Price: $9.95 USD
Publisher: Powercell Games
Quad-S: Evolution Advanced and Optional Rules includes:
- Advanced Rules (fighter swarms, marine infiltration, gunboats, artillery and more)
- Optional Rules (sensors, shadowing, SegOps, terrain, and more)
- 24 new ship from all races
- 5 sheets of printable sensor and terrain counters
- Fighter Swarm control sheet
- Marine Unit control sheet
What Is New for Advanced and Optional Rules?
- 1) Fighter Swarms
- Squadrons of fighters now enter the Quad-S universe. Although fighters will have an impact on the game, they are not overpowered. They will be used to take out escort vessels and other small craft, but will leave any other large target alone.
- 2) Gunboats
- They move like fighters and take damage like capital ships. These ships add a level of diversity to the game, allowing for more creative scenarios with escort vessels. Using these craft, you could play without capital ships at all for a fast paced action game!
- 3) Marines
- One good thing about Quad-S is the capability of disabling a capital ship before destroying it. Sometimes, however, a ship will still be mainly out of the game, but have enough power to avoid capture. It's time to send in the marines! They will board and enemy ship and disable it's systems, making it for easy capture. There are special types of marines as well, like the Husanna Coalition's suicidal "Death Wish" Marines, or the Trenon's "Infiltration Nanites."
- 4) More systems
- Some examples are artillery for orbital bombardment scenarios, point defenses to fend fighters off, sensors to detect ships from far away, and of course, a few new weapons to make everybody happy.
- 5) Rules for space terrain
- We now have official rules for asteroids, black holes (using Stephen Hawking's new theories on black holes as a guide), wormhole, and all the standard astrological science-fiction fare.
- 6) Shadowing
- Shadowing is a rule that allows ships to "tag" one another. You may have your ship stay behind another vessel to exploit its weaker, rear arc. The drawback is the enemy can force you too move your ships early, negating the advantage.
- 7) SegOps
- Segmented Operations (or SegOps) is a rule that is used in smaller games. It breaks each turn into four segments, which allows ships to track each other easier. Although the paperwork goes up a bit, the payoff is great strategically.
- 8) Sensors
- Sensors can add a "hunt and seek" element to the game. Both sides will know that ships are at the other end of the table, but not have a clue as to what they actually are until they are scanned.