otherwise (includes breakoff and surrender (04.13)).
  • No ramming is permitted.
  • No flagship loss penalties will apply (02.04.03).
  • Boarding rules are NOT in effect.
  • Sky Marshal #1 changes are in effect (includes changes to EM, Mix, P, ECCM 5)
  • The use of 04.08 when shields are down is limited to two systems types asked by the attacker per tactical turn. This is to speed game play.
  • No ECM-3 cloaking.
  • Critical Hits will not be in play!!
Tourney rule note: Victory requires that the winning force be able to make it to another star system intact. This requires a surviving starship, otherwise the victory is pyrrhic; a force composed of just fighters will die, even though it "wins". Such a tournament result is a "draw", even though the fighter force survives.

4. Build Your Own fleet
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