Fleet Command: Hevelius

Fleet Command: Hevelius

Evan Beese , Clayton Beese (2025)

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2-0 players 0 min 0+
Complexity Light — 0.0/5
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Attention Fleet Commander! The blood of Arel-Zam the Conqueror is scarcely dry and already the galaxy moves to exploit the power vacuum left in the wake of her failure. Two superpowers, bitter rivals whose cold war spans millennia, present a public face of peace and diplomacy while directing violence by proxy from the shadows. The Hevelien Expansion Zone was meant to be a frontier far isolated from politics and power plays. It is instead a flashpoint taking center stage in the Great Game. Who will you become as you lead your fleet to glory? Fleet Command Hevelius uses a fast paced d10 system and a tight 3'x3' or 4'x4' game mat to create tense battles across entire planetary orbits, where weapon distance is measured in light seconds and turn length is measured in 30 minute increments. Ships will suffer as much damage from critical hits as from hull damage. Victory will be determined more by playing to objectives than just blowing holes in enemy ships. The initial slate of six factions is miniatures agnostic, with players needing 5-10 miniatures to get started. Other key experiences include: Cover art from the incredible John Harris Alternating activation Unique semi-newtonian movement to simulate thrusting over huge stretches of space A large mix of objective types out of the box to create unique games Complex factions and setting, where governments and fleets are forced to make the best decision they can with the information they have. —description from the publisher

Publisher Hour 41 Games Artist John Harris (III), Clayton Beese
Moderate in-game text - needs crib sheet or paste ups

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