HEX VOID TACTICS

Combat Field Manual v2.1

TURN SEQUENCE

  • 1. Shield Regen: At the start of your turn, all active shields regenerate 50% of their current max capacity.
  • 2. Action Phase: Select each unit to Move and Fire.
  • 3. Cooldowns: Weapons can fire once per turn (if ammo allows).
  • 4. Objective: Destroy all enemy vessels to claim victory.

🎯 CRITICAL HITS (25%)

Every attack has a 25% chance to cause permanent system damage.

ENGINE
1st Hit: Speed halved.
2nd Hit: Immobilized.
SHIELD
1st Hit: Max capacity halved.
2nd Hit: Generator Destroyed.
WEAPON
Random weapon permanently destroyed.

NAVIGATIONAL DATA

INERTIA & TURNING

Heavier ships need momentum to turn.

  • Scout: 0 Delay (Free turn + Omni-dir)
  • Cruiser: 1 Tile Delay
  • Battleship: 2 Tile Delay

ASTEROID FIELDS

Clusters of rock that damage hulls.

  • -1 HP immediately upon entering.
  • -1 HP if starting turn inside.
  • • Bypasses shields completely.

INTERCEPTION (ZOC)

Scout Wings exert a Zone of Control.

If a Scout moves adjacent to an Enemy Scout, their movement ends immediately for that turn.

FLEET DATABASE

01

SCOUT WING

Interceptor Class

HP4
MOVE6
SHIELD2/1/1
Pulse Lasers
2 DMG • Range 2 • Front
Ultra Torpedo 1x
5 DMG • Range 1 • Front
Shield Pierce. Capital Ships Only.
02

CRUISER

Main Battle Line

HP10
MOVE4
SHIELD4/3/2
Ion Torpedo
4 DMG • Range 3 • Front
Broadside Batt.
2 DMG • Range 2 • Sides
03

BATTLESHIP

Capital Ship

HP40
MOVE3
SHIELD8/6/4
Railgun
6 DMG • Range 5 • Front
Flak Turrets
2 DMG • Range 2 • 360°
Heavy Laser
3 DMG • Range 3 • Sides