Fighting Vehicles IV: Ghost Fleet Military Forces in the Sol Sector

Expansion for Dirtside II

Fighting Vehicles IV: Ghost Fleet Military Forces in the Sol Sector

2012

Rules assistance for Fighting Vehicles IV: Ghost Fleet Military Forces in the Sol Sector

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2–6 players
  • 120 min
  • 12+

Rules assistant for Fighting Vehicles IV: Ghost Fleet Military Forces in the Sol Sector

What would you like to know?

Answers come from the official rulebook, with the page to check.

Fighting Vehicles IV: Ghost Fleet Military Forces in the Sol Sector is an expansion for Dirtside II released in 2012 for 2–6 players, 120 minutes per game, and ages 12 and up. It was designed by Matthew Parmer and its main mechanics are Scenario / Mission / Campaign Game.

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About the game

Ghost Invasion Forces The Synod is a huge collection of various races. Some of these races started life as artificial intelligences. These intelligences eventually grew and evolved and became new life. These early intelligences wished to be treated as any other sentient being and took the Synod to the courts. After many years threading their way through the court system and eventually winning in a landmark decision the artificial intelligences who could pass certain tests were allowed to become full citizens of the Universal Synod of Worlds. They called their new race, the Consensus of Minds or just the Consensus. They claimed dead worlds that none of the other races wished to invest in. These worlds were often rich in metals and cilicates. Eventually the Consensus became the premier operator of mines and factories in the Synod. They churned out legions of bots and drones designed to operate for extended periods in hostile and dangerous environments. The Consensus spread throughout the Synod and became very influential in all areas of business and manufacturing. Entire systems had been turned into vast hives of drones and massive intelligences that controlled them. Some of these intelligences began showing signs of instability and eventually all communications were lost with some systems. Any ship that entered these ghost systems never returned. They were quarantined and embargoed. No ships were allowed to enter or leave the system. The Ghost systems have slumbered undisturbed for centuries... ....until now The Ghost forces rely heavily on energy weapons and vast armies of drones. Whether in space or dirtside they seek to overwhelm defending forces with swarms of smaller ships and a phalanx of energy weapons. The following pdf will provide unit descriptions and game statistics for a typical Ghost Military Formation and their tactics. —description from the publisher

Questions and answers

Fighting Vehicles IV: Ghost Fleet Military Forces in the Sol Sector supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.