PAX STELLARUM is a spaceship Table-top Miniature gaming ruleset designed to be able to represent ships from any Sci-Fi universe. Players are not Limited to just designing ships, but can also develop their own fighters, weapons and troops.
There are 11 different types of weapons, and each may have as many as 4 stats customized. Additionally, weapons may have multiple traits, which grant them unique capabilities. This results in a virtually infinite number of weapon combinations.
Troops may also be customized with varied stats and different traits. This allows players to design different forces for each race they play with, thus better representing the diversity found in Sci-Fi universes.
Finally, the ship construction system was developed to accommodate designs from extremely different scales. Players may create functional ships of merely 1 hull point or behemoths with dozens of hull points, all of which may be fielded in the same game while keeping game play balanced.
In PAX STELLARUM, miniatures are to be used to represent each ship. Other items such as planets and asteroids make up the scenery in which fleets will clash for ultimate supremacy among the stars. In addition to miniature ships and scenery items, players will also need:
• A Large playing surface, without hex/square grid, preferably portraying the starry outer space; • A set of different colored 6-sided dice (D6) and 10-sided dice (D10); • A Circular Protractor, for angle measurement, and a measuring tape for movement and range measurement; • Dice or other tokens for keeping track of ships’ stats.
Each unit in PAX STELLARUM has a point cost. The total number of points players choose to play with will determine the number/size of units they’ll be able to use in that game, as well as the time required to play.
Games of 500 points per side take 1-2 hours to play. 1000 point-games usually last 2 - 3 hours, while 1500 points games take about 3-4 hours. Large 2000 point games often take about 4-5 hours to play.
In Pax Stellarum, there are times when fractions will arise that need to be rounded (e.g. Attack dice or shield dice). In these cases, the value should be rounded off to the nearest whole number. For fractions equal to 0.5, round up. In general, distances (for movement or range) are not rounded and may remain as fractions.
Designer: MATEUS CARNEIRO
Link to RulesEdit
or direct google docs link