How this prototype works
Each forward hex or 60° turn costs 1 movement point. All stop is available before spending movement; it allows free facing changes. Next phase advances the ten-phase turn. Movement is allowed only in your side’s movement/fire phase. Either side may fire in either movement/fire phase, once per mount per turn.
25 × 25 hexes. Each hex represents 600,000 km. Tap an empty hex to choose coordinates for a new ship. Stacking is allowed.
Position and movement are saved on this browser. Beam firing and damage-location records are implemented. Hull, power and crew penalties are applied. Repairs and continuing damage are automated. Scenario 1 component and critical damage is applied automatically. Missiles are not implemented; absent hangar and missile-bay hits become hull hits. Radar decisions are committed together when leaving illumination. They apply to the next two detection phases. Detection runs automatically for both sides. Detonation remains a placeholder until missiles are implemented. Repair parties act in their owner’s damage-control phase. Player views conceal unidentified enemy statistics, but this shared-device prototype is not secure multiplayer. Scenario 1 uses the printed ship sheets (PDF pages 41, 45, 48 and 54). Scenario 1 is adapted to one 25×25 grid. Tirane is at hex 13 / 13; the ESA ships start at the right-hand edge. Entering or leaving its hex costs an extra MP; its hex counts double for sensor range. Orbiting ships are at All Stop. Movement, sensor detection and target selection are automated. Firing and hull/power damage consequences are automated. Assign replacement stations in Damage Control. The explicit page 6 repair-party rule includes fractional parties; page 8 contains conflicting wording. Argentina starts in orbit and cannot depart until it detects an enemy ship. Other added ships are custom counters.