Rules Reference
A unit with the
- Step 1 – The active player chooses which planet each of their units that has a
Bombardment ability will bombard. Then, that player rolls dice for each of those units; this is called a bombardment roll. A hit is produced for each die roll that is equal to or greater than the unit’sBombardment value. - A unit’s
Bombardment ability is presented along with a unit’s attributes on faction sheets and unit upgrade technology cards. - The
Bombardment ability is displayed as “Bombardment X (×Y)”. The X is the minimum value needed for a die to produce a hit, and Y is the number of dice rolled. Not allBombardment abilities have a (Y) value; a bombardment roll for such a unit consists of one die. - Game effects that reroll, modify, or otherwise affect combat rolls do not affect bombardment rolls.
- Multiple planets in a system may be bombarded, but a player must declare which planet a unit is bombarding before making a bombardment roll.
- The L1Z1X’s
Harrow ability does not affect the L1Z1X player’s own ground forces. - Planets that contain a unit with the
Planetary Shield ability cannot be bombarded. - Step 2 – The player who controls the planet that is being bombarded chooses and destroys one of their ground forces on that planet for each hit result the bombardment roll produced.
- If a player has to assign more hits than that player has ground forces, the excess hits have no effect.
Notes
- The Bombardment step happens outside of combat. No combat effects may affect a bombardment roll.
- A player cannot score a secret objective that requires them to win a combat or similar by destroying units during the Bombardment step.
- Mechs may use their
Sustain Damage ability to cancel a hit produced by a bombardment roll. - Only the active player may bombard. Usually, but not always, only the active player will have ships in the system during an invasion.
- For notes about
Harrow , see the L1Z1X faction notes page. - The “0” side of the d10 represents a result of 10.