GALAXY WARS

The ultimate futuristic turn-based strategy game

Battle Styles

Galaxy Wars features five distinct battle styles, each with unique victory conditions:

Game Order

Each round, players alternate in activating one unit each. Each new round, the player that finished activating first on the last round gets to go first.

Unit Activation

During activation, each unit can choose one of the following actions:

Obstacles & Cover

Unit Special Effects

Various special effects that can be applied to units to enhance their capabilities:

Blast_X
Ignores cover, and each hit is multiplied by X, where X is up to as many hits as models in the target unit.
Boom_X
Upon death, deals X hits to melee attacker.
Counter
Strikes first when charged.
Corrosive
Number of attacks increase with the number of wounds this unit suffered.
Deadly_X
A wound from a deadly weapon does X damage instead of 1.
Fast
Moves +2 when using Advance, and +4 when using Rush/Charge.
Frenzy
Counts as having Furious and gets Penetration +1 when charging.
Furious
When charging, unmodified rolls of 6 to hit in melee deal one extra hit.
Hyperspeed
Moves +4 when using Advance, and +8 when using Rush/Charge.
Impact_X
Roll X dice when attacking after charging, unless fatigued, adds X to the amount of hits.
Indirect
Ignores cover, can shoot even without Line of Sight.
Lance
When charging, gets +1 to hit rolls and Penetration +1 in melee.
Lethal
Defense rolls of 1 against this weapon result in 1 extra wound.
LockOn
Ignores cover and negative to hit modifiers (such as Stealth).
Poison
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.
Purge
When shooting at enemies within 12, unmodified rolls of 6 to hit deal one extra hit.
Regeneration
When taking a wound, roll one die. On a 5+ it is ignored.
Relentless
When using Hold actions and shooting (aka unit didn't move), unmodified rolls of 6 to hit deal one extra hit.
Reliable
Unit always attacks at Skill 2+.
Rending
Ignores Regeneration, and unmodified rolls of 6 to hit get Penetration 4 (regardless of the original penetration value of the weapon).
Slow
Moves -2 when using Advance, and -4 when using Rush/Charge.
Stealth
Enemies get -1 to hit rolls when shooting at units from over 9 away.
Warlord
+1 to hit in melee and shooting.
War Chant
Unit gets extra hits from Furious on unmodified rolls of 5+.