Battle Resolution Chart
View Larger

Battle Resolution Chart To begin with, locate the Battle Resolution Chart and look at it as I explain it to you. There are many pieces of information contained on this chart. On the front in the upper left hand corner is the T.A.W. Rule Book Index, which will tell you where in the Rule Book you can find the rules and illustrations for specific subjects. In the upper right hand corner is the Black Star Movement Chart. On the bottom half of the page is the actual Battle Resolution Chart. The chart helps you resolve all battles. Simply determine which type of weapon is attacking and which type of weapon is defending, then read the results below the proper column. On the back of the page are the Quick Start Procedures, so you can easily begin playing a game; however, read this Rule Book first.

Black StarBlack Star Locate the Black Star. It is a black playing piece which looks like half an asteroid. The Black Star is a moving “black hole.” It disables any ship that comes within its gravitational pull. It is particularly dangerous because its path and movements cannot be predicted. The Black Star is moved by the ten and twenty sided dice, which I will explain later.

Fortunately, the planets, asteroids, and novae are not affected by the Black Star which makes them safe havens for ships.

Additionally, the Star Bases have an alien powered deflection system which causes the Black Star to bounce off them.

Playing Boards Locate the four game boards and put them on a table in front of you. The Parax System is created by putting the boards together in any fashion you choose by simply aligning the grid squares with each other. (See examples following). There is virtually an infinite number of game boards which you can create. You can turn the boards around; or lay them side by side; or make an “L” shape; or stagger them like steps. The choice is yours.

Asteroid Belt Take note of the Asteroid Belt which is outlined in red as a warning to you that you are approaching it. There are many paths through the belt which are not easily found. A square which contains any part of an asteroid is considered to be completely occupied by that asteroid. If your ship should touch a square containing any portion of an asteroid, you must stop on that square, draw an Asteroid Card, and follow the instructions. All asteroids are neutral ground. No fighting may occur on them, to them, or from them.

  • Grid Square Since we are talking about grid squares or spaces, notice the grid which overlays the game boards. Each square of the grid counts as one space when moving ships or the Black Star.
  • Novae Look at the white fiery balls. These are called Novae. There are 36 Novae located in the Parax System. If your ship lands in a square occupied by a Nova, the ship is disabled. If this occurs, you and your cargo are transported back to your Home Star Base. You lose one turn and begin again with a new ship.
  • Planets Notice that there are 12 planets in the Parax System. They are Vica, Graish, Kafir, Prish, Kellyr, Seran, Greyus, Skotin, Lesh, Beryr, Damom, and Mandra. Eight of the planets are located outside the asteroid belt, and four of the planets are inside the belt. All planets are neutral ground. No fighting may occur on them, to them, or from them.
  • Purple Dots By now, you have also noticed there are many purple dots on the playing boards. If you land on a square containing a purple dot, then you draw a Deep Space Card and follow its instructions immediately unless given the option of waiting.
  • Star Bases Now locate the six Star Bases: Alpha, Bravo, Charlie, Delta, Echo and Foxtrot. They were constructed before the “Days of Old” by aliens called Gzenites. The Star Bases have an alien powered deflection system which causes the Black Star to bounce off them. Each Star Warrior has a Star Base as his home. All the Star Bases are neutral ground. No fighting may occur on them, to them, or from them. Each Star Base contains one part of The Amega Weapon.

Now that you are familiar with the game boards, get out the cards and look at them.

Cards There are three different types of cards used to play the game.

  • Asteroid Cards You draw an Asteroid Card when your ship touches a square containing any part of an asteroid. Not all Asteroid Cards are bad.
  • Deep Space Cards When you land on a purple dot, draw a Deep Space Card and immediately follow its instructions. Deep Space Cards take priority over Mission Profile Cards.
  • Mission Profile Cards You draw a Mission Profile Card at the beginning of your turn. Each card tells you where you will go on your mission and how much money you will collect upon completion of the mission. PLEASE NOTE: The word “proceed” means roll the white dice to start your trip. It does not mean that you should travel immediately to the planet.

Dice Look at the three different kinds of dice used to play the game.

  • White Dice The two white dice are used to move your ship and to resolve any attacks. Ships usually move at Normal Space Speed which is two white dice rolled. If you are told to move at Hyper Space Speed, then roll two white dice and then roll an additional white die. If you are told to move at Light Space Speed then roll the twenty sided die plus one white die.
  • When you are traveling at Normal Space Speed and you roll doubles, you may roll again after you have moved on your first roll. You may roll a second double and be safe, but if you roll a third double, your engines burn up. You lose 50,000 gowers and one turn, and you must return to your Home Star Base. You do not lose a ship. After you have lost your turn, you may start again from your Home Star Base and continue on your mission.
  • Ten Sided Die The ten sided die is used to determine the direction of movement for the Black Star, and it will be discussed later.
  • Twenty Sided Die The twenty sided die is used to determine the number of spaces the Black Star moves, and it will be discussed later.

Money Now find the money. As in our own Milky Way, money makes the galaxy go ‘round. You need it to purchase parts of The Amega Weapon. The unit of exchange in the Parax System is the gower. Each Star Warrior begins the game with 100,000 gowers.
All gowers come from the Planetary Bank. If you owe money and do not have it, you must borrow from the Planetary Bank. When you borrow from the bank, you receive a Promissory Note.

NOTE: You may not borrow money from the bank to purchase a part(s) of The Amega Weapon.

Promissory Note The Promissory Note is a -20,000 gower bill. You can only borrow in 20,000 gower increments. Thus, if you need 50,000 gowers, you must borrow 60,000 gowers. The interest rate is very high at 50%. For every 20,000 gowers borrowed, you must pay back 30,000 gowers. For example, if you borrowed 40,000 gowers, you must pay back 60,000 gowers. The reason is simple: the presidents of the Planetary Banks are extremely greedy. The more money they lend, the more money they make.

Quick Start Procedures
View Larger

Quick Start Procedures The Quick Start Procedures are located on page 4 in the Rule Book and on the back of the Battle Resolution Chart. These procedures are designed to get you playing The Amega Weapon immediately. If you will go step by step through these procedures, you will find playing the game easier.

Ships Notice that there are six Ship’s Pawns of different pewter designs. Each Star Warrior chooses a ship and begins the game with five ships. The Ship’s Pawn represents one ship, since you only play the game with one ship at a time.

Battle Ships
View Larger

Each ship has Conventional weapons. The strength of this weapon is determined by the distance you are from your opponent. The Battle Resolution Chart will help you determine the strength of your weapon.

Each ship has four defensive shields. Once you have lost all four shields, your ship is disabled.

Each ship also has a transport cockpit and cargo bay. When a ship-disabling strike occurs, a sensor automatically initiates transport back to the Star Warrior’s Home Star Base. This ensures that you survive to fight again and that you retain any part(s) of The Amega Weapon. There is no death while playing The Amega Weapon.

Ship’s Logs Now, let’s take a look at the Ship’s Log. Your Ship’s Log is used to keep track of the location of your Home Star Base; the number of Amega Weapon parts you have; and the status of your ships. As you lose shields during battle, fill in or “X” the number of shields you have lost. When you have lost all four shields, your ship is disabled, and you must check the box under the “Disabled” column. Consult this column at any time to see how many ships you have left.

You also fill in or “X” the parts of The Amega Weapon as you obtain them from the Star Bases. Part A of The Amega Weapon corresponds to Star Base Alpha, Part B to Star Base Bravo, Part C to Star Base Charlie, etc. When your Amega Weapon is fully operational, check the blank space by “Amega Weapon Status”.

The Amega Weapon Now lets talk a little about The Amega Weapon. The Amega Weapon is very powerful when compared to Conventional weapons. Your defensive systems also become a little stronger. It is to your advantage to have this powerful weapon. Six parts are required to assemble The Amega Weapon. There is a different part located at each of the Star Bases. Following are the parts to The Amega Weapon and their associated Star Bases:

  • Star Base Alpha – Gracism tubing (Barrel)
  • Star Base Bravo – Oneway metal (External Skin)
  • Star Base Charlie – Disciplenitron Riseagainerals (Inner parts)
  • Star Base Delta – Spiritron Detector (Sighting Mechanism)
  • Star Base Echo – Overseer V Series Computer
  • Star Base Foxtrot – Newborn Reactor (Power Supply)

Each Star Warrior begins the game with the part associated with his Home Star Base. Each subsequent part to The Amega Weapon costs 100,000g. You are protected from losing your Amega Weapon by a special modification to your transport system, so that if your ship is disabled, your Amega Weapon is automatically transported back to your Home Star Base along with you.

Battle Resolution Chart Large ×
Battle Ships Large ×
Quick Start Procedures Large ×