
Finally, there is a consolidated index to both Book 1.2 and Book 2.īook Two has all the rules and information you need to play the game when combined with Book 1.2. Please note that you must have Book 1.2 to play this game. (Web panels are also available in our shop on Shapeways.) There is information on making your own planets and a how-to guide on painting Orion Pirate ships. There are templates to construct your own Tholian webs. There are lots of new scenarios that should test your wit and skills. New weapons, new traits, and new special actions flesh out this book. The WYN Radiation Zone is new terrain to appear on your table. New types of ships include scouts to help you in your battles and commando ships to deliver troops to a planet or board an enemy’s ship. There are more civilian bases and ships to protect and a few ships that are sheepdogs in sheep’s clothing. There are monsters for your fleets to defeat – the massive Juggernaut, the Planet Killer that breaks down planets for fuel and doesn’t care if the worlds are inhabited or not, the Moray Eel of Space which eats ships, and the Sun Snake that makes stars go nova. In addition, the Seltorians, deadly foes of the Tholians, are introduced and have a powerful fleet to hunt the Tholians down.

The Orion Pirates and Tholians that were introduced in Book 1.2 now have full-scale fleets you can use. This is the much anticipated A Call to Arms: Star Fleet, Book 2. There are more ships for empires you enjoyed in Book 1.2: Federation, Klingons, Romulans, Kzintis, and Gorns. Here we stand between our enemy and all we hold dear.
