Ranges are the measurements used for pretty much everything in the game. Understanding ranges requires a certain understanding that there are different aspects to ranges, as a range measurement is far more useful that simply for determining attacks.

Range Basics

Range is measured between two objects by placing the range ruler between them. Ranges are always measured between the two closest points of the objects.

Always. Always. Always.

This is very important for certain aspects of range measurement.

Now that we’re past that, there are 5 different range values. These can be defined as Ranges 1 through 3 (“R1,” “R2,” and “R3,” respectively) as represented on the range ruler, Range 0 (“R0”), and Beyond Range 3 (“>R3”).

Each of the three range bands on the range ruler are fairly self explanatory, other than qualifiers to them (which we will cover shortly). The same goes for >R3, which is simply anything that falls far enough away from a ship or object that the range ruler cannot simultaneously touch both objects.

R0 is a slightly different animal. An object is always at R0 of itself. That is an easy enough concept to understand. So Howlrunner’s ability that allows friendly ships “at range 0-1” to reroll dice applies to herself, in addition to any other ships the ability may apply to.

A ship is also at R0 of any object the ship is touching. Note that a ship must only be touching, but not overlapping. If there is no space between a ship and another object, they are touching, and thus at R0 of one another. This would, therefore, include the rare instances where a ship does not overlap another ship or object, thus fully executing a maneuver, but is nonetheless physically adjacent to the other ship or object. So those close calls where a ship fully executes a maneuver and ends up touching, but not overlapping, an asteroid places that asteroid at R0 of the ship (NOTE: a ship does not suffer the effects of an obstacle unless the ship overlaps the obstacle).

Admittedly, this is not a common occurrence, but I have seen it often enough that I thought it was worth mentioning and knowing how this particular circumstance effects the game.

So Howlrunner’s ability applies to herself, and also any friendly ship that she is touching. It also applies to any other friendly ship “at” R1. But what does it mean for something to be “at” a range?

Range Qualifiers

There are two qualifiers used to describe the range required for certain abilities: “at” and “beyond.” An object is “at” a particular range of another object when the closest point between the two objects falls inside the dividing line on the range ruler. This is regardless of whether the second object crosses the line from one range band into another.

An object is “beyond” a particular range if, on measuring the distance between the objects, the second object is fully outside the specified range band. Therefore, a ship is “beyond range 3” of Gavin Darklighter only if the target ship falls completely outside of the R1-3 portion of the range ruler.

Ranges In Combat

The most obvious application of the various ranges are the dice bonuses. Being closer to a target makes it easier to hit that target, wheres being farther from it makes it more difficult. Generally speaking, if the closest point of the target ship in the appropriate arc is at R1 of the attacker, the attacker rolls an extra attack die. Conversely, if the closest point of the target ship in the appropriate arc is at R3 of the attacker, the target ship gets to roll an extra defense die.

Additionally, a ship cannot target a ship at R0 of the attacker. If a ship partially executes a maneuver and bumps into another ship, they cannot shoot one another. Likewise, remember that weird circumstance where you fully execute your maneuver, but are physically touching the other ship? Well, those two ships cannot attack one another. Those ships are considered to be at R0 of one another, and to be able to attack it has to be at least R1 (barring a pilot ability or other special rule).

There are other factors which could effect the nature of the range bonuses. There are some pilot abilities which increase the number of attack dice when attacking at R1 or when defending at R3.

There are also some special attacks which prevent the attacker or defender from getting any range bonus. Missile and torpedo attacks do exactly that, which is shown by the small symbol beneath the attack die indicator on the upgrade card.

Ranges For Maneuvering

The final aspect of the range concept is how range plays into one’s maneuvering. Because this issue is more closely related to maneuvering, along with tactics like the Rule of 11, it will be discussed further in later posts. Suffice it to say that because range bands are 2.5 small base lengths in size, and knowing the range between objects can be an extremely useful tool for plotting maneuvers and planning ahead.