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First impressions from a few hours spent with a borrowed copy of the rulebook (thanks, Brian). The rules look to be pretty clear and straightforward. In play, the game will be much more like Warmachine than 40k. The model count is slightly larger than Warmachine but much smaller than 40k, and like Warmachine all units (ships or squadrons) resolve all of their actions before moving on to another one. Line of Sight is never blocked by other ships, but you can put obstacles like asteroids on the field that will get in the way. Also, larger ships carry torpedoes for long range fire (basically missiles), which can be minimized by the Point Defense (PD) that most ships have. Ships and fighter wings that are within 4 inches of the line of fire of a torpedo barrage can use their point defense to help, essentially trying to shoot down the torpedoes as they go by. You can also "attach" fighter wings to larger ships where their PD will help defend against torpedo strikes, attacks by other fighters, or boarding assaults.
Firing arcs are fairly simple also, as most weapons have a 90 degree cone of fire to the front, left, right, or rear. Some weapons, called Fixed, can only fire straight at the cardinal directions in a line as wide as the ships base. Turrets can fire 360 degrees.
The game uses all 6-sided dice, usually needing 4+ to hit, but 5+ if it's a large ship firing at a smaller one or if the target ship is cloaked. Any 6 rolled counts as two hits AND adds another die, so the random factor is fairly large. Each weapon has a strength that determines how many dice you roll to try to get those hits. Actually it's four strengths, one for each of four range 8 inch bands, but they are easy to find on the ship's stat card. Ships that have shields will roll a smaller number of dice in opposition to the weapon's dice then compare it against the Damage Rating of the ship. Equaling the DR produces a hit, subtracting one from the HP of the target, and doubling the ship's DR removes two HP plus forces a roll on the critical hit chart.
It looks like a fun game, and much cheaper to play than 40k. There are six or so factions but very few special rules for each one. Some have all Turret weapons that can fire in any direction, some have broadsides that can fire to one side or the other but only one at a time, some have shields or cloaks, some have better point defense or better ship toughness (damage rating and hull points), etc. But you don't have to learn an entire codex of special rules to understand your opponent's force.
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