In the database there are currently 24 Objectives.
|Name||Type||Setup||Special Rule||End of Round||End of Game||Score|
|Advanced Gunnery||Assault||After deploying fleets, each player chooses one of his ships to be an objective ship, starting with the first player.||The first players objective ship may perform each of its attacks from the same hull zone. It cannot target the same hull zone or squadron more than once each round, with that hull zone. The second players objective ship may perform each of its attacks from the same hull zone and it may do so against the same targets.||The fleet point cost of an objective ship is doubled. Do noot double the cost of its upgrade cards.||--|
|Precision Strike||Assault||After deploying fleets, each second players ship gains a token.||When a squadron with BOMBER or a ship is attacking, it may spend one die with a to flip one random facedown damage card on the defender faceup. After a squadron with BOMBER or a ship performs an attack, its owner gains one victory token for each damage card that was dealt faceup or flipped faceup during that attack.||15|
|Opening Salvo||Assault||After deploying fleets, assign one objective token to each ship.||The first time a ship performs an attack against another ship, discard the attackers objective token. If the attacker belongs to the first player, he adds two red dice to the attack pool. If the attacker belongs to the second player, he adds two dice, each of any colour, to the attack pool.||Each player increases his final score by half the fleet point cost of each enemy ship in the play area that has at least one damage card, rounded up.||--|
|Most Wanted||Assault||After deploying fleets, the second player chooses one of his ships and one of the first players ships to be objective ships.||While attacking an objective ship, the attacker may add one die of any colour that is already in its attack pool to its attack pool.||The fleet point cost of a destroyed objective ship is doubled. Do not double the cost of its upgrade cards.||--|
|Station Assault||Assault||Place obstacles as normal, excluding the station. Then, the second player places 2 stations in the play area. Each station must be placed beyond distance 1 of all obstacles and beyond distance 3 of both player edges. Both stations are unarmed stations; place both Unarmed Station cards near the second player's ship cards.||The first player's ships and squadrons cannot resolve an unarmed station effect to discard damage cards or recover hull points then they overlap it.||The second player gains 1 victory token for each unarmed station that is not destroyed. The first player gains 1 victory token for each unarmed station that is destroyed.||40|
|Close-Range Intel Scan||Assault||--|
|Contested Outpost||Defense||Place obstacles as normal excluding the station. Then the second player places the station in the setup area beyond distance one of all obstacles and beyond distance five of both players edges.||The station does not obstruct attacks and does not have the ability to discard damage cards or recover hull points.||Each player sums the command values or his ships at distance one of the station. The player with the highest total gains one victory token.||20|
|Fleet Ambush||Defense||The portion of the setup area that is beyond distance 5 of any edge of the setup area is the AMBUSH ZONE. Players mark the corners of the ambush zone with objective tokens. Players take turns deploying fleets as normal, but must deploy all ships before deploying any squadrons. The first player must deploy ships within the ambush zone on his odd-numbered deployment turns, starting with his first turn. He cannot deploy ships or squadrons overlapping obstacles in the ambush zone. After setup is complete, he removes all objective tokens from the play area.||--|
|Fire Lanes||Defense||After placing obstacles, the second player places three objective tokens in the setup area beyond distance 4 of both players edges. Then the first player may move each objective token to within distance 1-2 of its current location.||Each player gains one victory token for each objective token he controls. To determine control of each token, players measure attack range and line of sight from each of their ships hull zones as if performing attacks with battery armaments targetting that objective token. The player with the highest total number of dice in his combined attack pools controls that token. If a players ship or squadron overlaps an objective token, his opponent controls that token; if both players ships or squadrons overlap the same token, neither player controls it.||15|
|Hyperspace Assault||Defense||Before deploying fleets, the second player sets aside one of his small or medium ships and upto three of his squadrons; he does not deploy them during setup. Then he places three objective tokens in the play area beyond distance three of both players edges.||At the start of any round after the first round, the second player can deploy the ship and squadrons that he set aside at distance 1 of one objective token. Then remove all objective tokens. The ship can be deployed overlapping squadrons. The first player places those squadrons, as though the ship had overlapped them while executing a maneuver. If the second player does not deploy, he may move objective token to within distance one of its current position.||--|
Place obstacles as normal, excluding the station and replacing the 2 debris fields with the 2 dust fields.
After deploying fleets, the second player places 2 objective tokens in the setup area at distance 1-5 of each other.
|While attacking, if line of sight is traced across the line between the 2 objective tokens, the attacker must choose and remove half of the dice from the attack pool, rounded down, before rolling.||--|
|Planetary Ion Cannon||Defense||--|
|Capture the VIP||Defense||After placing obstacles, the second player places 1 objective token at distance 1 of any obstacle and beyond distance 5 of all edges of the setup area.||When a ship at distance 1 of the objective token reveals a command dial, the ship's owner may remove that objective token from the play area and place it on that ship's card. When a ship with the objective token on its ship card is destroyed, the opposing player places the objective token in the play area touching the destroyed ship's base.||If a player's ship has the objective token, that player gains 1 victory token.||50|
|Intel Sweep||Navigation||After placing obstacles, the players alternate placing a total of five objective tokens in the setup area, starting with the second player. Each token must be placed in the play area beyond distance 5 of both players edges and beyond distance 3 of all other objective tokens. Then each player chooses one of his ships to be an objective ship, starting with the first player.||When a players objective ship reveals a command dial, that player may choose one objective token, at distance one of that ship, and remove it from the play area, to gain one victory token.||If a player has more victory tokens that his opponent, increase his final score by 75.||--|
|Minefields||Navigation||The second player places all obstacles. He can place them anywhere in the setup area (even in deployment zones) and must place them beyond distance 5 of each other. Then he places 6 objective tokens. Each objective token must be placed at distance 1 of an obstacle, and distance 1 of all other objective tokens.||If a ship ends its movement at distance 1 of an objective token, remove that objective token from the play area and roll 2 blue dice. That ship is dealt 1 facedown damage card for each or icon rolled. If there is at least one icon, deal the first damage card faceup.||--|
|Superior Positions||Navigation||The first player must deploy all of his ships and squadrons before the second player.||After a ship or squadron performs an attack against the rear hull zone of another ship, if the defender suffers at least one damage, the attackers owner gains one victory token.||15|
|Dangerous Territory||Navigation||Obstacles must be placed in the setup area beyond distance 5 of both players edges. After placing obstacles, place one objective token on each obstacle.||When a ship overlaps an obstacle, the ships owner may remove the objective token on that obstacle to gain one victory token. When one of the second players ships overlaps an asteroid field or debris field, that obstacle has no effect.||15|
Ths second player places the station in the center of the play area. Then, starting with the second player, the players alternate placing the ramaining obstacles, adding 2 dust field obstacles, at distance 1-5 of the station.
After placing obstacles, the second player places a total of 4 objective tokens in the setup area. Each token must be at distance 1 of the station and beyond distance 1 of all other objective tokens.
After deploying fleets, each of the second player's ships gain a token.
|When a player's ship revelas a command dial, the player may choose 1 objective token at distance 1 of that ship and remove it from the play area to gain 1 victory token.||20|