NOVA

TABLE OF CONTENTS

 

PREFACE *

INTRODUCTION *

OVERVIEW *

DESCRIPTION OF PLAY *

GAME COSTS AND CONDUCT *

MAP DESCRIPTION *

GAME OBJECTIVES *

PLAYER CO-OPERATION *

DISCLAIMER *

BASICS *

GAME START PROCEDURE *

PLAYER ELIMINATION *

STAR SYSTEMS *

COMMUNICATIONS *

HOME STARS *

SAMPLE STRATEGIC MAP (SEGMENT) *

MEGACREDITS *

INITIAL PLAYER POSITION *

DICE *

VARIABLE HOMESTAR *

TECH POINTS *

OPTIONAL FORCES *

TECHNOLOGY GLOSSARY *

TECHNOLOGY COMPONENT ABBREVIATIONS *

ARMOUR *

BEAM LASERS *

CARGO HOLDS *

COMBINATION LASERS *

DEVASTATION CAPABILITY *

DISTORTION GENERATOR *

DISTORTION SUPPRESSOR *

ELECTRONIC WARFARE *

EXPLORATION CAPABILITY *

FIRE CONTROL *

FORCE BEAM PROJECTORS *

FORCE BEAM ACCURACY *

FORCE BEAM DAMAGE *

HARDNESS FACTOR *

IMPULSE ENGINE *

INTRINSIC ARMOUR *

JUMP DRIVE *

LAG TIME *

LAUNCH BAYS *

MISSILE ACCURACY *

MISSILE DAMAGE *

MISSILE LAUNCHERS *

MISSILE RANGE *

ORBITAL BOMBARDMENT SYSTEM *

PULSE LASERS *

PLASMA TORPEDOES *

PLASMA ACCELERATORS *

PLASMA DAMAGE *

PLASMA RANGE *

SENSORS *

SENSOR SCREEN UNITS *

SHIELD INCREMENT *

SHIELD MULTIPLE *

SHIELD RECOVERY *

STEALTH EXPLORATION CAPABILITY *

TACHYON COMMUNICATORS *

TACHYON JAMMERS *

WARP CANNON *

WARP ACCURACY *

WARP DAMAGE *

TECHNOLOGY *

TECHNOLOGY *

TECHNOLOGY SUMMARY CHART FORMAT *

TECHNOLOGY SUMMARY CHART *

INITIAL TECHNOLOGY *

SWARM TECHNOLOGY *

SHIP DESIGNS *

EXAMPLE OF INITIAL TECHNOLOGY DESIGN *

SHIP SIZE CATEGORIES *

SHIP DESIGNS *

SHIP DESIGN FORMAT *

DESIGNING A SHIP *

NEW MISSILE DESIGNS *

REDESIGNED SHIP DESIGNS *

SAMPLE STARTING TECHNOLOGIES *

OTHER UNITS *

INTRINSIC SYSTEM GARRISONS *

OTHER UNIT ATTRIBUTES *

ARMIES *

ASSAULT ARMIES *

REGULAR ARMIES *

MILITIA ARMIES *

SYSTEM DEFENCE UNITS *

STAR GATES *

COLONIES *

INDUSTRIAL COMPLEX *

TERRAFORM CONSTRUCT *

PLANET CRACKER BOMB *

ECONOMICS *

OVERVIEW *

CONSTRUCTION RESTRICTIONS *

MEGACREDITS, TREASURY & TRANSFER *

NEGATIVE TREASURIES *

SYSTEM PRODUCTION POTENTIALS *

COLONY ESTABLISHMENT PROCEDURE *

SUPPRESSION *

CAPTURED SYSTEMS *

PILLAGE *

SALVAGE *

REFITTING SHIPS *

REPAIRING SHIPS *

RESEARCH *

COST OF R&D TEAMS *

TECHNOLOGY DEVELOPMENT *

RESEARCH LIMITATIONS *

RESEARCH PROJECTS *

RESEARCH TYPE *

RESEARCH TABLES *

PROJECT GOAL *

STARTING TEAMS *

RDT ASSIGNMENT *

RESEARCHED TECHNOLOGY *

RESEARCH STATUS REPORTS *

CAPTURED TECHNOLOGY *

UNIT STANDARDIZATION *

MISSILE DESIGN ACQUISITION *

ORDERS *

SUBMITTING ORDERS *

PENALTIES *

TURN SEQUENCE *

MISSED TURNS *

EMPIRE COMMUNICATIONS *

MINOR CONTACT *

NORMAL CONTACT *

FULL CONTACT *

I.F.F. *

INTERPRETATION OF ORDERS *

STANDARD ORDERS *

CONTACT ORDERS *

ACTIVITY ORDERS *

WRITING ORDERS *

GENERAL ORDERS *

CONDITIONAL ORDERS *

SPECIAL ORDERS *

DEFAULT ORDERS *

CONTACT EXAMPLES *

HOSTILE ACTIONS *

TRANSFER OF MCr *

TRANSFER OF UNITS *

JUMPING *

CONTACT AND ESTABLISHING *

NONVIOLENT HOSTILITIES *

SHIP COMMISSIONS *

RETREATS *

ORDER WRITING GUIDELINES *

SAMPLE ORDER SHEET *

TURN ORDER SHEET (FRONT) *

TURN ORDER SHEET (BACK) *

CONTACT MODE INTERACTION TABLE *

STANDARD REPORT ABBREVIATIONS *

SAMPLE SITREP *

ACTIVITIES AND INTERDICTIONS *

COMBAT *

SPACE COMBAT *

HOSTILITIES *

SPACE COMBAT SEQUENCE OF PLAY *

IN-SYSTEM SETUP *

SCATTERS *

WARP POINT DRIFT *

SENSOR PROBES *

VECTOR PLOTTING *

VECTOR PLOT EXAMPLE *

MOVEMENT *

MOVEMENT EXAMPLE *

ALLOCATION OF WEAPONRY *

ATTACK RESOLUTION *

BEAM LASER ATTACKS *

PULSE LASER ATTACKS *

COMBINATION LASER ATTACKS *

FORCE BEAM ATTACKS *

PLASMA TORPEDO ATTACKS *

WARP CANNON ATTACKS *

MISSILE ATTACKS *

BURN THROUGH *

LOSS OF DETECTION DURING COMBAT *

DAMAGE CARRYOVER *

SHIP BLOWUPS *

CRITICAL HITS *

CREATING CRITICAL HIT CHARTS *

COMPONENT CRITICAL FACTOR SIZE TABLE *

CRITICAL HIT CHART EXAMPLE *

ROLLING CRITICALS *

SHIELD RECOVERY *

SPACE COMBAT EXAMPLE *

SPACE COMBAT EXAMPLE COMMENTARY *

SPACE COMBAT EXAMPLE DIAGRAMS *

SPACE COMBAT EXAMPLE DIAGRAMS *

BEAM LASER DAMAGE CHART *

PULSE LASER DAMAGE CHART *

LASER SIZE DROPOFF CHART *

LASER AND MISSILE DAMAGE CHART *

SURFACE COMBAT *

SURFACE COMBAT EXAMPLE *

 

PREFACEPREFACE

Maintained by the telepathic M'Reen, the Union of Sentients linked the intelligent races of the cluster for centuries. The peaceful M'Reen were the keystone of the Union, for only they could initiate the telepathic contacts that linked the worlds of the Union. They used their talents to enrich the member races through the free exchange of information.

Then catastrophe loomed for the Union. The ancient husk of a dead star was discovered on a collision course with the M'Reen sun. The scientific resources of the Union churned into frantic action to find a solution before time ran out.

The discovery of stress lines between the stars came too late to save the M'Reen. Star ships could ride the "Warp Lines" strung from star to star, traversing the vast distances between connected star systems at many times the speed of light. The information was spread throughout the cluster, but the ships couldn't be built in time.

The rogue ripped through the M'Reen system, tumbling worlds from their orbits. Unimaginable energies flooded the heavens. The age of the Nova was born. In the space of a few hours the M'Reen died and the worlds of the Union were sundered. The races of the Union are now mute, but for how long?

Is the legacy of the M'Reen a blessing or a curse? The star lanes await. Intelligence is by nature both curious and competitive. Can you guide your race through the coming turmoil? Can you survive in the Age of the NOVA?

 

 

Christopher R. Wilkes

INTRODUCTIONINTRODUCTION

 

OVERVIEWOVERVIEW

Nova is a multiplayer game of interstellar exploration and conflict between rival civilizations. Each player controls the development and conduct of one such civilization. One person, who does not play a position, acts as the Game Master. The GM determines the results of all player interactions.

 

DESCRIPTION OF PLAYDESCRIPTION OF PLAY

Nova is divided into a series of turns. Each turn a player will decide on research, construction of new forces, movement of all forces, and diplomacy with other players.

Research, construction, and normal movement is detailed in the turn's orders which are then passed to the Game Master. The Game Master executes all the plawr's orders for that turn, and issues situation reports. These individually detail the results of the turn for each player. The Game Master may request that the players themselves resolve major conflicts occurring between them as a result of a turn's actions, with the results being passed back to the Game Master. The cycle is repeated each turn until a player satisfies the victory conditions.

 

GAME COSTS AND CONDUCTGAME COSTS AND CONDUCT

The Game Master will decide what the costs for a game will be. Some of the possible methods include all players paying a flat setup fee, or a set amount each turn, or a fee each turn based on their production, or no fees at all.

A performance bond is suggested. This is refunded when the game ends, when the player is wiped out, or when the player provides an acceptable replacement. This bond is designed to encourage players to finish playing out the game, no matter how bad the situation. Adequate notice of any resignations from the game is requested. The GM reserves the right to ban, from all subsequent games, any players who do not have the courtesy to continue playing while losing. If you are not willing to play your position when you start losing, please don't ask to play at all. Performance bonds forfeited by players may be awarded, at the game's end, to the winner of the game, or kept by the GM, or be used to fund the end-game party.

This is a GAME, a fun challenge. Players are expected to be polite in person, (no late night calls, or harangues) and let their ships talk when disputes occur. Please do not allow game conduct to affect your life or friendships.

 

MAP DESCRIPTIONMAP DESCRIPTION

Nova is played on a map created by the Game Master and kept secret from the players. It consists of a network of interconnected nodes. Each node represents a star system and is classified according to its production value. The connections linking the star systems are known as warp lines. They are used to regulate movement between the star systems. Star ships travel from system to system along these connections. Players must use their fleets to explore the map. In the process they will encounter the fleets of other players.

 

GAME OBJECTIVESGAME OBJECTIVES

The GM will inform the players of the victory conditions that will be used in advance. Some common methods are as follows:

(A) Population - Each Outpost is worth 1 VP, settlements are worth 3 VPs, and each world is worth 5 VPs. Captured systems are valueless. First player to reach a (probably hidden) preset victory level wins. This method will tend to encourage terraforming.

(B) Production Level - A win occurs when an empire's production (including captured systems) exceeds a preset level. This method encourages longer games as the smaller positions will gang-attack the front runners.

(C) Time Limit - The game ends on a certain turn, or randomly within a certain range of turns. The winner has the most production or VPs at the end. This method tends to produce lots of combat and a free-for-all end game.

(D) Territory - Each turn each player acquires points according to the number of systems they control. Points are accrued at a rate of 1 per controlled system per turn. Points are never lost. This method encourages constant war and expansion. Not suitable for really long games as it is very difficult to come from behind and win.

 

PLAYER CO-OPERATIONPLAYER CO-OPERATION

While it is the nature of Nova players to talk about the game it is very important that you observe the following guide lines. Do NOT seek to discover information about other positions by talking to players you have not contacted. This includes asking about ships that have been encountered or trying to match star system names. Once players establish contact with each other, such info may be exchanged through the game master, or personally if they have full contact.

Please observe these restrictions. This type of interaction is explicitly forbidden. Doing it is cheating. Co-operation of this nature or other kinds of illegal coordinated activity gives players an unfair advantage. Blatant or persistent attempts may result in a player's expulsion. If you observe this type of behaviour please report it to the Game Master. This is a serious breach of etiquette. The Game Master should insure that all players have read, understood and agreed to abide by these restrictions.

 

DISCLAIMERDISCLAIMER

While it is hoped that these rules are complete, experience has shown that problems probably exist. Adjustments may be necessary as the game continues. Players are urged to report any possible inconsistencies. The GM will attempt to fix any discovered. You signify your acceptance of these rules, and willingness to abide by the Game Master's interpretation of the rules, when you hand in orders. In any case of dispute about the intent of the rules use common sense to guide you but remember that the GM is the final arbiter and any rulings put out by the GM are FINAL.

 

BASICSBASICS

 

GAME START PROCEDUREGAME START PROCEDURE

Once the Game Master has decided on the players for the game (six to twelve is recommended for beginning GMs) each player decides on initial technology levels. The technologies are explained in the section called the TECHNOLOGY GLOSSARY.

Having chosen a technological mix they feel will perform well, the players design their initial ship types, working within the limits of their technology. Finally they must decide on the numbers of ships (using their own designs) and installations with which they will begin the game.

This pregame starting position is then handed in to the Game Master for verification. The Game Master will have designed and drawn the map beforehand and have assigned position starts for the players. The Game Master should not assign positions in the game based on initial technologies; knowledge of the player's technologies should not have any bearing on placement within the game. A sample of a strategic map follows on the next page.

 

PLAYER ELIMINATIONPLAYER ELIMINATION

Players are eliminated from the game when their last world is lost and they can't create another world. If they have the means to create a world it must be done with all possible dispatch. The Game Master will enforce elimination if this is not done within the minimum possible number of turns.

 

STAR SYSTEMSSTAR SYSTEMS

For ease of play it is assumed there is one useful planet per star system and that the planet is several thousand hexes from the warp point in a random direction. It is impossible to find the planet until the warp point has been explored.

 

COMMUNICATIONSCOMMUNICATIONS

Interstellar communications are not instantaneous. This precludes conditional orders based on possible events in other star systems. Communications during space combats are jammed by the favoured side. Reports are received only when ships within SN range of the combat survive. Tachyon Communicators may be used to enhance the chances of a report. See the TECHNOLOGY section rules.

 

HOME STARSHOME STARS

Each player begins the game controlling one star system. This is the player's home star. It is a WORLD status system, Type Eight. It may be reduced (see VARIABLE HOMESTAR). Each homestar comes with an established Industrial Complex and an immovable permanent ground defence of TEN militia armies. Home stars are crucial to a player's research efforts (see the rules on RESEARCH). Once destroyed a home star may never be recreated.

SAMPLE STRATEGIC MAP (SEGMENT)SAMPLE STRATEGIC MAP (SEGMENT)

 

 

 

 

 

 

While map design is the game master's prerogative the above is presented as a representative sample of past strategic maps. It is suggested that all systems be assigned the same number of warp line connectors and that the letters that identify them be as random as possible. Past experience has shown the average position's production should be about 800 credits after initial expansion and full colonization (assuming no home star downgrade). System names must be transcribed many times over the course of the game so limit their length. Leave enough space between system boxes to allow installation and colony markers to be placed or written on the map. As it is possible to alter system type during play record them in an erasable form.

MEGACREDITSMEGACREDITS

The MegaCredit (aka MCr) is the standard unit of currency. There are no fractional MCr. Fractional costs are rounded up to the next MCr. MegaCredits may be saved indefinitely for later use. Once the game starts the only source of MCr is revenue from colonised star systems.

 

INITIAL PLAYER POSITIONINITIAL PLAYER POSITION

All players start with a total of 3500 MCr (see VARIABLE HOMESTAR), a Home Star, 2 System Defence Units, 1 Industrial Complex, and 1 established industrial complex. Any or all of the MCr may be expended before the first game turn to acquire technology, ship designs, and to purchase the ships, armies and installations with which the player will begin the game. Only Research and Development Teams (RDTs) may not be purchased prior to turn one.

 

DICEDICE

In order to generate random results various die rolls are called for. NOVA uses both six sided dice (Die 6) and ten sided dice (Die 10). The die six are standard six sided dice. The die ten may be purchased in most hobby stores.

The die 10 are used to produce random numbers from 0 to 9 or from 1 - 10. Whether the 0 is high or low is specified in the rules dealing with the roll. Die 10 are also used to produce numbers from 1 to 100 and from 1 to 1000, called Percentage and Permillage rolls respectively. They are generated by rolling the die 10 in order, with the first roll representing the high order position and the others the successively lower digit positions.

(Ex - to generate a permillage roll use 3 Die 10. The first rolled is the hundreds, the next is tens, the last is the ones. A result of 000 is read as 1000, a result of 00 is 100. Thus three die ten rolls of 3,7,and 1 are read as three hundred and Seventy One.)

 

VARIABLE HOMESTARVARIABLE HOMESTAR

All players begin the game with a Type Eight, World Status system and a treasury of 3500 MCr. Any player may permanently reduce the TYPE rating of their Home Star. It may be reduced to a Type 7, Type 6, or Type 5 system. It remains a World Status system and retains the initial forces previously listed.

In return for this permanent reduction of future production a player gains an additional number of MCr to use pregame. The initial treasury is increased by 400 MCr per level down. Thus, reducing the Home Star to a Type Seven gives a player an extra 400 MCr, to a Six would result in a 800 MCr bonus and the maximum gain of 1200 extra MCr is granted for a reduction to a Type Five system.

 

TECH POINTS TECH POINTS

Tech Points (TP) are used to purchase an empire's initial levels in the various technologies. The cost of the technologies is calculated according to the formulae listed on the TECHNOLOGY CHART SUMMARY page.

Each TP used pregame costs 10 MCr. The player may not spend more MCr than the initial 3500, plus any bonus for having reduced the Home Star Type. It is recommended that the tech expenditure be between 150 and 230 TP. Ship designs are also acquired initially by purchasing the requisite number of TPs. Designs may not be redesigned prior to the start of Turn 1.

Once the game begins tech points are obtained only through research. They can't be bought or traded. Fractional Tech Points are allowed (Ex - SN 25 costs 6.25 TP or 63 MCr).

OPTIONAL FORCESOPTIONAL FORCES

The player may use any or all of the MCr remaining after Tech Point expenditures, for pregame purchases. These should include a fleet of ships, picked from the initial ship designs, as well as a number of installations. The players should make sure they have several ships capable of exploring new systems, a number of transport ships and colonies to use for early expansion and some armed ships for combat situations. Several functions can be, and often are, built into a single ship design. The player may purchase armies and other installations if desired but may NOT purchase any Research and Development Teams prior to turn one. MCr may be saved for use on turn one if the player wishes.

TECHNOLOGY GLOSSARYTECHNOLOGY GLOSSARY

 

TECHNOLOGY COMPONENT ABBREVIATIONSTECHNOLOGY COMPONENT ABBREVIATIONS

Throughout the Technology Glossary various abbreviations representing the technology components are used. The following is a comprehensive listing of all the abbreviations used. They are in alphabetic order.

AR - Armour built onto a ship

BL - Beam Laser

CH - Cargo Hold

DC - Devastation Capability

DG - Distortion Generator

DS - Distortion Suppressor

EW - Electronic Warfare

FA - Force Beam Accuracy

FC - Fire Control

FD - Force Beam Damage

FP - Force Beam Projector

HF - Hardness Factor, the armour multiple

IA - Intrinsic Armour, dependent upon total ship size

IE - Impulse Engine

JD - Jump Drive

LB - Launch Bay

LT - Lag Time of the Jump Drive

MA - Missile Accuracy

MD - Missile Damage

ML - Missile Launcher

MR - Missile Range

OS - Orbital Bombardment System

PL - Pulse Laser

PA - Plasma Accelerator

PD - Plasma Damage

PR - Plasma Range

PT - Plasma Torpedo

SI - Shield Increment

SM - Shield Multiple

SN - Sensors

SR - Shield Regeneration

SS - Sensor Screens

SX - Stealth Exploration Capability

TC - Tachyon Communicator

TJ - Tachyon Jammer

WA - Warp Accuracy

WC - Warp Cannon

WD - Warp Damage

XC - Exploration Capability

XL - Combination Laser

ARMOURARMOUR - (AR) -

Armour protects ships against most forms of attack. Each point of Total Armour (TA) absorbs 1 point of damage, except for Warp Cannon Damage. That is absorbed at a rate of two points of AR per point of WD. Armour can be repaired in any system which has an established Industrial Complex. (see REPAIRS). Armour costs 1 MCr per point to repair, and is treated the same during combat and repairs. After all armour on a ship is destroyed, extra damage is applied to the ship's structure. A ship's TA is determined by the formula [TA = ((AR * HF) + IA)].

 

BEAM LASERSBEAM LASERS - (BL) -

Beam Lasers are a low damage, long range, low cost weapon system. They use the Beam Laser Attack Chart columns. They are affected by range, causing less damage less often at longer range. Their effective size is reduced by 1 for every 1.5 hexes of range to the target (rounded down): see the Laser Range Modifier table.

 

CARGO HOLDSCARGO HOLDS - (CH) -

CH are used to carry armies, installations and small ships. A CH has a Ship Size (SSZ) of 30 and costs 1 MCr. A CH carries 30 points of army / installation size or a single ship of SSZ <= 30. Ships carried in CH can't activate any of their own systems (ex: TCs, Shields, etc.) Large installations are spread out between several CH on a ship but CAN'T be split up between two or more ships.

Unless specified in a player's orders, cargo is loaded in cheapest / smallest / alphabetical order. CH are always filled first to last. A critical hit on a CH wipes out the cargo in that section. An Installation that loses a third or more of its total size, due to critical hits, is destroyed. Two exceptions are (PCBs) Planet Cracker Bombs and (TFCs) Terraform Constructs. These detonate if a CH containing part of one is hit, totally destroying the carrying ship. This has no affect on any other ships. All cargo on a ship is destroyed when the ship is destroyed. No cargo can be unloaded or jettisoned during space combat.

 

COMBINATION LASERSCOMBINATION LASERS - (XL) -

Combination Lasers are generic lasers. An XL may be operated as either Beam Lasers or Pulse Lasers. The owner decides, during the fire allocation phase of combat, which chart each laser will use. A single ship with multiple XLs could use some as Beam Lasers and some as Pulse lasers during the same round. A XL can't be used both ways in a single round of combat. The XL is subject to all rules governing the operation of the laser type they are emulating.

Players who have XL tech may, if desired, also use both BL and PL tech at a level up to the XL researched. The player must specify in the ship design that a single purpose laser is being used. Such installations follow normal BL/PL rules. The player can not research BL or PL independently, unless started separately from 0. Research on XLs will allow bigger single type BL/PL guns of course. A single ship could mount all three types of lasers if desired.

 

 

DEVASTATION CAPABILITYDEVASTATION CAPABILITY - (DC) -

Ships equipped with DC may devastate planets. Unless the planet is protected all units on it are destroyed and the development status is reduced to NONE.

The effects of DC can be mitigated by the presence of System Defence Units (SDU). When the use of DC occurs and a single SDU is present the planet's MCr revenue for the next turn is suppressed (reduced to zero). If two or more SDUs are present when the devastation occurs, the next turn's MCr revenue is not affected. In either case any units on the surface (including TFCs and PCBs) are unaffected and the development status is not altered.

A planet may be devastated once per turn. Devastation can only be attempted by a ship equipped with DC which survives any space combat, and can move or be moved to the planet. The devastation can't occur if the planet has not been explored by the empire which controls the ship, or if the Exploration data has not been given to it by another empire which has the data itself.

Industrial Complexes on planets that are subjected to a Devastation attack may not be used to construct any units on the following turn.

 

DISTORTION GENERATORDISTORTION GENERATOR - (DG) -

An operating DG prevents all ships within its range (equal to the DG size in hexes from its current location) from jumping out of the system. Jump Drives may be cycled normally within the field of an operating DG but must, if still in the DG's field upon completion of the cycle, restart the procedure.

Ships, equipped with DGs, with Interdiction orders will prevent other ships from passing through the system during the strategic movement phase of a turn. Interdicting ships must be set up so that the entire warp point is within the field of the DG. Ships attempting to pass through interdicted systems will have their movement aborted in the system containing the interdicting ship. Ships equipped with Distortion Suppressors of size equal to or larger than the opposing DGs are not subject to tactical or strategic interdiction.

An interdicting ship can't move the turn it interdicts. Interdiction orders given to ships that are jumping or that set up such that their DG does not cover the entire warp point are automatically ignored. You can not prevent an alien ship from interdicting prior to the combat phase of the turn.

A player's own ships are not normally impeded by their own DGs in strategic situations. In tactical situations ships are NOT immune to DGs operated by their own side. Players may specify in their orders that some or all of their interdicting ships will not stop other players or will stop their own ships. Contact must have been established prior to the current turn with a player in order to exclude that player from interdictions. Authorization to pass through an interdiction is a blanket authorization. There is no way to control what the other player sends through.

Ships interdicted during movement appear at the start of the space combat phase. No notification is given when interdicted ships are destroyed and an All Contact Lost result occurs. The ACL is attributed to the destination system.

Due to space drift (SPACE DRIFT, COMBAT chapter) ships without an Impulse Engine can't be given Interdiction orders unless there is another friendly ship, with an IE, at the Warp Point. Size 0 DGs are not allowed.

 

DISTORTION SUPPRESSORDISTORTION SUPPRESSOR - (DS) -

Ships equipped with DS may ignore the effects of DGs, of equal or lesser size than their DS, attempting to interdict them or prevent them from leaving a space combat. The range between the two ships involved does not affect the ability of the DS equipped ship to escape. The DS can only help the ship it is installed on. Size 0 DS is not allowed.

 

 

ELECTRONIC WARFAREELECTRONIC WARFARE - (EW) -

This is a sophisticated form of defence that can affect most forms of attack. Ships equipped with EW are usually harder to hit. Each point of EW present on a ship reduces all laser attack die rolls directed against that ship by one. Any force beam and warp cannon attacks against the ship have their accuracy reduced by 20 percentage points per point of EW. Missiles fired at the ship have their accuracy reduced by 7 percentage points per point of EW. EW does not aid against Plasma Torpedo attacks. Attacking ships equipped with Fire Control can use FC to cancel EW on a one for one basis, until one or the other is reduced to zero (see FIRE CONTROL). This is only effective when attacking with BL,PL,FP,or WC. FC installed on missile equipped ships doesn't affect the target's EW when attacking with missiles.

While a ship may have more than one installation of EW, only one may be active at a time. Multiple EW installations on a ship only make it more difficult for lucky critical hits to render a ship defenseless. EW installations of different levels may lead an enemy to mistaken conclusions about an empire's technological abilities. When dealing with such cases the installation in use must be decided at the beginning of the combat round. Any changes are announced when they occur, subject to the usual rules of Sensors and combat. A ship can't be equipped with EW 0.

 

EXPLORATION CAPABILITYEXPLORATION CAPABILITY - (XC) -

Ships equipped with XC can explore unknown star systems. When a system is explored you discover the number of warp points, the identifiers for them, the specific warp point used to enter the system, the system class, the system name, the presence of alien ships, installations, SDUs, and whether or not there are any armies on the planet (but not how many).

Should the system being explored have a development Status higher than NONE the owning player will receive a report that the exploration occurred. No report on the exploring ship is received unless alien ships are also in the system. If the exploration is limited to the warp point (W order) then only information about the warp point is discovered, but no report will be given to the owner of the planet, if any. "W" orders default to "X" in the presence of alien ships.

Ships without XC jumping into systems are told only the system name and the identifier for the warp point they enter through. Unless a system has been explored or the empire in question has been given the exploration information (the Game Master must be informed of all such information transfers and the details of such in writing) the planet may not be assaulted, devastated, colonised, observed or otherwise contacted. To explore a system or a warp point the ship with the XC must be able to move (have a working IE) or be moved by another friendly ship.

 

FIRE CONTROLFIRE CONTROL - (FC) -

Fire Control enhances a ship's chances of hitting an alien ship with most weapon systems. It does not confer any advantage whatsoever for ships using Plasma Torpedoes or Missiles. Each point of FC installed on a ship adds one to the die roll of all laser attacks conducted by that ship, and 10 to the maximum accuracy of all force beams and warp cannons on the ship.

FC cancels EW on a 1 for 1 ratio before it is used to enhance accuracy; any remaining afterwards enhances the attack die rolls. Multiple installations of FC may be used to mislead enemies as to the true capabilities of an empire and protect against lucky critical hits. Only one installation of FC may be used at a time. A single installation of FC effects all the weapons on a ship. FC installed on missile equipped ships will not reduce the effective EW of the target for the missile attacks. You may not equip a ship with FC 0.

 

 

FORCE BEAM PROJECTORSFORCE BEAM PROJECTORS - (FP) -

Force beam projectors are not items of technology. When designed into a ship the player must specify the FA (accuracy) and FD (damage) incorporated in the weapons. The maximum range is determined by the size of the FP, this being the FP size * .75 (round down). Note, size one FPs can only shoot at targets in the same hex. Beyond their range FPs can't fire. Size zero FPs are not allowed. The force beam is by nature a short range weapon system, excellent at the game start, that can eventually become deadly in the later stages of a game. Their biggest advantage is that they ignore shields. The primary disadvantage is the expense of researching.

 

FORCE BEAM ACCURACYFORCE BEAM ACCURACY - (FA) -

FA is the percentage chance that a FP will do damage to its target. It is reduced by 20 percentile points for each point of EW on the target, and by 10 percentile points for each hex of range to the target. Any FC left over, after cancelling the EW, adds 10 per point to the FA.

 

FORCE BEAM DAMAGEFORCE BEAM DAMAGE - (FD) -

FD is the number of points of damage done to the target's armour when an FP hits. Force beams ignore shields. If the target hasn't enough armour to absorb all the damage done, the remainder causes structural damage at triple normal effect. (Ex: A ship with TA 6 is hit by two FD-4 FPs. The 6 armour is destroyed with the remaining 2 points of FD doing 6 points of structural damage.)

 

HARDNESS FACTORHARDNESS FACTOR - (HF) -

HF allows ship designs with far more armour than the SSZ indicates. It is an option which, if used, is applied to all the AR built into the ship. (HF * AR) + IA equals the number of points of armour that a ship has for combat purposes. The additional armour gained still costs 1 MCr per point but doesn't contribute to the SSZ, thus lessening the cost of the engines on a ship. (Ex: A ship (14AR, HF-3) would pay 42 MCr for the armour, would have 42 (+ IA) points of armour, but would only add 14 to the SSZ.) HF 0 is not allowed.

IMPULSE ENGINEIMPULSE ENGINE - (IE) -

IE is used during combat. A ship's movement is called its vector. This changes only when altered by the IE. The vector carries over from one combat round to the next. Each point of IE allows a ship to alter its vector by one hex per combat round. Ships without an IE must be towed or carried. Any ship with an IE can tow another ship in normal space, but only in non-combat situations. A design may not incorporate an IE larger than the player's technology allows.

No ship may be designed that doesn't include at least an IE of 1.

 

INTRINSIC ARMOURINTRINSIC ARMOUR - (IA) -

IA is not a technology. All ships with a ship size (SSZ) of 20+ have intrinsic armour. It is treated as normal armour for all purposes. It is unaffected by hardness factor (HF) and doesn't cost anything or count towards the SSZ. IA is included in a ship's total armour (TA). Always round the SSZ/20 result down to the nearest integer. The amount of IA that a ship has is determined by this formula: 2 * (SSZ/20 round down) = IA

 

 

JUMP DRIVEJUMP DRIVE - (JD) -

The JD is used to travel along the warp lines that connect star systems. Each point of JD allows a ship to "jump down" one warpline per turn. No matter when a ship initiates its jump, it will not arrive at the destination until the end of the next jump phase. Therefore, ships that retreat from battle arrive at their destination at the end of the following turn's jump phase.

Ships may be constructed with more than one jump drive as insurance against damage, but only one may be in use at a time. Ships do not appear in systems travelled through while jumping to their destination. Ships can't be towed through jump. They may be carried using Launch Bays or Cargo Holds. A ship may not move down the same warpline twice in one turn. Ships which begin their jump in the same system, and enter the destination system through the same warp line, arrive together. Ships come out of jump with a vector of 0.

 

LAG TIMELAG TIME - (LT) -

The LT rating is the number of combat rounds that the jump drive must be cycled before a ship is able to jump out of combat. A ship's JD automatically begins cycling at the start of the first combat round. The round the JD begins cycling on is the first for LT purposes. When a number of combat rounds equal to the ship's LT rating have passed, it may jump out. If the option to jump is not exercised then the cycle must be started again on a subsequent combat round. The LT cycle may be voluntarily aborted at the end of any combat round. When either starting or aborting a cycle the opponent must be notified. A ship within range of an operating DG may not jump out when the option occurs. The LT rating must be listed on the ship design submission. If none is listed the default assumed is 8. Lag time zero is not allowed.

 

LAUNCH BAYSLAUNCH BAYS - (LB) -

LBs allow ships to launch and retrieve smaller ships during combat. Ships being picked up must have a vector exactly matching that of the LB ship and must be in the same hex. Launched ships begin with a vector identical to that of the LB ship. Ships are launched at the start of a combat round. Ships are picked up at the end of a combat round. Ships can't be picked up unless their shields are at maximum strength (no more SR possible). Ships carried inside LBs can't activate or use any of their systems.

A ship may have one or more LBs. Minimum size of a LB is 10. A LB can only hold ships equal to or smaller than its size. LB size must be a multiple of 10, LB sizes are recorded in the ship design. Large LBs can handle a large ship or several smaller ships, as size permits. LBs can't combine to carry larger ships.

A critical hit on a LB destroys all the ships in it. Ships are loaded into LBs in smallest \ cheapest \ alphabetic order, unless forced by size to load out of order. Ships with a SSZ of 0 have an assumed size of one for carrying purposes.

 

MISSILE ACCURACYMISSILE ACCURACY - (MA) -

MA is the percentage chance that a missile has of causing damage to a target. Each point of EW on the target ship reduces the MA by 7%. Missile accuracy contributes MA/50 to the size of a missile design. MA is unaffected by range.

 

 

MISSILE DAMAGEMISSILE DAMAGE - (MD) -

Missile damage is the base amount of damage done by a missile when it hits its target. This is modified by the roll of a single die six per missile that hits, as follows:

Die Roll - 1 - MD * 0.5 )

2 - MD * 0.75 )

3 - MD * 1.0 )-> Always Round Fractions Up

4 - MD * 1.0 )

5 - MD * 1.5 )

6 - MD * 2.0 )

 

MISSILE LAUNCHERSMISSILE LAUNCHERS - (ML) -

Missile launchers are not items of technology. Each ML can fire 1 missile per combat round. The ML can't have a non-integer size. The ML size must equal or exceed the size of the missile being fired. Ships are assumed to have sufficient stocks of all usable types of missiles for all battles. Only missiles designed by the empire that built the ship can be used by that ship. Missile types available must be specified when ships are given to other empires; the default is all current missiles available to the giving empire at the time of transfer.

 

MISSILE RANGEMISSILE RANGE - (MR) -

MR is the maximum number of hexes that a missile can travel to reach its target, including the target hex but not the hex fired from. Beyond this range the missile can't hit. Missiles are not otherwise affected by range.

 

ORBITAL BOMBARDMENT SYSTEMORBITAL BOMBARDMENT SYSTEM - (OS) -

OS is used to attack ground units from space. A ship may have multiple units of OS. Ships with OS may aid friendly armies in ground combat. Each OS unit may fire at one alien army or SDU per ground combat phase, even if the target is screened from friendly ground forces. (See SURFACE COMBAT) Several units of OS can concentrate on one target to the exclusion of other targets. OS does not engage an enemy unit; targets of OS attacks may still engage other units present on the ground. OS is not forced to attack unengaged enemy units.

Each OS destroys its target on a die-six roll equal to, or less than, the tech level of the OS firing. The OS level is reduced by one for each enemy SDU present on the ground. When firing directly at a SDU the natural defence bonus reduces the OS level by an additional one. OS can't attack enemy ground units unless there are friendly armies on the surface that have survived at least one previous round of ground combat in the current battle (including the previous turn). Ships using OS must be at the planet. OS units can be refitted.

(ex. - A ship with three level-5 OS units attacks a planet in conjunction with three assault armies and three regular armies. The defenders are two SDUs, one regular army, and three militia armies. During the first round a defending RA and two invading AAs are destroyed. Only after some invaders have survived the initial round can the OS be used. The second round starts with the invaders landing the three RAs. The invader allocates the three OS at one of the SDUs, the AA at a militia and the RAs at the other SDU and militia. Two militia and a SDU are destroyed by the invading armies. The OS kills the other SDU (needing to roll (5-2-1) = a two or less to get a hit.) The defenders destroy two of the RAs. On the third round the last militia is fired at by the AA, the RA and all three OS. It is wiped out without destroying anything itself. (The OS needing to roll fives or less to hit)

 

 

PULSE LASERSPULSE LASERS - (PL) -

Pulse lasers are a high damage, medium range, medium cost technology. They are very vulnerable to high levels of Electronic Warfare, requiring a positive modification to the laser attack die roll to be an effective weapon system. Given a large positive die roll modification, Pulse Lasers are the most deadly weapon system in the game. They are best at short range, needing to be close to their targets to maximise damage potential. It is suggested that technologies featuring Pulse Lasers start with an IE of 3 or higher.

Pulse Lasers lose 1 point of weapon size for each hex of range to the target, including the target hex. They use the Pulse Laser attack chart.

 

PLASMA TORPEDOESPLASMA TORPEDOES - (PT) -

Plasma Torpedoes are self directed, homing plasma bombs. Their energy is used for movement as well as damage, thus they do less damage at longer ranges.

PTs always hit a target, regardless of EW, if in range. The size of the launching mechanism, called a Plasma Accelerator (PA) is dependent on the range and damage potential of the PT. Plasma torpedoes are a cheap and initially effective technology. They tend to fall behind in effectiveness as the other weapon systems are improved and combat ranges lengthen.

 

PLASMA ACCELERATORSPLASMA ACCELERATORS - (PA) -

PAs are not items of technology. They launch PTs at targets. Cost is equal to size and that is equal to (PR * (PD/2)) rounded up. For example a PA that fired a damage-5/range-3 PT would have a size of (3*(5/2)) = 3*2.5 = 7.5, which rounds up to 8.

 

PLASMA DAMAGEPLASMA DAMAGE - (PD) -

PD is the maximum number of points of damage that a single PA with that rating can do to a target. The damage is reduced by 1 for every PR hexes of range (or fraction thereof) to the target. This damage affects shields, armour, and ship structure normally.

(Ex - a ship fires 5 (damage-6, range-3) PTs at a target 7 hexes away. Each shot does 6-((7/PR)round up), or 3, points of damage to the target, for a total of 15 points of damage.)

 

PLASMA RANGEPLASMA RANGE - (PR) -

The PR rating determines the effect of range on the PD. For every "PR" hexes or increment thereof, out to the target subtract one from the PD rating. In effect the range to the target is divided by the PR (fractions are rounded up to the next whole number.) The result is subtracted from the PD. For example a PT with a PR of 4 would subtract 3 from its PD rating at ranges 9 through 12 hexes. (9 / 4 = 2.25 which rounds up to 3). There is no reduction at range zero.

 

SENSORSSENSORS - (SN) -

SN may add to the information discovered a ship. A ship without SN is told the vectors of ships within 20 hexes, JD cycle starts, and whether any DGs are being operated. If it fires at ships, their EW is revealed. If fired on, the FC levels, weapon types and numbers used by the firing ships are revealed. Ships using Lasers must state the size of all weapons used (before range mods).

A ship with SN may attempt to probe all targets within its SN range during each combat round. If successful the following information is gained:

 

(a) The size category of the target (ex- Cruiser).

(b) The sum total of all the target's shields.

(c) The target's EW level.

(d) The use of SN by the target.

(e) The operation and size of a DG by the target.

(f) The level of Sensor Screens on the target.

SN, if greater than 20, extends the detection range to the SN level in hexes. Remember that this is not negated by the opponent's SS. The use of SN must be announced but the ship using it, unless probed successfully, is not identified. Ships with SN at least equal to the sum of the target's SS plus the range to the target can probe the target.

If a ship fails to penetrate a target's SS it can still detect the presence of the target out to its SN rating in hexes. In all other ways it is as if the probing ship didn't have SN with regard to the SS protected ship.

 

SENSOR SCREEN UNITSSENSOR SCREEN UNITS - (SS) -

SS may negate the ability of Sensors to gain information. SS will not render a ship undetectable. It can reduce information gathering, preventing SN equipped ships from discovering information detailed as points A - F in the SN rules. SS blocks SN if the SS on the screened ship plus the range in hexes between the two ships (include the hex the SS ship is in) is greater than the SN used.

The first unit of SS on a ship screens the ship from SN probes, each additional unit of SS on a ship projects one "echo" per combat round. If the SN probe is unsuccessful the attacker sees a number of identical targets, only one of which is real. The defending player secretly decides which is the real ship. Attacks are allocated as desired between all targets. Any used against echos have no effect. This occurs on any round that all SN probes are unsuccessful. The attacker can distinguish between echos generated by different ships, and could thus concentrate on a single ship and its echos.

(ex - at 10 hex range a ship with 3 units of SS-30 can be probed successfully by a ship equipped with SN-40. If the SN is less than 40 the attacker must deal with 3 possible targets.)

 

SHIELD INCREMENTSHIELD INCREMENT - (SI) -

A shield is an energy field that protects against most types of weapons. Force Beams, and sometimes Warp Cannon, ignore the shields of the target ship. Shields have two components, Increment and Multiple. The total shield level (SL) equals the SI times the SM.

SI is the size limit for a single shield. All shields on a ship must be the same size. This can be less than the maximum SI but may not be greater. No more than one SI can absorb energy from a single shot. Any single hit on a shielded ship that causes more damage than the SI rating of the shields "Burns Through". The damage in excess of the SI rating of the shields is applied directly to the armour, bypassing any remaining shielding. It is conceivable that a ship could be destroyed even though it still had shielding available.

When shields are at less than full strength, as long as there is more shielding available than the ship's SI rating, a shot still hits a full SI value of shields.

The total shielding on a ship is reduced temporarily when it absorbs damage. When the shielding is reduced to zero all damage is applied to the armour of the ship. SI may be refitted. SI has no SSZ but does add MCr cost to a ship.

(Ex - A ship (SM4, SI15) has a SL of 60 (4*15). If the ship is hit for 12, 24, and 9 damage on a round of combat, the shields will absorb the first 12 damage, absorb 15 of the next 24 points of damage with the remaining 9 burning through to the TA, and then absorb the last 9 damage shot, leaving 24 points of shielding. After Shield Regeneration at the end of the round the ship will have 39 points of shielding available during the following combat round).

 

SHIELD MULTIPLESHIELD MULTIPLE - (SM) -

SM is the maximum number of shields that can be put on a ship, of SI size or less. Fewer may be incorporated into a ship if desired. Each SM contributes 1 towards the SSZ.

 

SHIELD RECOVERYSHIELD RECOVERY - (SR) -

The rationale behind the shield concept is that the shielding will absorb a certain amount of energy directed at the ship. When the shields have absorbed all they can any excess energy affects the ship. Over a period of time the shields are able to radiate into space some of the trapped energy. Known as SR, this occurs at a constant rate. It is not a technological item.

The rate of recovery is a flat 25% of the total shielding, (SI*SM). All fractions are rounded down to the nearest whole number. The minimum SR is always 1, so even a ship with SM-1 and an SI of less than 4 has an SR of 1.

SR is calculated at the end of every combat round. Shields can never recover past the original maximum value for the ship. If the ship loses SM due to critical hits the SR rate will be reduced, along with the total shielding.

(Ex - A ship with SM-3, SI-15, will have an SR of 11 per round of combat. It can't recover past the initial maximum of 45. If it lost one SM as the result of a critical hit, then its total goes down to 30 points of shielding and its SR is reduced to 7 points per turn.)

 

STEALTH EXPLORATION CAPABILITYSTEALTH EXPLORATION CAPABILITY - (SX) -

SX is similar to Exploration Capability (XC) except that a total exploration of the system (revealing type, status and any alien presence) is NOT reported to the empire occupying the surface of the planet. It will be reported by any ships present in the system.

 

TACHYON COMMUNICATORSTACHYON COMMUNICATORS - (TC) -

TC equipped ships try to send reports back about combats they don't survive. The TC automatically warms up on the first combat round. A TC can't be left running for extended periods, therefore they can't be "on" prior to a tactical. Ships without TCs will only give combat reports if they survive. Ships with TCs give reports if they are not destroyed on the first round of a battle. Garbled reports will be given when the TC is destroyed by a critical hit on the first combat round. Ships with TCs can't tell when alien ships send reports via TC. The GM will resolve battles when necessary to prevent players from getting information they should not acquire.

Designs exceeding a certain minimum ship size come equipped with TCs of zero cost, ship size, and critical factor size. Minimum ship size is determined by the TC tech level achieved by the position, as follows:

TC 1 - Strike Cruiser (CS) & up

TC 2 - Heavy Cruiser (CC) & up

TC 3 - Cruiser (CR) & up

TC 4 - Light Cruiser (CL) & up

TC 5 - Destroyer (DD) & up

etc.

Ships smaller than the minimum size may be designed with TCs. In this case the standard cost & size rules apply. (20/TC Level) rounded up equals ship size, cost and CFS. When TC tech improves all subsequent designs may take advantage of the above rule, but current designs & those undergoing research are not changed. Intrinsic TCs must be indicated on ship designs, in order to assist the GM. Ships with intrinsic TCs may be refitted to new levels.

 

 

TACHYON JAMMERSTACHYON JAMMERS - (TJ) -

Ships with TJs may block ships with TCs from sending combat reports. If the TJ is of equal or higher tech level than the TC, the report is blocked. TJ equipped ships are informed when alien ships use TCs, and what level of TC was used. If the TJ is destroyed a report can then be sent by any ships with TCs. If the TC ships survive the battle a report will be sent.

 

WARP CANNONWARP CANNON - (WC) -

A warp cannon fires shells equipped with micro JDs. These do a series of micro jumps to the target, trying to appear inside any defenses. WCs thus might ignore both shields and armour, doing damage directly to structure. Accuracy is rolled for once per WC firing. The SSZ of a warp cannon is determined by it's accuracy and damage rating, as follows: WC = WD + ((WA/25) round up).

 

WARP ACCURACYWARP ACCURACY - (WA) -

WA is the percentage chance of a WC shot hitting the target. FC cancels EW on a 1:1 ratio, until one or the other is zero. WA is then increased by (10 * the firing ship's remaining FC), or reduced by (20 * the target's remaining EW). WA is also affected by the range to the target. The modified WA is reduced by (the range in hexes to the target)2. One last modification is possible. If the target ship has not been successfully sensor probed, during the round, by a friendly ship, the chance of hitting the target is reduced to one third normal. (Round fractions up.)

(Ex - A ship with five WC (WA 115, FC5) fires at a target (EW4), seven hexes away. The chance of each shot hitting the target is 115 plus 10 more for the FC advantage, minus 49 for the range. This works out to a 76% chance per shot of a hit. If the firing ship had only had FC3 the chance would have been -20 instead of +10, or 46%. If the target ship (EW4 vs FC5) had not been successfully SN probed that combat round the chance would be (76/3) = 26%.)

 

WARP DAMAGEWARP DAMAGE - (WD) -

WD is the damage done to a target hit by a WC shot. One die ten is rolled for each hit. If the result is less than or equal to the WD and it is EVEN the hit affects structure; ODD and it affects armour. If the result is greater than the WD the hit affects shields. A roll of zero counts as a 10.

Damage done depends on what was hit. Hitting shields they do (1*WD) damage. Hitting armour they do (2*WD) damage. Hitting structure they do (3*WD) damage. Damage in excess of an existing defence type carries over into the next defence type, but with no increase in effect. Hits versus nonexistent defence types are upgraded to hits against the next defence type. (SL -> AR -> SD) (Ex - A ship (SL6, TA5) takes 4 hits from WD4 WCs, rolling 1,0,4,and 5. These hit AR, SL, SD and SL in that order. The first hit wipes out the 5 AR and does 3 structural damage, the second reduces the shield to 2, the third does 12 SD and the last reduces the shield to zero and does 2 points of structural damage.

TECHNOLOGYTECHNOLOGY

 

TECHNOLOGYTECHNOLOGY

Nova is a game based on technology. The initial choices that players make must be wise ones, or they will quickly find themselves in trouble. There is no perfect technology; a counter exists for each and every technology combination. It is advised that the players read carefully and experiment with the possible technologies before committing themselves.

 

TECHNOLOGY SUMMARY CHART FORMATTECHNOLOGY SUMMARY CHART FORMAT

The Technology Summary Chart lists all of the possible technologies, the TP costs and the ship design costs associated with them. Do not confuse the cost (in TP) to acquire a technology with the cost (in MCr) to put the acquired technology into a ship design. The format used on the Technology Summary Chart is as follows:

Abr: The two letter abbreviation used to identify the technology.

TP Cost: The formula used to determine the cost, in TP, of any level of the technology. In some cases this will be zero as the tech is available to all players at no cost. In all cases where a low level of the tech would result in a negative cost the cost is assumed to be zero TPs. Non-integer technologies cannot be purchased. (Ex - MR 7.5 or EW 4.2 are not allowed.) Some components may not be used unless the related technologies are purchased, denoted with an "R" in the tech cost column. The level of technology purchased may never be zero. (ex EW-0 is not allowed)

Size: The amount of size that a particular component will add to the ship size (SSZ) of a ship. A rating of "-" means it is not applicable.

Cost: The number of MCr that the component contributes to the total cost of a ship. Note that fractions don't round up individually; only fractional total-costs for ships are rounded up.

Notes: Short reminders of important points. These are expanded upon in the TECHNOLOGY GLOSSARY.

(Players should note that in all cases the lower case "n" in a formula represents the level of the technology in question.)

TECHNOLOGY SUMMARY CHARTTECHNOLOGY SUMMARY CHART

ABR

TP COST

SIZE

COST

NOTES

AR

0

n

n

 

BL

3n+(n/10)2 rd

n

n

 

CH

0

n

n/30

n must be in units of 30.

XL

6n+2(n/10)2 rd

n

1.5(n) rd

can use BL and PL technology.

DC

0

20

20

 

DG

(n/5 - 2)2

n

n

n = range in hexes

DS

(n/5)2

n

n

 

EW

(n+3)2

1

5n

 

XC

0

10

10

 

FC

(n+2)2

1

3n

 

FP

R:[FA,FD]

n

n

range = .75xFP rd

FA

(n/20+2)2

-

-

 

FD

2n2

-

-

 

IE

30(n-1)+(n-1)2

-

n(SSZ/10)+5

Must have IE1 +

IA

0

-

-

IA = 2(SSZ/20) rd

HF

3n2-3

-

HFxAR

Does not effect IA

JD

n2

-

n(SSZ/10)+5

 

LB

0

n

n/2

n must be in units of 10.

LT

(8-n)2

-

-

LT <= 0 is not allowed.

ML

R:[MD,MA,MR]

n

n

fire smaller or equal size missiles.

MA

(n/10)2

-

-

 

MD

n2

-

-

size of missile = MD/2 + MR/2.5 + MA/50 ru.

MR

(n/2)2

-

-

 

OS

n2

10

10

 

PL

3n+(n/10)2 rd

n

n

 
         

ABR

TP COST

SIZE

COST

NOTES

PA

R:[PR,PD]

n

n

n = PR(PD/2) ru

PR

n3

-

-

 

PD

2n2

-

-

 

SN

(n/10)2

1

n/5

 

SS

(n/10+1)2

10

10+n/5

 

SI

(n/3)2

-

SIxSM

 

SM

.5n2

n

-

 

SR

0

-

-

SR = SIxSM/4 rd

SX

0

20

20

 

TC

2n2-2

20/n ru*

20/n ru*

* might be zero

TJ

2n2

20/n ru

20/n

 

WC

R:[WA,WD]

n

n

n = WD + (WA/25) ru.

WA

(n/25)2

-

-

 

WD

(n-1)3

-

-

 

 

INITIAL TECHNOLOGYINITIAL TECHNOLOGY

The technology that a player begins with is the most important decision to be made. Initial ship designs will be created and research projects for the rest of the game will be based on this. Most initial techs can be broken down into three common strategies. Balanced, Stretched and Swarm.

(Balanced Tech) - A self-sufficient technology that can serve as a springboard for research in many directions. It is a conservative start and may find itself in trouble against stretched technologies.

 

 

 

COMPONENT

TP COST

TOTAL

BL 15

47

47

DG 20

4

51

EW 1

16

67

FC 4

36

103

IE 2

31

134

JD 3

9

143

LT 4

16

159

OS 3

9

168

SN 30

9

177

SI 12

16

193

SM 4

8

201

TC 2

6

207

This is a conservative beginning with no obvious weak spots. Its research will be determined more by the technologies of its immediate neighbours than by a need to improve any one component. Some research into LT and EW is required to improve these components to useful levels.

(Stretched Tech) - These techs feature one component to the exclusion of most others. Long term research is a problem but the advantage of an extremely high tech in a crucial area can make up for it. Such techs must be aggressive or will fall behind rapidly.

COMPONENT TP COST TOTAL

FC 8 100 100

IE 3 64 164

JD 3 9 173

PL 14 43 216

SN 15 6.25 222.25

SI 9 9 231.25

SM 3 4.5 235.75 (rounded up to 2358 MCr)

This tech will be able to inflict tremendous damage on any targets, but has little defence. It needs to research larger pulse lasers and better shields, among others. It must expand aggressively in order to secure the production base required to support large scale research. It would want to attack slow, EW 0 empires. It would probably lose quickly if faced by a high EW technology.

 

 

SWARM TECHNOLOGYSWARM TECHNOLOGY

(Swarm Tech) - Swarm techs work well if played with a balance of aggressive play and diplomacy. They are exciting, even when they don't work. The resulting larger-than-normal empire makes up for the catch-up research that must be done.

COMPONENT TP COST TOTAL

IE 2 31 31

JD 4 16 47

PR 3 27 74

PD 4 32 106

SN 20 4 110

SI 9 9 119

SM 2 2 121

This strategy relies on a large fleet of low quality ships to swarm over high tech (and initially poor) neighbours. Swarmers who don't successfully expand will find themselves in a technological hole they can't get out of.

 

SHIP DESIGNSSHIP DESIGNS

Once a tech is chosen players create ship (& missile) designs that they start the game with. Designs should be useful and efficient as ships and installations must also be purchased. Game start focuses on exploration and exploitation of star systems close to the home star. You need ships capable of exploration, ships capable of transporting colonies and ships capable of halting alien exploration.

 

EXAMPLE OF INITIAL TECHNOLOGY DESIGNEXAMPLE OF INITIAL TECHNOLOGY DESIGN

Harry Hun decides to go with a stretched Force Beams. IE and FA are favoured. His ships will have an "egg shell with a hammer" style to them.

COMPONENT TP COST TOTAL

FC 2 16 16

FA 120 64 80

FD 4 32 112

IE 4 99 197

JD 3 9 206

SN 20 4 210

SI 9 9 219

SM 4 8 227

TC 2 6 233

Harry has spent 233 Tech Points (2330 MCr). He must still create his ship designs and purchase ships / installations (colonies etc). Because he has spent so much of his initial 3500 MCr Harry decides to down grade his Home Star from a Type Eight to a Type Seven World. This adds 400 MCr to his initial 3500. After paying for the tech Harry has a treasury of 1570 MCr left to work with.

Harry then decides on the ship designs he needs. He will need a small combat ship, a scout to explore systems with, a transport to carry installations to systems he finds, and a large combat ship in case hostilities begin early.

 

SHIP SIZE CATEGORIESSHIP SIZE CATEGORIES

The size of a ship (SSZ) can be referred to by the exact size or by its size designation. (Ex: An opponent successfully uses SN on one of Harry Hun's ships. It is one of his Hornet class frigates so he tells the other player that his ship is a FRIGATE (SSZ 16 - 30)).

CLASS NAME

ABR

SSZ RANGE

Corvette

CT

00-05

Escort

ES

06-15

Frigate

FG

16-30

Destroyer Escort

DE

31-50

Destroyer

DD

51-75

Light Cruiser

CL

76-105

Cruiser

CR

106-140

Heavy Cruiser

CC

141-180

Strike Cruiser

CS

181-225

Attack Cruiser

CA

226-275

Battle Cruiser

BC

276-330

Pocket BattleShip

PB

331-390

BattleShip

BB

391-455

Battle Moon

BM

456-525

Dreadnought

DN

526-600

Super Dreadnought

RD

601-680

Battle Star

BR

681-765

Death Star

DR

766-855

Star Destroyer

SD

856-950

Nova Class Terminator

NT

951+

SHIP DESIGNSSHIP DESIGNS

The components used in a ship design may not exceed the tech limit imposed by a player's technology.

Each ship design costs Tech Points, and must be paid for pregame or researched after the game starts. The TP cost of a design is the Square Root of the (Ship Cost divided by 10) rounded down. The total cost of the ship is equal to the sum of the costs of all of the components, rounded up.

Ship designs must be handed in with the player's orders the turn the research project is started, or submitted with the initial tech and unit purchases. Designs must be separate from all other orders, and use the standard format. Designs submitted contrary to these rules will not be accepted.

 

SHIP DESIGN FORMATSHIP DESIGN FORMAT

The standard format is : "Class Name" (SSZ Category) TP Cost (TA=x)

Component SSZ Cost

# (Type) Size x x

(ex: 4 BL 15 means the ship has 4 Beam Lasers each of size 15, they will have a total SSZ of 60 and a total Cost of 60)

Jump Drives on ship designs should be recorded as JDxLy, where "x" is the tech size of the JD and "y" is the Lag Time tech limit (ex: JD4L6 means the ship has a JD of 4 and a LT of 6).

The Total Armour (TA) should be listed beside the TP cost of the ship. Armour should be recorded as x AR y, where "x" is the number of points of AR and "y" is the HF rating of the ship. Don't forget IA. (ex: 9 AR 2 means 9 points of HF 2 armour, totaling 18 points of armour defence, SSZ 9, Cost 18.

Any intangible components should be listed to the side of the ship design. These are FA,FD,PR,PD,SR,WA & WD.

DESIGNING A SHIPDESIGNING A SHIP - (NSD) -

The designing of a ship consists of simply listing everything that you want to have on the ship. When you know what you want on the ship you can calculate the size and cost. If these are not what is desired you then alter the components decided on until the figures are acceptable.

Previously we looked at Harry Hun's initial technology. Now we can examine his ship design efforts. Harry's first ship design is a combat ship with which he hopes to vaporize the beginning game scouts of his opponents. It is cheap to produce and can do surprising damage to aliens who depend on shields at the games start. Because he has already spent a lot pregame he arranges its cost so that it's only a 2 TP design.

"Hornet" Class FG TP Cost = 2 (TA=12)

COMPONENT SIZE COST

IE 4 - 17

JD 3 - 14

2 SI 9 2 18

10 AR 1 10 10

4 FP 4 16 16 (FA120,FD4)

SN 10 1 2

FC 2 1 6

-- --

30 78

The class name is "Hornet", the size is that of a Frigate. These ships cost 78 MCr each, which means the design costs 2 tech points. They do not have great shields or a lot of armour, (10AR * HF1 + 2IA = 12).

Harry also designs a small armed scout, a transport, and a large combat ship, none of which will be shown here.

NEW MISSILE DESIGNSNEW MISSILE DESIGNS - (NMD) -

Players who use missile techs must design the missiles their ships will use in combat. They may design missiles to use new tech or when they need missiles with capabilities different from those they already have. Missile ships thus improve in offensive combat ability without modification to the ships.

New missiles are not instantly acquired by ships capable of using them. The missile design must be researched. The following turn all ships that start the turn in a system with an established Industrial Complex, under the owning empire's control, may use the new missile. The turn after that, all other non-retreating ships may use the new missile. Ships which are retreating may not use the new missile until they end a turn without retreating.

Missile designs cost 1 Tech Point. Missile size is determined by the missile's abilities. (MA/50 + MR/2.5 + MD/2) round up. Missile designs must all be listed on the same sheet of paper. When a new design is researched it must be added to the list, and a new copy of the list must be submitted to the GM. This list must received the turn that the research on the new designs is started.

(ex: The AROMAN Empire improves its MD, from 10 to 13. Two launcher sizes are prevalent in the Aroman fleet, 12 and 21. The best MA is 190, the best MR is 26. The AROMAN player designs two missiles, one for each launcher size. The two end up as the Mark 7 missile [MD13-MA190-MR4=size(11.9)=12] and the Mark 8 [MD13- MA190-MR26=size(20.7)=21]. These designs are added to the list of all previous missile designs and a copy of the amended list is submitted to the GM. They are researched turn 34; on turn 35 ships in systems with Aroman controlled Industrial Complexes can use the new missiles in combat. Turn 36 all other non-retreating Aroman ships can use the new missiles.)

 

REDESIGNED SHIP DESIGNSREDESIGNED SHIP DESIGNS - (RSD) -

Existing ship designs can be modified to incorporate improved technology. Only EW, FC, FA, FD, HF, LT, OS, SN, SS, & SI can be improved. The component must already exist, it can't be added to or subtracted from the design, only modified. RSDs always cost 1 Tech Point. They use the same submission rules as regular ship designs. Ships can't be redesigned prior to the start of game turn 1.

(ex: Harry Hun researches FC4 & FD5. He redesigns his Hornet class Frigates with the new tech and submits a copy to the GM.

"Hornet Mk2" Class FG TP Cost = 2 (TA=12)

COMPONENT SIZE COST

IE 4 - 17

JD 3 - 14

2 SI 9 2 18

10 AR 1 10 10

4 FP 4 16 16 (FA120,FD5)

SN 10 1 2

FC 4 1 12

---- ----

30 89

The cost has increased to 89; because this is a redesign it only costs 1 TP to research. Once this redesign is researched Harry can refit existing Hornets to the Hornet Mk2 design. See REFITTING for applicable rules.)

 

 

SAMPLE STARTING TECHNOLOGIESSAMPLE STARTING TECHNOLOGIES

(COMPONENT) (TP COST)

- BEAM LASERS - BL 20 64

DG 22 5.76

EW 5 64

FC 3 25

HF 2 9

JD 4 16

SN 40 16

SI 12 16

SM 5 12.5

---

228.26

- COMBINATION LASERS - XL 14 87

FC 4 36

IE 2 31

JD 3 9

SN 35 12.25

SI 12 16

SM 4 8

TC 2 6

---

205.25

- FORCE BEAMS - FC 3 25

FA102 50.41

FD 3 18

IE 4 99

HF 2 9

JD 3 9

SN 30 9

SS 30 16

SI 9 9

SM 4 8

---

252.41

- MISSILE - EW 2 25

JD 3 9

MA 80 64

MD 9 81

MR 14 49

SN 20 4

SI 9 9

SM 4 8

TC 2 6

---

255

- PLASMA TORPEDO - IE 3 64

JD 4 16

PR 3 27

PD 6 72

SN 30 9

SI 9 9

SM 4 8

TC 2 6

---

211

- PULSE LASER - FC 6 64

IE 4 99

JD 3 9

PL 12 37

SN 20 4

SI 9 9

SM 4 8

---

230

 

- WARP CANNON - FC 6 64

IE 3 64

JD 3 9

SN 50 25

SI 9 9

SM 4 8

WA100 16

WD 5 64

---

258

- SWARM TECH - BL 18 55

FC 4 36

JD 4 16

SN 20 4

SI 9 9

SM 4 8

TC 2 6

---

134

 

David Stomp decides to try a high end swarm tech. He spends 134 TPs for an adequate tech with no frills, and downgrades his home star to a Type 5 (Plus an extra 1200 MCr). He designs the following three ships.

GAS CR (Generic Armed Ship)

IE 1 0 15.5

JD 3 0 36.5

BL 15 15 15

SOMETHING IS MISSING HERE

The initial builds are TPs + Designs = 1440

Colonies * 16 = 960

GAS CRs * 16 = 1984

4384 MCr

David has a treasury of 316 MCr plus production of 50 MCr available for use on turn one. He can send 4 GAS class, carrying 4 colonies, out each of the 4 initial warp lines. After turn 1 he would build more colonies and Haulers as needed, to occupy worth while systems, and more GAS class for exploration. When an enemy / target is decided on he would start building Faith class ships to bolster his fleet of GAS class ships. He must attack early, before other higher tech positions establish their empires and start building fleets.

 

 

OTHER UNITSOTHER UNITS

 

INTRINSIC SYSTEM GARRISONSINTRINSIC SYSTEM GARRISONS

All established systems have an intrinsic defence force. World status systems have 3 militia armies (MA), settlements have 2 and outposts have 1. Home stars have 10 MAs. MAs can't be moved. Destroyed MAs reappear just prior to the first ground combat phase of each turn so long as any friendly defending units survived the previous turn's combat. Captured systems generate no militia armies.

 

OTHER UNIT ATTRIBUTESOTHER UNIT ATTRIBUTES

Unit Abr Cost/Size Combat Factor (CF)

Assault Army AA 30 2

Regular Army RA 30 3

Militia Army MA na 1

System Defence Unit SDU 90 4 (-1 defence)

Colony C 60 na

Industrial Complex IC 120 na

Planet Cracker Bomb PCB 180 na

Star Gate SG 2(180) na

Terra Form Construct TFC 900 na

 

ARMIESARMIES

Armies are used to attack or defend planets. Armies must be carried between systems by CH-equipped ships. All armies have a Combat Factor. When an army attacks an enemy unit a die six is rolled. A result of less than or equal to the CF destroys the target. When SDUs are attacked the die roll is modified by +1.

 

ASSAULT ARMIESASSAULT ARMIES - AA -

AAs have a CF of 2. They can invade alien held planets. Surviving AAs may be reinforced on the second combat round by other armies or SDUs. If all AAs are destroyed on the first combat round of an invasion no reinforcements can land. AAs can't be surrendered to other players.

 

REGULAR ARMIESREGULAR ARMIES - RA -

RAs have a CF of 3. They cannot be used to invade alien planets. RAs may be used to reinforce troops already in combat or as garrisons. RAs can't be surrendered to other players.

 

MILITIA ARMIESMILITIA ARMIES - MA -

MAs have a CF of 1. MAs can't be built or moved. They are a function of the system Status. Militia do not appear in captured systems. MAs destroyed in combat reappear at the beginning of the first round of combat of the next strategic turn. This will not happen if all defending units are wiped out by the end of the third round of surface combat in a turn. MAs can't be surrendered to other players.

 

 

SYSTEM DEFENCE UNITSSYSTEM DEFENCE UNITS - SDU -

SDUs are heavily equipped surface units generally used to defend planets from space based attacks (PCBs, OS, and DC) and invasions. SDUs can be used to reinforce invasions. Planets with one defending SDU lose all production the turn following a DC attack but are not destroyed. If two or more SDUs are present production is not affected. SDUs do not prevent ICs from being suppressed the turn following DC attacks. Each SDU gets one attack when there is an attempt to drop PCBs on the planet. Each SDU has a 2/3rds chance of destroying a PCB (a roll of 1-4 on a die six). All attacks must be allocated against PCBs before any are rolled for. SDUs engaged in surface combat get a defence bonus of (+1) which is applied to the die rolls of all units (including OS) that attack them.

(Ex - 3 SDUs have 2 PCBs dropped on them. They fire at one PCB twice and the other once. Each SDU hits on a 1-4 (on a die 6). One SDU destroys its target, but the other two miss. The planet and everything on it is destroyed). SDUs may not be surrendered to other players.

 

STAR GATESSTAR GATES - SG -

Star Gates allow shortcuts between star systems. Each SG consists of two ends. SG ends connect only to each other. The two ends may be built on different ICs. Once built the two ends are carried, one to each of the two systems that are to be joined, and placed in the warp point centres. They must be carried in CH or LB equipped ships. Both ends must be built on the same turn. If multiple SGs are built during a turn, you must specify which ends go together!

SG ends are considered to have an IE only for non-combat situations, they have no movement capabilities in combat. SG ends may be fired at during combats. SN probes conducted upon SG ends will reveal them for what they are. They do get the IA for their size (18TA) and do have TCs. SG ends are automatically captured whenever another player seizes control of the system space. Players capturing unconnected SG ends are informed that they are non-functional. Players who have captured an SG end are informed, at the end of the turn, when the matching end is destroyed or salvaged.

Ships may jump from one end of the SG to the other as if it were a single warp line. Movement along SGs and normal warp lines may be combined. The controller of a SG end may give blanket permission (as per DGs) to other players to allow them to use the SG. SGs can be moved but can't be used during that turn.

If either end of the SG is destroyed the other end is completely useless from then on. SG ends may be voluntarily destroyed during the economic phase of the turn. A SG end may be salvaged for 90 MCr. Attempts to use SG ends whose other end no longer exists results in all ships stopping at that point. There is no range limit to the number of systems that a SG may operate over. The other end of the SG pair need not be known to the owner of the SG in order to be used.

(ex: The MERSY empire builds a SG. One end is carried to the system called BALOR, the other to POING. The turn following the placement of the SG ends ships may jump directly from BALOR to POING using only one point of JD. If the BALOR end of the pair were captured the new owner of that end could jump ships out the captured SG end with "X" orders to explore the system occupied by the matching SG end. If the MERSY empire ordered their remaining end destroyed at the start of the turn following capture the ships attempting to jump through the SG end on BALOR would stop moving after reaching BALOR.)

 

COLONIESCOLONIES - C -

Colonies are used to exploit planets. (see ECONOMICS : COLONY ESTABLISHMENT PROCEDURE). Established colonies may be captured as a result of surface combat. Colonies may not be surrendered to other players.

 

 

INDUSTRIAL COMPLEXINDUSTRIAL COMPLEX - IC -

Established ICs allow the owning player to build ships, SDUs, PCBs, TFCs, and ICs. There is no limit as to how much can be built at a single IC. ICs can't be established on planets with a Status of NONE. Established ICs can't be moved. ICs are carried in CHs between systems. ICs are captured when planets are captured and can be used if the planet is garrisoned by the capturing player. ICs can only build ships designed by the current owner.

 

TERRAFORM CONSTRUCTTERRAFORM CONSTRUCT - TFC -

TFCs are used to change a system's TYPE. SDUs prevent them from being used. A TFC changes system type from (1,2,3,or 4) to (5,6,7, or 8) respectively. The use of a TFC destroys the TFC and all existing units established or stored on the planet (in the absence of enough CH capacity to carry them). If a CH containing part of a TFC takes a critical hit the TFC blows up destroying the carrying ship. TFCs used on type 0,5,6,7,or 8 systems have no effect on the system type but do destroy all units and reduce the Status to NONE. TFCs can't be used on planets if any SDUs are present.

 

PLANET CRACKER BOMBPLANET CRACKER BOMB - PCB -

PCBs that hit a planet destroy all units on the surface. PCB(s) destroyed by defending SDUs have no effect. If a CH containing part of a PCB takes a critical hit the PCB blows up, destroying the carrying ship. Any Type 5,6,7, or 8 systems hit by 2 PCBs at the same time are reduced to types 1,2,3, or 4 respectively. Systems hit by 3 PCBs at the same time are reduced to a type 0 systems. PCBs may be used during surface combat by either player. (See SURFACE COMBAT) Conditions for this use must be detailed in the turn's orders.

 

 

ECONOMICSECONOMICS

 

OVERVIEWOVERVIEW

Revenue, in the form of Mega Credits (MCr), is generated at the start of each strategic turn by all Outpost, Settlement, and World status systems. The MCr are available wherever builds are specified to occur, with any left over being stored on the home star as treasury. MCr are used to build ships, installations, research teams, troops and other units. Builds may be used the turn they appear.

 

CONSTRUCTION RESTRICTIONSCONSTRUCTION RESTRICTIONS

Armies and colonies may only be built in World status systems. Two armies may be built per turn in World status systems. Four armies a turn may be built on Home Stars. MAs can't be built. Ships, SDUs, PCBs, ICs & TFCs can only be built at established ICs. Default location for builds is the home star or, if lost, the designated home star. Builds in excess of stated limits are NOT executed. See RESEARCH for the purchase of Research and Development Teams. ICs may NOT be used to build anything on the turn following Devastation of their system. Ships may be only partially paid for. In this case the ship can't be used in any way and can be finished on any subsequent turn. If the system is captured, so is the incomplete ship. Partial ships can't be finished by alien empires, but may be destroyed or salvaged as per normal.

 

MEGACREDITS, TREASURY & TRANSFERMEGACREDITS, TREASURY & TRANSFER

Unused MCr may be accumulated. There is no limit to how many MCr can be saved, but there is a 10% (administrative corruption & incompetance) penalty applied to any treasury balance in excess of the empire's production at the end of a turn. MCr are saved on the home star. This may be changed by telling the GM, in the turn's orders, where the treasury is. MCr are auto-transferred to systems where builds are occurring. MCr may be transferred between empires that have contact with each other. Transferred MCr may not be used by the receiving empire the turn of the transfer. Stockpiled MCr may be voluntarily destroyed during the production phase of a turn, if requested in the turn's orders. Stockpiled MCr are captured along with planets.

 

NEGATIVE TREASURIESNEGATIVE TREASURIES

Players may spend more MCr than they have available. "Deficit spending" can't exceed the player's income for the turn. Negative treasuries must be cleared on the following turn, prior to any other expenditures, except Research maintenance. You can't borrow MCr to pay off your debt. There is a one-time 100% interest charge on any debt, payable the turn following the borrowing. If a debt carries over to another turn interest isn't paid again, but no other expenditures can occur until the debt is cleared, other than maintaining RDTs. Empires could borrow on one turn and be unable to do any financial expenditures for several turns afterwards. The GM may place an empire in debt while validating financial orders, but no more than 50 MCr past what the empire spent. Any expenditures in excess of this are aborted, in reverse order of priority. (ex: Harry Hun (921 MCr available to him) decides to spend 956 MCr. This leaves him with a treasury of -35 MCr. The next turn, after maintaining any existing RDTs, he must pay 70 MCr to clear the debt. He may then do other expenditures.)

 

SYSTEM PRODUCTION POTENTIALSSYSTEM PRODUCTION POTENTIALS

The revenue generated by a system depends on its type and current status. The following table shows all possibilities except a status of NONE, in which case the revenue is always 0.

SYSTEM MCr Revenue by Status per Turn

TYPE Outpost Settlement World

0 na na na

1 10 na na

2 20 na na

3 30 60 na

4 40 80 na

5 10 20 50

6 20 40 100

7 30 60 150

8 40 80 200

Notes : "na" - not allowed, the system can't support this Status.

 

COLONY ESTABLISHMENT PROCEDURECOLONY ESTABLISHMENT PROCEDURE

The revenue from a system is dependent on the number of colonies established. Systems with one colony are Outposts. Systems with two colonies are Settlements and World status systems have three colonies. A system can't support more than three established colonies. Colonies of different empires CAN'T co-exist in a system. Colonies may not combine with alien colonies under any circumstances.

To establish colonies in a system they must be transported to the new system by CH-equipped ships. The ships must have activity orders of "E" (establish). No hostile alien units can exist in the system at the time of establishment. All colonies may establish at the same time, along with any other units. Once a colony is established it can never be moved.

Orders to establish in excess of system type limits are not executed. Other units can't be established or landed unless at least one established colony is already in the system or one or colonies establish with them. Status is not cumulative; a World is not a world plus a settlement plus an outpost.

 

SUPPRESSIONSUPPRESSION

Production may be affected by DC-equipped ships or by surface combat. This effect lasts for one turn and is called Suppression. Suppressed systems produce no revenue the following turn. Systems may be protected from suppression. Systems with two or more SDUs present do not suffer this penalty. In no case may an IC in a devastated system be used the turn following suppression. A system is also suppressed if surface combat continues past the end of the third round, regardless of the number of SDUs present on the planet.

CAPTURED SYSTEMSCAPTURED SYSTEMS

When a player gains control of an alien colonised system it can be garrisoned, pillaged or abandoned. If all armies are removed the planet is abandoned and control returns to the original colonizer as of the instant of abandonment. All ICs, PCBs, TFCs & SGs are captured by the invader and may be used, even if the garrison requirements are not met. Colonies may be captured but can't be used.

If a garrison is present the system will produce MCr at half the normal rate. Colonies & armies can't be built. Outposts, Settlements, Worlds and Home Stars require garrisons of 1,2,3, and 10 armies each respectively. Captured systems do not generate MA. Even if not garrisoned captured systems may be pillaged.

PILLAGEPILLAGE

MCr can be generated by pillaging colonised systems. This occurs after normal production. Systems being pillaged produce normal revenue that turn. All units in excess of the available CH capacity are destroyed and the pillager receives MCr equal to the unmodified production of the system, or 180 MCr, whichever is less. Armies or SDUs must be present at the turn start in order to pillage. MCr gained through pillage are not affected by prior devastation or captured status and may be used that turn. Pillaging a system is noted in the financial section of the orders. List the pillaged system(s) and the amount gained. World statues systems may not be pillaged by anyone, including the owner, without fighting and destroying all the militia.

 

SALVAGESALVAGE

All units, except established ICs & colonies, can be salvaged. This occurs at established unsuppressed ICs. All units to be salvaged and their location must be specified in the turn's orders. Salvaged units are removed from play before the jump phase. The salvager gains MCr equal to 50% (round down) of the current value of the unit. The current value of a damaged ship is equal to the original cost minus the cost of all damaged components and minus the amount of structural damage. MCr gained through salvage may be used the turn the salvage occurs.

 

REFITTING SHIPSREFITTING SHIPS

Ships can be refitted to incorporate newly acquired technology. Ships can only be refitted to an existing ship design. See TECHNOLOGY : SHIP REDESIGNS for details on what can be changed. A ship can only be refitted if it is undamaged. A ship can be repaired and then refitted in the same turn. No salvage value is gained for the old components. Refitting a ship costs the full value of all the components being upgraded. Refits must occur at an established IC capable of production. Ships used the turn the refit occurs use the new components.

(Ex - Harry Hun, having redesigned his "Hornet" class Frigate sends five Hornet Mk1's to systems with established ICs. During the Economic phase of the next turn he orders all five ships refitted. One was battle damaged so he first pays to repair it, then allocates 28 MCr per ship for refits (FC3-4 and FD4-5 costs 12 + 16 MCr ) or 140 MCr. Harry can give them movement orders for the same turn and they would be able to use the new tech in any combats.)

 

REPAIRING SHIPSREPAIRING SHIPS

Damaged ships may be repaired at established unsuppressed ICs. Repair costs of are : - Armour (TA) costs 1MCr per point of damage.

- Structural Damage (SD) costs 1MCr per point.

- IE/JD cost 10% of the SSZ per level damaged.

- All other components cost the full cost of the original installation price to repair.

SM costs the amount of the incorporated SI to fix. Partial repairs are allowed. (Ex - Harry's Frigate lost all its TA, 7 SD, a FP, and a point of JD. It costs 12MCr for the armour, 7MCr for the SD, 4MCr to fix the FP and 3MCr to repair the JD. Total repair bill is 26MCr)

 

RESEARCHRESEARCH

COST OF R&D TEAMSCOST OF R&D TEAMS

Each Research and Development Team (RDT) costs 40 MCr to create. On each subsequent turn it costs 10 MCr to maintain each RDT. Teams that are not maintained cease to exist and don't contribute to research that turn.

 

TECHNOLOGY DEVELOPMENTTECHNOLOGY DEVELOPMENT

Beginning with Turn 1 research teams are used to generate tech points (TPs). Tech points are purchased prior to Turn 1. Research consists of buying RDTs, assigning them to a project and maintaining them until the project finishes. RDTs can be added to any project at the start of each turn. The purchase and maintenance of RDTs is detailed in the Financial section of each turn's orders. RDT assignment and project control is detailed in the Research section of each turn's orders. Research projects are hidden in deep space and automatically moved when in danger. Research projects can't be attacked by other players.

 

RESEARCH LIMITATIONSRESEARCH LIMITATIONS

Normally no limit is imposed on the number of RDTs that can be created in a single turn. If an empire loses its Home Star no more than three RDTs per world status system colonised by that empire can be created. Empires may maintain all existing teams but may not create new ones until the total falls below the limit.

Fractional technologies can't be researched. (e.g. EW 4.2 is illegal). Tech level zero (EW 0) and negative TP projects are not allowed. Research may not be shared with another empire nor transferred between empires.

 

RESEARCH PROJECTSRESEARCH PROJECTS

All research is organised into "Projects". The project listing is a statement of the starting tech level and the desired end-of-project tech level. Projects must have stated start and end points. Designs must be handed in when the design project is begun, otherwise they will be cancelled. (Ex - "BL15 - BL20" means the current level is BL15 and the desired level is BL20.)

 

RESEARCH TYPERESEARCH TYPE

Project difficulty is found by comparing the number of TPs between the current tech level and the desired tech level. Calculate the cost of the existing tech level and the cost of the desired tech level and compare them. Use the formulae given in the TECHNOLOGY SUMMARY CHART. (Ex - BL15 costs 47 TP while BL20 costs 64 TP, a difference of 17 TP.) If the difference is greater than the tech points incorporated in the existing tech, the project is a table "A" project. If the required TP are <= the existing TPs the project is table "B". (Ex - BL15 to BL20 is a table B project, the required 17 TPs are less than the 47 TP invested in BL15). All ship designs, redesigns, and missile designs occur on table "C". All research based on tech from pillaged Home Stars is also on the C table.

Research project goals may not be altered once started. The number of teams assigned to a project may be altered each turn. Projects may be aborted any turn by removing all teams from it.

 

RESEARCH TABLESRESEARCH TABLES

Every turn one die roll is made for each RDT assigned to a project. The Die 10 roll is cross-indexed with the appropriate table for the project. The resulting number is the number of tech points generated by the RDT that turn. Projects on Table A may go negative due to poor rolls.

DIE ROLL TABLE A TABLE B TABLE C

1 1 2 2

2 1 1 2

3 1 1 2

4 1 1 2

5 1 1 2

6 1 1 1

7 0 1 1

8 0 1 1

9 0 1 1

0 -1 0 1

Average .5 1 1.5

 

PROJECT GOALPROJECT GOAL

The project goal is the difference in tech points between the current level of technology and the desired level of tech. The project is successfully completed when the number of tech points generated equals or exceeds the goal. When a project is successfully completed all RDTs committed to it are disbanded. They may not be transferred to other projects.

 

STARTING TEAMSSTARTING TEAMS

The sum of the number of teams assigned to a project on the previous turn plus the RDTs that were maintained (at 10 MCr each) on it during the last turn totals the number of starting teams on that project. This is recorded each turn that the project exists.

 

RDT ASSIGNMENTRDT ASSIGNMENT

All changes to the number of RDTs assigned to a project must be recorded. Teams may be freely added to a project at the start of any turn. RDTs are not maintained the turn they are created. Teams may be removed from a project at the start of any turn. Teams that are removed from a project cease to exist. They may not be reassigned to another project. If all teams are removed from a project, for any reason, the project collapses, and all tech points accumulated on the project so far are lost. The number of RDTs on a project after all changes is listed under the FINAL column of the Research section of the orders.

 

RESEARCHED TECHNOLOGYRESEARCHED TECHNOLOGY

Whenever the researched tech point total for a project equals or exceeds the project goal the project ends. Successful completion of the project is reported to the player in the end of turn situation report (sitrep). All RDTs assigned to the project cease to exist. The player may submit ship designs, redesigns or missile designs which incorporate the new technology on the next turn. If the project was a ship design it may be purchased on the next turn.

 

RESEARCH STATUS REPORTSRESEARCH STATUS REPORTS

The GM will decide whether to give full R&D status reports each turn or not. IF not the progress of projects will not normally be reported. In this case players interested in the progress of their projects can then pay 5 MCr per project report and the accumulated total TPs for the specified projects (as of the end of the turn) will be reported in the turns situation report. The 5 MCr charge is returned if the project succeeds the turn the report is asked for. Players can get one report per project per turn if they pay for them.

 

CAPTURED TECHNOLOGYCAPTURED TECHNOLOGY

When players pillage alien Home Stars they gain an advantage when attempting to research any technology the original owner of the Home Star had prior to the turn of capture. All research on projects done up to a level equal to that of the alien empire's captured technology occurs on the "C" table, regardless of the TP differentials. This advantage only occurs after the pillage of a HOME STAR status world and only for those empires whose armies took part in the pillage.

 

UNIT STANDARDIZATIONUNIT STANDARDIZATION

It is not possible to augment the spatial or surface combat capabilities of any non-ship units.

 

MISSILE DESIGN ACQUISITIONMISSILE DESIGN ACQUISITION

Missile using ships do not receive new missile designs automatically the turn after the design is successfully researched. The following rules apply:

1) Missile using ships that begin the turn in a system with an established IC belonging to the player may use the missile designs in combat that turn.

2) Ships not in systems with owning empire-operated established ICs receive new missiles at the beginning of the 2nd turn following the research of the design, as long as they are not retreating that turn. If they are in retreat they receive the design at the start of the first turn following a turn that they don't retreat on.

 

 

ORDERSORDERS

SUBMITTING ORDERSSUBMITTING ORDERS

Nova is by nature a lengthy game. Each turn will take up to two weeks, perhaps longer, to resolve. This is due in part to the amount of work the GM must do and also to the need for discussion and diplomacy between the players each turn. The GM will decide on a time interval between turns.

Each turn players will write orders detailing the activities of their empires and submit them to the GM on or before the deadline. Verbal orders and orders received after the GM has begun processing the turn will not usually be accepted. Players who will be unable to submit orders should make arrangements with the GM ahead of time. The GM will produce Situation Reports (Sitreps) detailing the results of player interaction for the past turn, noting any conflicts the players must resolve. These normally take several days to prepare after the due date.

All submissions to the GM must be on Standard Order Forms or be done in EXACTLY the same format. All designs and redesigns must be handed in on 3 ring punched standard 8 1/2 x 11 inch paper, not on the same page as any turn orders.

Always label each page handed in with the empire name. All new ship designs or redesigns must be given unique designations. Ship builds must be individually named or numbered.

 

PENALTIESPENALTIES

Empires will be assessed penalties in MCr for submissions that do not follow the rules as stated above. Newly built ships not named / commissioned by the player will be assigned names by the GM and the empire will be fined 10 MCr per ship the GM must name, even if the name is obvious. The GM will use "perceived" naming conventions for that class. Empires that submit orders on nonstandard sized paper or not in the approved format will be fined 25 MCr per page. Empires that hand in designs on the same page as other orders will be fined 50 MCr. Information retrieval costs 5 MCr per ship located or system looked at. Copies of designs or orders requested will cost 20 MCr per page plus photocopy costs. All penalties are cumulative and will be subtracted from the treasury, even if this causes it to go negative, no matter how much. The GM may assign additional penalties to players who constantly and wrongly question the SitRep results.

 

TURN SEQUENCETURN SEQUENCE

All activities occur in the order described here. No exceptions.

A) Collect production from all unsuppressed colonised systems.

B) Pillage systems and Salvage units.

C) Construct units and RDTs.

D) Repair, Refit ships, begin research, load cargo.

E) Transfer MCr

F) Strategic movement occurs, previous turn retreats finish.

G) Space combat is resolved, retreats begin.

H) Exploration occurs, Ship & Installation transfers occur.

I) Surface combat is resolved, players may detonate PCBs at end of any round.

J) Devastation occurs, use PCBs and TFCs.

K) Establish Colonies and Industrial Complexes.

L) Research finishes, Transferred MCr are received.

 

 

MISSED TURNSMISSED TURNS

When players fail to submit orders certain assumptions are made while executing the turn. General, Conditional, and Special orders from the previous turn will be carried over intact, as are individual activity and contact orders. RDTs will be maintained if enough MCr exist. If not, projects will be reduced to a Minimum of 1 RDT each starting with the least priority projects, until within the limits. If there is a charge levied each turn the player still owes the turn fee. Notice of resignation will release the player from future turn fees.

Players who miss two or more turns in a row, or who owe an amount equivilant to their performance bond will probably have their positions declared vacant by the GM. When this occurs performance bonds are forfeited and they are still liable for any unpaid turn fees. The GM will attempt to fill positions from the standby list, but reserves the right to declare the position Neutral and run it as such. Notice will be given, as soon as possible, to all players in contact with a position. It is regrettable but unavoidable that this occurs. The GM reserves the right to ban, from future games, players who drop out without at least two turns advance warning. If you can't continue for whatever reason please show consideration for other players and give warning.

 

EMPIRE COMMUNICATIONSEMPIRE COMMUNICATIONS

Empires achieve different types of contact with each other. The contact type determines the degree of interaction that can occur between the empires. Please don't attempt to gain information from players who you don't have contact with. Contact, once gained, is irrevocable.

 

MINOR CONTACTMINOR CONTACT

Minor contact is given when you destroy alien units and remain in the system afterwards, examining the wreckage. The empire that controlled the destroyed units is assigned a number. Messages can't be sent between the empires. This is ID after a battle only. Only the examiner is notified of the minor contact. An exception is surface combats that last more than one round, then both sides get Minor Contact. No conditional orders can be based on this level of contact.

 

NORMAL CONTACTNORMAL CONTACT

Normal contact occurs when one empire's ships meet the units of another empire and neither side is neutral or hostile. Both empires are notified of this. The empires are identified with letters. These identifying letters will vary from one player to another. Empire A as identified to Harry Hun is probably not the Empire A identified to David Stomp. When Normal contact occurs the players will be informed if the other is an empire previously subject to Minor Contact.

Normal contact allows players to send messages to each other via the GM. The messages must be submitted with the turn orders and on individual pieces of paper. The GM will not transcribe messages. Messages submitted on the same page as other orders will not be sent. Empires in Normal contact with each other may transfer MCr and ships to each other. Players with Normal Contact are identified as such in instances where Minor Contact would normally result only to the examining empire is informed. Messages will only be passed out with sitreps.

 

 

FULL CONTACTFULL CONTACT

This occurs when Normal Contact has been achieved. Players who have Normal Contact with each other may request, in their orders, Full Contact with each other. If one player requests Full Contact nothing happens. If both players request it they are informed of the name and phone number of the other and may then deal directly with each other. All requests must occur on the same turn.

A Player who has Full Contact with two or more other players may act as a go between and introduce them to each other. In this case it is not necessary for the players being introduced to have Normal Contact with each other. ALL the players must still request the Full Contact in the turn's orders. If one or more players don't, the contact doesn't occur.

 

I.F.F.I.F.F.

Identification Friend or Foe is automatic and applies to surface units as well as ships. I.F.F. is resolved immediately when alien units meet. Neutral or hostile units are not identified in any way prior to combat. Once combat starts it must be fought to a conclusion. No deals / diplomacy can affect the course of a combat. Mistakes do happen and players are expected to fight any such mistaken combats to the best of their ability, making every effort to do as much damage as possible to the enemy. The GM reserves the right to fight combats of that nature if it appears that the players attempted to go easy on each other.

When Full or Normal Contact exists another player's units can be included in, or excluded from, certain orders. This can only affect units that aren't neutral or hostile. Players may give orders which override unit "specific" orders. Such orders are executed first, so a ship with Hostile orders would still be friendly to an alien ship if a general order specified Friendly orders to that particular alien.

 

INTERPRETATION OF ORDERSINTERPRETATION OF ORDERS

Murphy's Law states that if something can go wrong it will. In any military organization monumental screwups occur. In NOVA this is represented by mistakes players make when they write orders. The GM will never attempt to interpret unclear or silly orders, or fix errors, no matter how obvious. All orders will be executed if possible. If the orders given a unit are impossible the unit will stop executing orders at that point. No subsequent orders will be executed. Any mistakes made will be enforced. (ex - if Allies fight by mistake, they must fight as hard as they can). The only exceptions to this are any orders that would result in self inflicted damage to one's own units. (Ex - a ship will not devastate a system colonised by its empire, unless the special orders state that this is supposed to happen. The GM's decision on such orders is based on the copy of the orders handed in and is final. The GM may give players a break on the first two turns, but don't count on it!

 

STANDARD ORDERSSTANDARD ORDERS

Most of the activities a unit can do fall into standard categories. To save time and space the following definitions are available as standard orders. Each is identified by a single alphabetic code. Use of these is not mandatory but if they are used the exact definitions, as listed below, will be used. Players who define their own orders should be exact. The letter will be followed, not the spirit. Standard orders are divided into two classes. Contact orders specify reactions to alien units and Activity orders detail actions the units are to do. Some orders specify a default, which takes effect when hostilities occur.

 

CONTACT ORDERSCONTACT ORDERS

Name Abrv Explanation

Friendly (F) Try to make contact with alien units. Obey restrictions ordered by aliens. The default for units with F orders is Retreat. An armed ship will fight only to maximise its sides survival.

Guard (G) Try to make contact. Order aliens to abort all activity orders. Don't obey aliens. Armed ships default to Hostile, unarmed to F. Ships with this order can't be given activity orders that will cause them to leave the Warp Point. If this occurs the activity orders are aborted.

Hostile (H) Attack all aliens encountered. Unarmed ships can't be given this order.

Kopp-Out (K) Don't make contact. Obey alien orders.

Neutral (N) Don't make contact. Don't obey aliens. Default for unarmed ships is Retreat, for armed ships, Hostile.

Qualified (Q) Try to make contact. Don't obey alien orders. Default to Hostile if armed, Retreat if not.

Retreat (R) Automatically retreat from system if meet any alien ships. Avoid combat if at all possible.

Tolerate (T) As per Guard except don't make contact. Unarmed ships default to N.

Ultimatum (U) Order aliens to leave the system. Default to Hostile if armed, Retreat if not! Will use SN if so equipped.

 

ACTIVITY ORDERSACTIVITY ORDERS

Name Abrv Explanation

Assault (A) Armies given this order will invade the destination system and attempt to destroy all alien armies and capture the planet.

Devastate (D) Ships equipped with DC will attempt to devastate the system they end movement in (unless controlled by that player).

Establish (E) All possible Colonies, 1 IC, and / or 1 TFC carried by the ship are unloaded onto the planet of the destination system and will establish themselves there. Fewer than that may be specified.

Explore (X) Ships equipped with XC or SX are to explore the system, warp point and planet. The ships will also report as detailed in the O order.

Interdict (I) Ships equipped with DGs will Interdict the passage of alien ships attempting to jump through the system. Ships can't jump the same turn they Interdict.

Land (L) Armies and installations with land orders will be unloaded in the destination system if the surface defenses are friendly. Ships can't land.

Maintain (M) Maintain Range orders with no modifier causes ships to maintain a range of zero to any ships currently in the system with them, regardless of their set up orders. The modifier will cause the ship to set up M+'n' hexes away from the aliens towards the warp point. If there are multiple targets one will chosen at random.

Observe (O) Ships given this order will report on the system status, the presence (but not the number) of SDUs, the presence (but not the number or type) of armies, and the presence of an established IC. They can't identify ownership. Can only be done in previously explored systems.

Surrender (S) Units will surrender control to specified player. "S" activity orders are not prevented by G or T orders and will occur if the designated player is contacted.

Warp X (W) XC equipped ships will explore the warp point only. Default is an X (Explore) if there are any aliens at the warp point.

Zap (Z) Ships given Zap orders will do everything to aliens that they are equipped to do. Effectively this is the equivalent of giving a ship H,X/O,D,I orders. "A" orders would have to be given to armies, carried in a ship with Z orders, to force an invasion.

 

WRITING ORDERSWRITING ORDERS

On the standard order form is a section used to assign movement, contact and activity orders to units. Each unit may be assigned orders. The units must be grouped together on the order sheet if they begin the turn in the same system. All units from a single system that are given orders must be listed before going on to other systems. Units moving together must be listed on the same line if possible. Ships must have any cargo listed in parentheses, immediately following the ship (including ships in LBs). If stated cargo is not available the GM may abort the movement of unarmed transports left with no cargo. It is not necessary to write orders for ships forced to retreat. If orders are written the ships must be clearly identified as Retreating. When assigning a unit orders the system it begins in must be clearly identified. The route it is to follow to its destination must be listed, system by system, in the order they are passed through. Any contact and activity orders must be listed in the space allocated for such, immediately following the route. All non-standard order abbreviations should be explicitly defined. Units are given Contact and Activity orders in the movement section after strategic movement (Jump Route) is specified. Other types of orders that can affect ships are General, Conditional, and Special orders. These orders may be exclusive / inclusive only versus positions with which the player has Normal Contact or Full Contact. You can't order ships to be Hostile towards a player you have never met or been introduced to. These orders may only take effect if the aliens identify themselves. They are usually used to insure friendly reactions towards allies.

The usual format is to specify Friendly vs. Player X, hostile vs. all others. There are no guarantees. If Player X sends in units with Hostile or Neutral orders combat would still occur, in spite of the General friendly order, because the ships did not identify themselves. Similarly, if an order states that all ships are hostile to Player Z, and a Player Z ship jumps in with Neutral orders, there would not be conflict.

A unit can't use more than two contact orders. The first being the primary status, the second the default in the event of hostilities. The order they are listed in determines status, primary first, default second. Regardless of orders, if hostilities occur all of a players ships will go hostile or run. It is NOT possible to send in different ships with different contact orders and have some remain uninvolved while the others participate in the combat. This is an arbitrary but rigidly enforced rule.

 

GENERAL ORDERSGENERAL ORDERS - GO -

A player may write orders which affect all units. These are known as General Orders. Such orders will OVERRIDE the regular orders given to a unit. These orders are detailed on the turn sheet under the movement section. They DO NOT carry over from turn to turn; players must rewrite them every turn if they want the General Orders to have effect.

(Ex - The empire of AROMA gives H,I orders to a CA called the "Carrion". A General Order is also listed stating that all ships will be Friendly to PAGAN units. A PAGAN ship attempting to jump through the system would be Interdicted by the "Carrion" but not attacked so long as it identifies itself during I.F.F. Combat would occur if the PAGAN ship had Hostile or Neutral orders and no General or Special order to override them.)

 

CONDITIONAL ORDERSCONDITIONAL ORDERS - CO -

A player may want certain orders to occur only when a certain condition is true. Conditions upon which orders are based can be financial (MCr received / not received) or events occurring in a system (control of ships transferred). They may not be based on events occurring in systems other than the one that the affected ships are in. Conditional orders will override both General Orders and the regular orders given a unit. Ships may not be given conditional orders to go hostile towards aliens only on the basis of Minor Contact. The GM will use a literal interpretation of such orders to determine outcome. (Ex - two players order their armies to Assault only if the other players' does. Since both are waiting for the other to move first, neither would assault.)

 

SPECIAL ORDERSSPECIAL ORDERS - SO -

Special orders have the highest priority, overriding all other orders given. Special orders are used to specify exceptions to General Orders. An empire might give a General Order for all ships to be Guard vs Player C, and give certain ships a Special Order to be Hostile to the same player.

 

DEFAULT ORDERSDEFAULT ORDERS

All ships not given individual orders are assumed to have Neutral orders if they are unarmed, and Tolerate orders otherwise. All armies are Hostile. All colonists have N orders. Ships equipped with DGs default to Interdict orders.

 

CONTACT EXAMPLESCONTACT EXAMPLES

An AROMA ship is in a system with (H vs MUDDY) orders. No General orders are in effect. A ship belonging to Muddy arrives in the system.

If MUDDY has F,Q,G,U or H orders combat occurs because either MUDDY identifies himself and the AROMAN goes hostile, MUDDY orders the AROMAN out and they refuse, or MUDDY is hostile. Only one side need be hostile to start a combat.

If the MUDDY ship has N orders no combat occurs so long as it does not attempt any activities. This is because the AROMAN ship does not know it is a MUDDY ship and therefore reverts to the standard default for armed ships of Tolerate. Combat will occur if the MUDDY ship attempts an activity. If MUDDY had Tolerate orders the same possibilities occur plus combat occurs if the AROMAN ship attempted any activities. Note that two alien ships can both exist in the same system with G or T orders and no combat occurs until someone attempts an activity.

If the MUDDY ship has K orders no combat will occur. If it has R orders no combat will occur and it will retreat from the system that turn.

Lastly, if for some strange reason the MUDDY ship had Surrender (to Aroma) orders no combat would occur, but no surrender would either because the AROMAN ship has default T orders when not H.

Note that if two MUDDY ships end up in the system, one with N orders and the other with orders that cause hostilities, both MUDDY ships would become involved in the combat. Players should take care to write general orders to insure that one ship does not force otherwise friendly ships of another empire to fight an ally, all because of a mistake.

 

HOSTILE ACTIONSHOSTILE ACTIONS

Any attempts to use Sensors on an alien ship, or to alter the range between ships is considered a hostile action and will trigger hostilities. Therefore, only ships with ultimatum / hostile orders or ships engaged in combat will use Sensors or combat speed (1+). Activity orders (even D and A) are not hostile actions unless the ships assigned those orders refuse to obey an order to stop.

 

TRANSFER OF MCrTRANSFER OF MCr

MCr may only be transferred between empires with Normal or Full Contact. They occur after revenue generation. Transferred MCr can't be used the turn transfer occurs. They can't be conditional. The receiving empire(s) and the total amount to each must be listed in the financial section or the transfer will not occur. Physical contact need not exist between the empires at the time of the transfer.

TRANSFER OF UNITSTRANSFER OF UNITS

Empires may exchange units. Unit transfers can only occur between empires with Normal or Full Contact. Units of the side receiving the transferred units must exist where the transfer occurs or the exchange can't occur. When the receiving empire only has installations in the system the transferring units must be in possession of the exploration information for the system. If not, and they don't get it, the transfer will not occur. The units to be transferred and the Empire they are being given to must be listed in the turn's orders. Transfers may be conditional and may be specified as simultaneous. Armies and colonies remain the property of the empire which built them even when transported and established by alien ships. Such units are not informed of route information when transported. You may disable ship components prior to transfer. You can't sabotage or booby trap units in any way. Transfers can't be revoked after they have occurred.

 

JUMPINGJUMPING

Ships can't jump directly to the system they start the turn in. Ships can't jump along the same warp line twice in one turn, regardless of direction. Ships may jump out from anywhere in the system but always arrive at the destination in the warp point. Ships friendly to each other that travel identical routes to the destination system arrive in a single stack.

CONTACT AND ESTABLISHINGCONTACT AND ESTABLISHING

When ships belonging to different empires jump into a system at the same time, carrying installations with E orders, and hostilities occur the survivors may establish in the system. In the event of friendly or neutral contact where one empire has previously explored the system, and no other has, that empire may establish. In all other cases of simultaneous attempts to establish a system no one may establish.

 

NONVIOLENT HOSTILITIESNONVIOLENT HOSTILITIES

When hostilities occur between armed ships incapable of harming each other they all revert to Neutral and execute activity orders. If one side refuses to close to effective range, that side's units must retreat from the system. An exception occurs when one side has no IE. In these cases the side with no IE must jump out or be captured. If disputes arise that can't be resolved through the above rules, the GM will make an arbitrary ruling, and it will be final.

 

SHIP COMMISSIONSSHIP COMMISSIONS

It is required that all ships be assigned a name or alpha-numeric designation the turn they are constructed. This must be unique and less than 16 characters in length. Ships not uniquely named can't be given orders.

 

RETREATSRETREATS

Ships may be given retreat destinations. These are used when they are forced to retreat. Default is to the nearest established IC controlled by the player at the turn's start. Retreats are based on information known at the turn's start. Ties are resolved by system production, then the GM.

The destination may be a warp letter or a system never explored. The route is specified in the next turn's orders. Routes must be the safest/fastest possible. Detours around known interdictions are allowed. The GM's ruling is final in all disputes. Retreating ships that can't reach their destination in one turn will go as far as possible. If the ships are stopped before they reach it, they may be freely moved on the following turn. Retreating ships may not be assigned further retreat destinations.

 

ORDER WRITING GUIDELINESORDER WRITING GUIDELINES

Expenditures and research are listed (by the player) in order of priority from top (most important) to bottom (least important). Players may include alternate expenditure plans to cover such contingencies if they wish. Players must list all units being salvaged and their current location, as well as the MCr gained. All systems being pillaged must be listed beside the value of the pillage. All transfers from the previous turn and the sending Empire must be listed. Ships must be commissioned after building them. The GM may penalise players who don't do this, if forced to commission ships for them. When abandoning research you must list it as you normally would, and then specify that all the teams working on it are being removed.

 

SAMPLE ORDER SHEETSAMPLE ORDER SHEET

The following page is a copy of the Standard Order Sheet, filled in with an example of an empire's orders for one turn. Players should be careful when filling in the order sheet. Any errors made can seriously affect an empire's standing.

 

TURN ORDER SHEET (FRONT)TURN ORDER SHEET (FRONT) EMPIRE :_________________________ TURN : _

Production :

Treasury :

Salvage : Units(Location) :

Pillage : Systems(Amount) :

Transfers : Amounts(Sender) :

Bonus :

Total : EXPENDITURES (In Order of Priority)

Expend :

Treasury :

Unit(s) # @ Cost

_ _

_ _

_ _

_ _

_ _

_ _

_ _

_ _

_ _

_ _

_ _____

Total Cost :____ _

COMMISSIONS

Unit(s) System Unit(s) System

_ _

_ _

_ _

_ _

_ _

 

RESEARCH (In Order of Priority)

Project Table (Goal) [RDTs At Start] Changes [ RDTs At End]

_

_

_

_

_

_

TURN ORDER SHEET (BACK)TURN ORDER SHEET (BACK) EMPIRE :_________________________ TURN : _

START SHIPS (CARGO) ROUTE ORDERS RETREAT

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

_____ _

 

GENERAL, SPECIFIC & CONDITIONAL ORDERS

_

_

_

_

_

_

CONTACT MODE INTERACTION TABLECONTACT MODE INTERACTION TABLE

Orders given Side A

F G H K N Q R T U

F 1 3 4 2 2 1 7 9 8

G 3 5 4 12 10 11 7 6 4

H 4 4 4 4 4 4 4 4 4

Orders K 2 12 4 2 2 2 7 12 13

given N 2 10 4 2 2 2 7 10 8

Side B Q 1 11 4 2 2 1 7 10 8

R 7 7 4 7 7 7 7 7 7

T 9 6 4 12 10 10 7 6 4

U 8 4 4 13 8 8 7 4 4

 

Explanations of result codes

1) Friendly contact occurs, activity orders are executed.

2) Neutral contact occurs, activity orders are executed.

3) Friendly contact, the side with F orders abort activities.

4) Hostilities occur.

5) If either side has activity orders hostilities occur, otherwise friendly contact occurs.

6) If either side has activity orders hostilities occur, otherwise neutral contact occurs.

7) The side with R orders retreats.

8) The side without U orders reverts to default orders.

9) Neutral contact, the side with F orders aborts activities.

10) If the side with Q orders has activity orders hostilities occur, otherwise Neutral contact occurs.

11) If the side with Q orders has activity orders hostilities occur, otherwise Friendly contact occurs.

12) Neutral contact, side with K orders aborts activities.

13) The side with K orders retreats.

 

Note: in cases where activities are aborted this does not apply to "S" orders.

 

STANDARD REPORT ABBREVIATIONSSTANDARD REPORT ABBREVIATIONS

The following abbreviations may be used in Situation Reports.

Abbr. Explanation

#AS a number of Alien Ships where "#" is how many.

AUL Alien Units were Landed on the planet.

ACL All Contact Lost.

ADS Alien Units Did Something (Friendly units were unable to tell what)

AO Aborted activity Orders when told to.

AOP Alien Outpost Present on planet.

ASP Alien Settlement Present on planet.

AWP Alien World Present on planet.

A?S Alien (action in) System. (ex- AOS is Observed)

BT Battle Turn.

CFC Continuing Friendly Contact, no change since last turn.

CNC Continuing Neutral Contact, no change since last turn.

CO Chased Out.

CUSWLT ship Can't Use the Same Warp Line Twice in one turn.

CX Can't explore, either incapable or ordered not to.

D'd Devastated.

Dmg'd Damaged (list of damage).

DNE unit or warp line Does Not Exist.

E'd Established (number) of colonies or industrial complex.

FC Friendly Contact.

IS already In System.

JI Jumped Into the system.

MCr Mega Credit.

NC Neutral Contact.

NDC No Direct Connection (warp line) between two systems.

NMD New Missile Design.

NSD New Ship Design.

NT Not There, specified unit not in the designated system.

ONA Ordered No Activities, alien ship with G or T orders.

OP OutPost

RSD Redesign of Ship Design previously submitted.

SD Structural Damage.

ST Settlement

TMC Tried to Make Contact.

TP Tech Points

TT? alien unit Tried To (do activity). (ex- TTX, eXplore).

UG Ultimatum Given.

WD World

WL Warp Line.

WP Warp Point.

X'd Destroyed. (crossed off).

 

 

SAMPLE SITREPSAMPLE SITREP

Each turn players receive a Situation Report. This reports on events, ordered establishments and on battles that have occurred or need to be fought. Orders that meet no opposition and contain no errors are not mentioned.

(Ex - A ship moves from one system to another. The ship successfully moves and meets nothing in the destination system. This would not be reported.)

Sitrep : (The "*" denotes the start of the next item.)

1 * VIRUS Turn 12

2 * MD7 in

3 * ALGOL - D -> TEDDY (B,A,E,R)4 NC,1AS,JI,AXS

4 * VIRUS - X -> ACL (Phantom)

5 * SHOOT - X'd 1AS,JI,TTX,FG(IE2,BL20,SL24,EW2), Africa Dmg'd (-9AR,3SD,ML X'd).

6 * MAVIS - E'd (3) (+50)

Explanation

1) Empire name and the turn the sitrep is reporting on.

2) A research project came in this turn, it is MD7.

3) Ships exploring out Warp Line "D" from system ALGOL found system TEDDY. TEDDY has 4 warp lines itself, B, A, E, & R. The underlined warp letter is the one that goes back to system ALGOL. TEDDY is a Type 4 system with no aliens on the surface (it would have been listed). Neutral contact occurred with one alien ship, it jumped in and explored the system.

4) All contact was lost with a ship (the Phantom) that jumped out warp line "X" from system VIRUS. Somebody destroyed it.

5) On system SHOOT you destroyed one alien ship which jumped in and tried to explore. It was a Frigate with IE2, a BL20, total shielding of 24, and EW2. In the combat your ship, the Africa, was damaged, losing 9AR, taking 3 structural damage and having one ML destroyed.

6) On the planet in system MAVIS you established 3 colonies, your production therefore increased by 50 MCr.

 

ACTIVITIES AND INTERDICTIONSACTIVITIES AND INTERDICTIONS

Ships interdicted before they reach their destination may have their activity orders affected. Some activity orders are keyed to the destination system. If a ship is stopped unexpectedly it won't A,D,E, or L. Conditional orders may be written to take this into effect. (Ex - if Interdicted do not modify orders unless the system identifies itself as belonging to Player D.) Contact orders are never altered by interdiction.

 

 

COMBATCOMBAT

SPACE COMBATSPACE COMBAT

Space Combat occurs when interaction between ships results in hostilities. It is fought by the GM or the players involved, using a hexagon-covered map board. The GM will fight the combat when the outcome is a small one-sided affair with a predictable outcome, concerning forces of minor or no importance. The GM also fights combats when one side is likely to get an ACL result. When this occurs the results of the combat will be placed in the turn's sitreps. Players may be asked to fight a battle, with the GM running one side, if it is a major tactical but likely to result in an ACL report. The GM runs the side that will probably get the ACL report.

 

HOSTILITIESHOSTILITIES

Once hostilities occur between different players in a system, all the ships belonging to the combatant players become involved in the combat, regardless of orders. It is assumed that while aliens can not be identified, they will support their side's ships if possible, or run if not. Armed ships with Retreat orders will fire when fired on. They will primarily attempt to escape, without damage to themselves. Their tactics will maximise survival as the prime directive.

 

SPACE COMBAT SEQUENCE OF PLAYSPACE COMBAT SEQUENCE OF PLAY

A) Set up all ships in the system.

B) All incoming ships are randomly scattered.

C) Launch ships carried in Launch Bays.

D) Plot vector changes for all ships.

E) Execute ship movement.

F) Plot weapon fire for all ships.

G) Execute all weapon fire.

H) Roll for possible Blow Ups.

I) Roll for all critical hits inflicted.

J) Regenerate shields.

K) Ships may be picked up by Launch Bay equipped ships.

Sensor probes may be conducted at the start of phases C,F, and K.

Steps (C) through (L) are repeated each turn until all ships belonging to one side have retreated out of the system, been destroyed or been captured.

 

IN-SYSTEM SETUPIN-SYSTEM SETUP

Ships that don't jump in at the start of hostilities are set up as specified in the player's orders. The format of (D/n) should be used, where "D" is the direction of displacement from the centre of the warp point, and "n" is the number of hexes out from the centre. If not specified, unarmed ships in an explored system are not at the warp point unless equipped with Sensor Screens or they are assigned contact/activity orders which require them to be at the warp point. Unarmed ships at the warp point and armed ships are set up in the centre of the warp point.

 

 

SCATTERSSCATTERS

Ships jumping into systems determine initial setup in the WP randomly. Each incoming group of ships roll a die 6 for the direction they will be displaced in, and a die 10 to for the number of hexes they are displaced. Displacement rolls of "0" mean they remain at the centre of the warp point. (ex - a die 6 roll of (4) and a die 10 roll of (7) results in a placement 7 hexes out from the centre of the warp point in direction 4.) Groups of ships that begin movement in the same system and follow the same route are displaced together. Ships belonging to different empires scatter together, if they fulfill the previous conditions.

 

WARP POINT DRIFTWARP POINT DRIFT

The warp point slowly drifts about the system. This has no effect on combat but does prevent ships with no IE from staying at a warp point. Ships with IEs can tow ships without IEs during non-combat phases of the turn, allowing them to carry out activity orders. Ships without IEs, left in systems by themselves, die from lack of supplies. Derelicts are captured by the next ship that enters the system. Ships without IEs may jump to systems where they can get help. A ship with no IE may fight but will be captured, if its opponents refuse to close to effective range, unless it jumps out.

 

SENSOR PROBESSENSOR PROBES

Ships with SN may attempt to probe targets. Probers must be identified if they themselves are successfully probed. When probes are attempted against ships with SS the probing ship declares an SN level <= their maximum. The range between the ships is subtracted from the SN level declared. The probed ship then announces a level of SS greater than the modified level of SN, otherwise the probe succeeds. Repeat as long as necessary. If one ship fails a probe attempt others may still try. SN from several ships can't be combined together. For an explanation of the information gained from probes see SENSORS in the Technology Glossary.

(Ex: Harry Hun announces a SN 7 probe on an enemy ship. His ship has SN30, the target has SS25, the range between the two is 7 hexes. The target reveals SS10, Harry declares SN18. The target shows SS20, Harry states ups his SN to 27. The target declares SS25. Harry gives up, not having SN32. The probe fails.)

 

VECTOR PLOTTINGVECTOR PLOTTING

There is no friction in space. Therefore, remember when plotting movement that IE is cumulative. To slow down you must apply reverse thrust. Movement is based on a hexagonal grid, with six directions that thrust can be applied in. Players decide which directions thrust will be applied in. Vector is the direction and number of hexes a ship will move in a combat turn. Each point of IE can alter a ship's vector by one hex per turn. Vector is cumulative, carrying over from turn to turn. Ships can slow down by thrusting in directions opposite to its current vector. Ships involved in combat must keep track of their vectors. Vectors must be simplified down to a maximum of 2 directions at the end of each combat round.

 

VECTOR PLOT EXAMPLEVECTOR PLOT EXAMPLE

Players keep track of a ship's vector by drawing a hexagon and recording the vector as numbers beside the six sides of the hexagon. The numbers correspond to the number of hexes that the ship is moving in those directions.

If the ship wants to stop moving in direction 2 it applies thrust in direction 5, cancelling part or all of its movement in direction 2, depending on the number of units of IE available for use. Simplify the vector by reducing the number on the "2" side and, if 5+ thrust was used, placing a number beside the "5" side.

(Ex - a ship with the above vector has an IE5. During plot phase it applies 3 thrust in direction 5 and 2 units in direction 3. The vector is simplified to 1 in direction 2 and 3 in direction 3. The ship will move a corresponding number of hexes during the movement phase of the turn.)

 

MOVEMENTMOVEMENT

All units are moved according to the preplotted vector decided on during the Vector Plot phase. While the plotting is done secretly and simultaneously other players can ask for, and must be given, the ship's vector as of the end of the last combat turn. When the vector plots are revealed and all units have been moved on the hex map play proceeds to the next phase.

MOVEMENT EXAMPLEMOVEMENT EXAMPLE

Figure 1.

A ship with an IE2 and Vector (A), (2 in Direction 2) and (2 in D3), starts at point (1). If it makes no changes to its vector it will end the movement phase at point (2). The player decides to slow down and applies 2 units of thrust in direction six. The ship will now end the movement phase at point (3). The new Vector (B) is simplified to (2 in D2). The thrust in a direction opposite that of part of the ships previous vector resulted in the cancellation of that part of the vector.

 

 

 

 

 

PICTURE is MISSING

 

 

 

 

 

 

 

 

 

Figure 2.

A ship with Vector (C), (3 in D6) and (3 in D1), and an IE3 starts at point (4). If no changes occur it will move to point (5). The player decides to nullify the vector in direction 6 and go as far as possible in direction 1. The thrust is applied in direction two. This alters the Vector, now (D), to (6 in D1) and the ship ends the phase at point (6). Remember that all vectors must be expressed in a maximum of two directions. Always simplify.

 

 

ALLOCATION OF WEAPONRYALLOCATION OF WEAPONRY

Armed ships may attack enemy ships. The player secretly records which of the possible targets each of the various weapons will be used against. Unassigned weaponry may not be fired. Players may declare the allocation of weaponry if secrecy is not important. As many targets as there are weapons may be fired on. A weapon may not fire twice in one combat round. When using Combination Lasers the player must decide, during allocation each round, whether each lasers will be used as a Beam or Pulse Laser. Attacks on targets out of range are wasted. When firing missiles the decision as to which missile designs will be used is made at the moment of launch. Weaponry must be fired at maximum strength, it can't be reduced in effect. If used EW and FC operate at the level built onto the ship. Multiple ships may fire at a single target. Each attack is executed separately. You need not use all available weaponry. Ships can't fire at targets they can't detect, unless other ships act as spotters. (Ex - the BC "Valhalla Express" has 10 ML. The player fires one each at 4 different Escorts, 3 at a Frigate and the last 3 at a Destroyer. All targets must be within range of one or more of the ship's available missile designs.)

 

ATTACK RESOLUTIONATTACK RESOLUTION

After all weapons are allocated the players reveal the allocations, and the attacks are resolved. While all attacks occur simultaneously they are resolved as a series of sequential attacks. The order is determined by the attacker. The method used by each weapon system is detailed in the following sections. All attacks are resolved before any ships take damage. The order of resolution determines the order that the target receives the damage in.

 

BEAM LASER ATTACKSBEAM LASER ATTACKS

1) Determine the range between target and attacking ship.

2) Use the Beam Laser Range Modifier Table to find the size lost to dispersion, subtract this from the BL size. If reduced to 0 or below it is ineffective.

3) Roll one Die 10 (0-9). Add the ship's FC, subtract the target's EW rating.

4) Cross index the modified die roll with the appropriate range column, on the Beam Laser Attack Table. The letter thus determined is the damage code.

5) Each letter represents a cumulative 25% (round up) of the modified laser size done as damage. This can be found on the Laser and Missile Damage Table by cross indexing the letter with the modified size of the laser.

(Ex - A ship (FC5) fires two BL20s at a target (EW3) 8 hexes away. The owning player rolls two die 10, results 7 and 0. Adding the FC and subtracting the EW modifies the results to a 9 and a 2 (7+5-3=9 and 0+5-3=2). The beam lasers are reduced from 20 size to 15 due to range. Cross-indexing the attack rolls with the range on the Beam Laser Attack chart results in "C" and "A" damage. This works out to 12 and 4 points of damage done to the target. ("C" damage is 75% of size 15 (round up) or 12 damage.) Beam Lasers apply damage to shields, armour, and structure in that order).

 

PULSE LASER ATTACKSPULSE LASER ATTACKS

Pulse Lasers use the same method of determining damage as Beam Lasers do, with the following changes.

2) Use the Pulse Laser Range Modifier Table to determine the reduction to the weapon size due to range.

4) Use the appropriate range column on the Pulse Laser Attack Table.

COMBINATION LASER ATTACKSCOMBINATION LASER ATTACKS

Ships with XLs must decide, during the Allocation Phase, whether they will be used as Beam or Pulse Lasers. The type chosen determines the attack method used. An XL works exactly like a true Beam or Pulse Laser. Use the appropriate method as described above.

 

FORCE BEAM ATTACKSFORCE BEAM ATTACKS

1) Determine the range between target and attacking ship. If it exceeds the FP maximum range (FP size times .75 and rounded down) the FP can't attack.

2) Subtract 10 from the FA for each hex of range. Subtract the target's EW from the attacker's FC. If FC remains, multiply it by 10 and add the result to the FA. If EW remains, multiply it by 20 and subtract it from the FA. If the modified FA is 0% or less the FP can't hit.

3) Roll percentile dice (Die 100) for each FP that might hit. Results less than or equal to the modified FA cause damage to the target equal to the FP's FD. Rolls greater than the modified FA result in misses. FBs damage armour and structure, in that order. They do triple damage to structure.

(Ex: a ship (FC4, 5FP8s, 5FP4s, FD5, FA140%) attacks a target (EW5) 4 hexes away. The range of a FP4 is 3 (4 * .75 = 3), so only the FP8 can fire. Each is -40 FA due to the range. The FC - EW results in EW1, thus the FA is -20 more, leaving FA80% (140 - 40 - 20 = 80). A roll is made for each shot, with results of 81-00 missing. Each hit does 5 damage to the armour of the target. Any damage that gets into the target's structure does triple damage.)

 

PLASMA TORPEDO ATTACKSPLASMA TORPEDO ATTACKS

1) Determine the range between the target and attacking ship.

2) Divide the range by the PA's PR (round up). The result is subtracted from the PD of the weapon. The weapon does this modified PD as damage to the target. PTs damage shields, armour, and structure in that order.

(Ex - a ship fires 10PA (PR2,PD6) at a target 5 hexes away, each PA does (range 5 divided by 2 = 2.5, round up to 3) PD6-3 or 3 damage, for a total of 30 damage (10 shots * 3 damage).

 

WARP CANNON ATTACKSWARP CANNON ATTACKS

1) Determine the range between target and attacking ship.

2) Subtract (range2) from the WA. Subtract the target's EW from the attacker's FC. Remaining FC adds 10 per point to the WA, remaining EW subtracts 20 per point from the WA. If the target has not been successfully SN probed divide the modified WA by 3, round up.

3) Make a percentile roll for each attack. Results <= to the modified WA hit.

4) Roll one die 10 per hit. Results higher than the gun's WD do shield damage, equal to or lower than the WD do armour damage (if the roll is odd), or structural damage (if the roll is an even number). A roll of zero is a 10.

5) Attacks that hit some shielding do WD damage to the shields and then armour or structure if damage carries through the shield. Attacks that hit some armour do double WD damage, and then structure if damage carries through the armour. Attacks that hit only structure do triple WD damage.

(Ex - A ship (10 WC10, (WA120,WD4), FC5) fires at a target (EW0). The range is 5 hexes and the target has not been successfully SN probed. WA is -25 due to range (52 = 25), +50 for the FC (FC5 - EW0 = 5 * 10 = 50) for a total of 145. Failure of the SN probe causes the modified WA to be divided by 3, (145/3 = 48.3) giving each shot a 49% chance of hitting. Five shots hit. Five D10 are rolled, the results are 3,7,0,2, and 5. The target has 1SI9 and TA 10. The first shot (3) hits TA doing 8 points of damage leaving 2 TA. The second shot (7) hits the SL, reducing it to 5. The third shot (0) hits SL, reducing it to 1. The fourth shot (2) hits structure, causing 12 damage. The fifth shot (5) hits the SL doing 4 damage, destroying the last point of shields, the last two points of armour and doing one point of structural damage.)

MISSILE ATTACKSMISSILE ATTACKS

1) Determine the range between target and attacking ship. If the missile design being used has equal or greater range the attacks can be rolled for.

2) Subtract the target's (EW * 7) from the MA rating of the missile. Make one percentile roll for each missile fired. A roll <= the modified MA hits.

3) Multiply the missile's MD by (.5, .75, 1, 1, 1.5, or 2) on rolls of (1, 2, 3, 4, 5, and 6) respectively.

BURN THROUGHBURN THROUGH

Shields on ships are made up of SI and SM. The total shielding on a ship is equal to the (SI * SM). The amount of damage that the shields can stop from a single shot is equal to the SI rating of the shields. This is true even if the shields have been reduced due to previous attacks, as long as there is more than one SI worth of shielding left. Any single attack that does more damage than the SI rating Burns Through. When a burn through occurs total shielding is reduced by the amount of the SI rating the attack causing the burn through is reduced by the same amount and the remainder hits the target's Total Armour.

(Ex - A ship with 48 shielding (4SI12) is hit by a single pulse laser attack for 32 points of damage. The shield total is reduced to 36 and the ship takes the remaining 20 points of damage on its armour (and structure if necessary).

 

LOSS OF DETECTION DURING COMBATLOSS OF DETECTION DURING COMBAT

If hostile ships move out of detection range of each other, full shields are recovered and both sides have the option to jump out. This is secretly decided and simultaneously revealed. It is possible for both sides to retreat. If both sides decline then the battle is started over as a meeting engagement. The opening range is equal to the longest ranged SN present. All friendly ships stack together; neither side has a vector. If only one side can detect the other they secretly choose the direction (1-6) from the enemy to themselves. The enemy is informed of the SN probe, but is not told which direction it is coming from. Both sides plot movement, with the side that can detect the other, or a third party, keeping track of the relative locations of the various ships until detection once again becomes mutual.

 

DAMAGE CARRYOVERDAMAGE CARRYOVER

When ships take damage that reduce shields or armour to 0, remaining damage carries over into the next defence. The defenses are SL, TA, and Structure (the ship size). When structural damage is => ship size, the ship is destroyed.

 

SHIP BLOWUPSSHIP BLOWUPS

At the end of each combat turn during which a ship takes structural damage a roll for blow up is made. The chance is found by dividing the total structural damage that the ship has received (including past damage) by the ship's size. Multiply the result by 100 and round down. Make a percentage die roll. If the result is equal to or lower than the blow up chance the ship is destroyed.

 

CRITICAL HITSCRITICAL HITS

Ships which suffer structural damage and don't blow up take critical hits. One critical occurs for each attack that caused 1 or more points of structural damage. (Ex - A ship is hit seven times, the last 4 cause structural damage, it will take 4 critical hits). Each ship design has a critical hit chart. Players may produce their own critical hit charts by using the following rules, but only charts produced by the GM are official.

 

CREATING CRITICAL HIT CHARTSCREATING CRITICAL HIT CHARTS

1) Determine the critical factor size (CFS) of each component installed on the ship design (use the list in the next section). Remember to include the No Effect size. Do not round off, retain all fractions.

2) Total the critical factor sizes determined in (1) to get a Critical Factor total for the ship. Retain fractions.

3) Divide each component's CFS by the ship's critical factor total. Multiply the result by 1000 (drop fractions). This gives the chance out of a thousand that the component will be hit. On very large ships, due to rounding down, a component may end up with a zero chance of sustaining a critical hit.

4) Add each component's permillage chance to that of the component preceding it to create the chart. The difference between the end of the last component's permillage range and 1000 is the No Effect category.

 

 

COMPONENT CRITICAL FACTOR SIZE TABLECOMPONENT CRITICAL FACTOR SIZE TABLE

Component

CFS

Effect When Hit

Notes

AR

0

Can't Be Hit

 

CH

30/CH30

Destroyed

CHs can't be combined

DC

20

Destroyed

 

DG

Size of DG

Destroyed

 

DS

Size of DS

Destroyed

 

EW

1

Destroyed

 

XC

10

Destroyed

 

FC

1

Destroyed

 

IE

IExSSZ/20

Reduced by 1 unit of Thrust

 

JD

JDxSSZ/20

Reduced by 1 unit of Jump

 

LB

Size of LB

Destroyed

LB size is a multiple of 10

No Effect

SSZ / 10

No effect

 

OS

10

Destroyed

 

SN

1

Destroyed

 

SS

10

Destroyed

 

SI

0

Can't Hit

Lose 1 / SM hit, reduce SR.

SM

2

Destroyed

 

SX

20

Destroyed

 

TC

Size of TC

Destroyed

Intrinsic TCs have CFS = 0

TJ

Size of TJ

Destroyed

 

Weapons

Size of Weapon

Destroyed

 

CRITICAL HIT CHART EXAMPLECRITICAL HIT CHART EXAMPLE

Component Size Cost CFS Critical Hit Chart

IE 3 - 14 4.5 001 - 121

JD 3L7 - 14 4.5 122 - 242

2 SI 12 2 24 2*2.0 243 - 296

297 - 350

7 AR 1 7 7 -

1 BL 20 20 20 20.0 351 - 890

FC 3 1 9 1.0 891 - 917

No Effect __ - 3.0 918 - 000

30 88 37.0

To determine the permillage range of the IE divide 4.5 (the component CFS) by 37.0 (the total CFS), then multiply by 1000 and round down.

(4.5 / 37 = .121621621 * 1000 = 121.621621 or 121)

 

ROLLING CRITICALSROLLING CRITICALS

For each critical hit roll permillage dice once. Find the result on the ship Critical Hit Chart. The effect of hits can be found in the Component Critical Factor Size Table. The effects continue until the ship is repaired. Multiple hits on the same component have no additional effect.

(Ex - The ship in the preceding example takes five criticals, rolling 256, 834, 921, 086, and 295. It loses SM#1 (twice), the BL, and 1IE (IE2 left).

 

SHIELD RECOVERYSHIELD RECOVERY

When a ship's shield total is not at the maximum possible the shields undergo recovery at the end of the round. This is 25% of the shield maximum total (round down, minimum 1). The recovery rate can be affected by critical hits that reduce the shield total. Shielding may never recover past the maximum allowed.

(Ex - a ship (6SI18) recovers a maximum of 27 points of shielding each combat round. (6 * 18 = 108 / 4 = 27)

 

SPACE COMBAT EXAMPLESPACE COMBAT EXAMPLE

The MINKY empire has a Frigate (the "Huron") on guard when two PIGGY empire ships jump in through different Warp Lines, ("Lewis" & "Clark"). Lewis has F,X orders, the Clark has N,X orders. Huron orders them not to conduct activities, and while Lewis obeys, Clark refuses to do so. Huron reverts to Hostile as does the Clark. The Lewis is forced into combat in support of its sister ship. If Lewis had been unarmed it would have been involved, but would have attempted to run. The ship designs follow.

Tribal Class Frigate (Huron) TA = 7

IE 2 - 11 001 - 079

JD 3L3 - 14 080 - 198

2SI 12 2 24 199 - 251, 252 - 304

5AR 1 5 5

EW 2 1 10 305 - 330

1BL 20 20 20 331 - 866

FC 3 1 9 867 - 892

SN 20 1 4 893 - 918

No Effect -- -- 919 - 000

30 97

Explorer Class Frigate (Lewis & Clark) TA = 8 Available Missile Designs

IE 1 - 8 001 - 043

JD3L8 - 14 044 - 174 1) MD6 MA90 MR14 Size = 12

1 SI 12 1 12 175 - 232 2) MD4 MA75 MR17 Size = 12

AR 6 6 6

1 ML 12 12 12 233 - 583

SN 10 1 2 584 - 612

XC 10 10 613 - 905

No Effect - - 906 - 000

30 64

 

Initial setup for the Huron defaults to the centre of the warp point (point A on the map) as it was not assigned a setup for the turn. The Lewis and Clark are both jumping in from different directions. They are scattered individually. The direction roll for the Lewis is 3, the distance roll is 3, placing it at point B on the map. Clark (at point C) rolled a direction 4, distance 9. Combat occurs immediately when the Huron's orders are ignored by the Clark.

Because none of the ships have Sensor Screens both sides successfully probe the other. The information gained follows:

Huron - Shield level = 24, EW = 2, SN is 11+, size is FG.

Lewis - Shield level = 12, no EW, SN is 3+, size is FG.

Clark - Shield level = 12, no EW, SN is 9+, size is FG.

All ships automatically cycle JDs unless the players announce otherwise.

 

 

SPACE COMBAT EXAMPLE COMMENTARYSPACE COMBAT EXAMPLE COMMENTARY

Rnd 1) Huron shoots at the Lewis, but rolls poorly causing 10 damage (B damage for the modified size of 19). The Huron reveals its BL20 and FC3. It is hit by both missiles for 6 and 3 damage. The missile's chance of hitting is (90 - 14 for EW = 76) 76% with type 1 missiles. Both sides show their respective IEs. Huron and Lewis recover some shielding.

Rnd 2) Huron's shields barely stop the 9 plus 12 damage the missiles do to it. It also rolls well causing D damage for 20 points. The Lewis' shield is reduced to 0, its armour is destroyed and it takes 4 points of structural damage plus a critical. Lewis doesn't blow up but its shield multiple is criticalled; it has no defenses left. Huron's shield recovers.

Rnd 3) Huron gets lucky as one missile misses, but it still takes armour damage from the one that hits. Lewis takes 13 more structural damage and blows up. The Huron has started to swing back towards the Clark, but may not be able to catch it. Due to its LT3 the Huron could jump out at this point, but declines and announces that it is starting to cycle its JD again. Huron's shields recover.

Rnd 4) The Huron is now at a range that prohibits effective use of its BL. The Clark is now trying to open the range so that it can jump out at the end of round 8. Its unlikely it can damage the Huron by itself, before it is destroyed.

Rnds 5 - 8) Huron can't get into effective range before the Clark can jump out. Clark jumps out turn 8, with default retreat orders as none were assigned to it. Both players receive a report in their sitreps. PIGGY will know that both warp lines go to the same system. MINKY examines the wreckage of the Lewis and is informed that PLAYER 1 will be used to identify wreckage belonging to the empire it just fought. This might help MINKY determine the area that Player 1 operates in, and perhaps later match a technology with a Normal Contact report.

The positions, moves, vector plots and ship's defenses as well as listings of the die rolls also follow on the next page.

SPACE COMBAT EXAMPLE DIAGRAMSSPACE COMBAT EXAMPLE DIAGRAMS

SPACE COMBAT EXAMPLE DIAGRAMSSPACE COMBAT EXAMPLE DIAGRAMS

 

BEAM LASER DAMAGE CHARTBEAM LASER DAMAGE CHART

Range Die Roll

-4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29

0 A A A A A B B B B C C C C D D D E E E E F F F F G G G H H H H I I I

1 A A A A A A B B B C C C C D D D D E E E F F F F G G G G H H H I I I

2 - A A A A A B B B B C C C C D D D E E E E F F F F G G G H H H H I I

3 - A A A A A A B B B C C C C D D D D E E E F F F F G G G G H H H I I

4 - - A A A A A B B B B C C C C D D D E E E E F F F F G G G H H H H I

5 - - A A A A A A B B B C C C C D D D D E E E F F F F G G G G H H H I

6 - - - A A A A A B B B B C C C C D D D E E E E F F F F G G G H H H H

7 - - - A A A A A A B B B C C C C D D D D E E E F F F F G G G G H H H

8 - - - - A A A A A B B B B C C C C D D D E E E E F F F F G G G H H H

9 - - - - A A A A A A B B B C C C C D D D D E E E F F F F G G G G H H

10 - - - - - A A A A A B B B B C C C C D D D E E E E F F F F G G G H H

11 - - - - - A A A A A A B B B C C C C D D D D E E E F F F F G G G G H

12 - - - - - - A A A A A B B B B C C C C D D D E E E E F F F F G G G H

13 - - - - - - A A A A A A B B B C C C C D D D D E E E F F F F G G G G

14 - - - - - - - A A A A A B B B B C C C C D D D E E E E F F F F G G G

15 - - - - - - - A A A A A A B B B C C C C D D D D E E E F F F F G G G

16 - - - - - - - - A A A A A B B B B C C C C D D D E E E E F F F F G G

17 - - - - - - - - A A A A A A B B B C C C C D D D D E E E F F F F G G

18 - - - - - - - - - A A A A A B B B B C C C C D D D E E E E F F F F G

19 - - - - - - - - - A A A A A A B B B C C C C D D D D E E E F F F F G

20 - - - - - - - - - - A A A A A B B B B C C C C D D D E E E E F F F F

21 - - - - - - - - - - A A A A A A B B B C C C C D D D D E E E F F F F

22 - - - - - - - - - - - A A A A A B B B B C C C C D D D E E E E F F F

23 - - - - - - - - - - - A A A A A A B B B C C C C D D D D E E E F F F

24 - - - - - - - - - - - - A A A A A B B B B C C C C D D D E E E E F F

25 - - - - - - - - - - - - A A A A A A B B B C C C C D D D D E E E F F

26 - - - - - - - - - - - - - A A A A A B B B B C C C C D D D E E E E F

27 - - - - - - - - - - - - - A A A A A A B B B C C C C D D D D E E E F

28 - - - - - - - - - - - - - - A A A A A B B B B C C C C D D D E E E E

29 - - - - - - - - - - - - - - A A A A A A B B B C C C C D D D D E E E

30 - - - - - - - - - - - - - - - A A A A A B B B B C C C C D D D E E E

31 - - - - - - - - - - - - - - - A A A A A A B B B C C C C D D D D E E

32 - - - - - - - - - - - - - - - - A A A A A B B B B C C C C D D D E E

33 - - - - - - - - - - - - - - - - A A A A A A B B B C C C C D D D D E

34 - - - - - - - - - - - - - - - - - A A A A A B B B B C C C C D D D E

35 - - - - - - - - - - - - - - - - - A A A A A A B B B C C C C D D D D

36 - - - - - - - - - - - - - - - - - - A A A A A B B B B C C C C D D D

37 - - - - - - - - - - - - - - - - - - A A A A A A B B B C C C C D D D

38 - - - - - - - - - - - - - - - - - - - A A A A A B B B B C C C C D D

39 - - - - - - - - - - - - - - - - - - - A A A A A A B B B C C C C D D

40 - - - - - - - - - - - - - - - - - - - - A A A A A B B B B C C C C D

41 - - - - - - - - - - - - - - - - - - - - A A A A A A B B B C C C C D

42 - - - - - - - - - - - - - - - - - - - - - A A A A A B B B B C C C C

 

PULSE LASER DAMAGE CHARTPULSE LASER DAMAGE CHART

Range Die Roll

-4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29

 

0 - - - - A B B C C D E E F F G H H I I J K K L L M N N O O P Q Q R R

1 - - - - A A B C C D D E F F G G H I I J J K L L M M N O O P P Q R R

2 - - - - - A B B C C D E E F F G H H I I J K K L L M N N O O P Q Q R

3 - - - - - A A B C C D D E F F G G H I I J J K L L M M N O O P P Q R

4 - - - - - - A B B C C D E E F F G H H I I J K K L L M N N O O P Q Q

5 - - - - - - A A B C C D D E F F G G H I I J J K L L M M N O O P P Q

6 - - - - - - - A B B C C D E E F F G H H I I J K K L L M N N O O P Q

7 - - - - - - - A A B C C D D E F F G G H I I J J K L L M M N O O P P

8 - - - - - - - - A B B C C D E E F F G H H I I J K K L L M N N O O P

9 - - - - - - - - A A B C C D D E F F G G H I I J J K L L M M N O O P

10 - - - - - - - - - A B B C C D E E F F G H H I I J K K L L M N N O O

11 - - - - - - - - - A A B C C D D E F F G G H I I J J K L L M M N O O

12 - - - - - - - - - - A B B C C D E E F F G H H I I J K K L L M N N O

13 - - - - - - - - - - A A B C C D D E F F G G H I I J J K L L M M N O

14 - - - - - - - - - - - A B B C C D E E F F G H H I I J K K L L M N N

15 - - - - - - - - - - - A A B C C D D E F F G G H I I J J K L L M M N

16 - - - - - - - - - - - - A B B C C D E E F F G H H I I J K K L L M N

17 - - - - - - - - - - - - A A B C C D D E F F G G H I I J J K L L M M

18 - - - - - - - - - - - - - A B B C C D E E F F G H H I I J K K L L M

19 - - - - - - - - - - - - - A A B C C D D E F F G G H I I J J K L L M

20 - - - - - - - - - - - - - - A B B C C D E E F F G H H I I J K K L L

21 - - - - - - - - - - - - - - A A B C C D D E F F G G H I I J J K L L

22 - - - - - - - - - - - - - - - A B B C C D E E F F G H H I I J K K L

23 - - - - - - - - - - - - - - - A A B C C D D E F F G G H I I J J K L

24 - - - - - - - - - - - - - - - - A B B C C D E E F F G H H I I J K K

25 - - - - - - - - - - - - - - - - A A B C C D D E F F G G H I I J J K

26 - - - - - - - - - - - - - - - - - A B B C C D E E F F G H H I I J K

27 - - - - - - - - - - - - - - - - - A A B C C D D E F F G G H I I J J

28 - - - - - - - - - - - - - - - - - - A B B C C D E E F F G H H I I J

29 - - - - - - - - - - - - - - - - - - A A B C C D D E F F G G H I I J

30 - - - - - - - - - - - - - - - - - - - A B B C C D E E F F G H H I I

31 - - - - - - - - - - - - - - - - - - - A A B C C D D E F F G G H I I

32 - - - - - - - - - - - - - - - - - - - - A B B C C D E E F F G H H I

33 - - - - - - - - - - - - - - - - - - - - A A B C C D D E F F G G H I

34 - - - - - - - - - - - - - - - - - - - - - A B B C C D E E F F G H H

35 - - - - - - - - - - - - - - - - - - - - - A A B C C D D E F F G G H

36 - - - - - - - - - - - - - - - - - - - - - - A B B C C D E E F F G H

37 - - - - - - - - - - - - - - - - - - - - - - A A B C C D D E F F G G

38 - - - - - - - - - - - - - - - - - - - - - - - A B B C C D E E F F G

39 - - - - - - - - - - - - - - - - - - - - - - - A A B C C D D E F F G

40 - - - - - - - - - - - - - - - - - - - - - - - - A B B C C D E E F F

41 - - - - - - - - - - - - - - - - - - - - - - - - A A B C C D D E F F

42 - - - - - - - - - - - - - - - - - - - - - - - - - A B B C C D E E F

 

LASER SIZE DROPOFF CHARTLASER SIZE DROPOFF CHART

 

 

Beam Range DROP OFF Pulse Range DROP OFF

 

0 0 0 0

1 0 1 1

2 1 2 2

3 2 3 3

4 2 4 4

5 3 5 5

6 4 6 6

7 4 7 7

8 5 8 8

9 6 9 9

10 6 10 10

11 7 11 11

12 8 12 12

13 8 13 13

14 9 14 14

15 10 15 15

16 10 16 16

17 11 17 17

18 12 18 18

19 12 19 19

20 13 20 20

21 14 21 21

22 14 22 22

23 15 23 23

24 16 24 24

25 16 25 25

26 17 26 26

27 18 27 27

28 18 28 28

29 19 29 29

30 20 30 30

31 20 31 31

32 21 32 32

33 22 33 33

34 22 34 34

35 23 35 35

36 24 36 36

37 24 37 37

38 25 38 38

39 26 39 39

40 26 40 40

41 27 41 41

42 28 42 42

 

LASER AND MISSILE DAMAGE CHARTLASER AND MISSILE DAMAGE CHART

SIZE A B C D E F G H I J K L M N O P Q R

1 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5

2 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9

3 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14

4 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

5 2 3 4 5 7 8 9 10 12 13 14 15 17 18 19 20 22 23

6 2 3 5 6 8 9 11 12 14 15 17 18 20 21 23 24 26 27

7 2 4 6 7 9 11 13 14 16 18 20 21 23 25 27 28 30 32

8 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36

9 3 5 7 9 12 14 16 18 21 23 25 27 30 32 34 36 39 41

10 3 5 8 10 13 15 18 20 23 25 28 30 33 35 38 40 43 45

11 3 6 9 11 14 17 20 22 25 28 31 33 36 39 42 44 47 50

12 3 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54

13 4 7 10 13 17 20 23 26 30 33 36 39 43 46 49 52 56 59

14 4 7 11 14 18 21 25 28 32 35 39 42 46 49 53 56 60 63

15 4 8 12 15 19 23 27 30 34 38 42 45 49 53 57 60 64 68

16 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72

17 5 9 13 17 22 26 30 34 39 43 47 51 56 60 64 68 73 77

18 5 9 14 18 23 27 32 36 41 45 50 54 59 63 68 72 77 81

19 5 10 15 19 24 29 34 38 43 48 53 57 62 67 72 76 81 86

20 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90

21 6 11 16 21 27 32 37 42 48 53 58 63 69 74 79 84 90 95

22 6 11 17 22 28 33 39 44 50 55 61 66 72 77 83 88 94 99

23 6 12 18 23 29 35 41 46 52 58 64 69 75 81 87 92 98 104

24 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108

25 7 13 19 25 32 38 44 50 57 63 69 75 82 88 94 100 107 113

26 7 13 20 26 33 39 46 52 59 65 72 78 85 91 98 104 111 117

27 7 14 21 27 34 41 48 54 61 68 75 81 88 95 102 108 115 122

28 7 14 21 28 35 42 49 56 63 70 77 84 91 98 105 112 119 126

29 8 15 22 29 37 44 51 58 66 73 80 87 95 102 109 116 124 131

30 8 15 23 30 38 45 53 60 68 75 83 90 98 105 113 120 128 135

31 8 16 24 31 39 47 55 62 70 78 86 93 101 109 117 124 132 140

32 8 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128 136 144

33 9 17 25 33 42 50 58 66 75 83 91 99 108 116 124 132 141 149

34 9 17 26 34 43 51 60 68 77 85 94 102 111 119 128 136 145 153

35 9 18 27 35 44 53 62 70 79 88 97 105 114 123 132 140 149 158

36 9 18 27 36 45 54 63 72 81 90 99 108 117 126 135 144 153 162

37 10 19 28 37 47 56 65 74 84 93 102 111 121 130 139 148 158 167

38 10 19 29 38 48 57 67 76 86 95 105 114 124 133 143 152 162 171

39 10 20 30 39 49 59 69 78 88 98 108 117 127 137 147 156 166 176

40 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180

41 11 21 31 41 52 62 72 82 93 103 113 123 134 144 154 164 175 185

42 11 21 32 42 53 63 74 84 95 105 116 126 137 147 158 168 179 189

 

SURFACE COMBATSURFACE COMBAT

Surface combat occurs whenever ground units invade systems defended by alien units. Only AAs, RAs, MAs, and SDUs may participate in surface combat. Surface combat is limited to three rounds of combat per strategic turn.

Invasions begin with the landing of Assault armies during the first surface combat phase. Only AAs may invade a defended system, no matter how limited the defence is. On all subsequent rounds of an invasion, as long as some friendly armies or SDUs have survived from the previous round or turn, RAs, SDUs and PCBs can be landed, and OS equipped ships may fire on alien ground units. All units can be used in the combat the turn they are landed.

Each round of combat begins with the defender putting forward available units one by one. Each defending unit put forward must be matched by an attacking unit, until one side runs out of units. The other side may use any excess units to get multiple attacks on single enemy units, or they may be screened. If used in the combat they are simply matched, as desired, against units already targeted by other friendly units. If screened they are not committed to the combat and are immune to attacks by surface units that round.

Units get one attack per round and must make it against an enemy unit matched against it. Each unit rolls a die 6 when making its attack. If the result is less than or equal to the unit's Combat Factor (CF) the enemy unit is destroyed. Other units assigned to attack the destroyed enemy unit waste their attacks. When attacking, SDUs reduce the CF of the attacking unit(s) down by one point for that roll only. (an AA has a CF of 1 when attacking a SDU). The Combat Factors of the various units are MA = 1, AA = 2, RA = 3, and SDU = 4.

Ships with CHs can be used to withdraw armies at the beginning of any round of combat. Conditional orders would have to be written to cover this.

Militia armies destroyed during surface combat in the previous strategic turn may return at the beginning of the first combat round of the next strategic turn. As long as one or more friendly units survived the previous turns combat, and remain in the combat during the first round, the Militia return. They may be used the round they return.

Armies are destroyed if left on a planet after the status has been reduced to NONE. Players are advised to provide enough CH capacity to carry all armies in a system when they pillage it.

No installations may be established on planets if surface combat continues past the third round of the turn.

Either player may attempt to set off any PCBs they control at the end of each round of ground combat. If the players are not fighting the combat personally the GM will use applicable conditional orders and common sense to determine the use of such.

 

 

SURFACE COMBAT EXAMPLESURFACE COMBAT EXAMPLE

A world defended by 1SDU, 2RA, and the intrinsic 3MA is invaded by 5AA and 3RA, supported by 3 units of OS level 3.

1st Round)

Defenders RA RA MA MA MA screened : SDU

(Rolls) 6 2x 3 1x 5

vs.

Invaders AA AA AA AA AA

(Rolls) 4 3 5 6 1x

The defenders destroy two of the AAs and only lose one MA. They screened the SDU fearing a lucky hit would leave them vulnerable to withdrawal and devastation attack. As some of the invaders survived the round the beach head may be reinforced with the RAs and supported by the OS units from the invader's ship.

2nd Round)

Defenders RA RA MA MA SDU

(Rolls) 1x 3x 5 1x 4x

vs.

Invaders AA AA AA RA RA The OS hits the defending

(Rolls) 2x 4 3 6 1x armies on 1-2, and the SDU

Invaders OS OS RA on a 1.

(Rolls) 2x 3 6

Invaders OS

(Rolls) 1x

The invaders double team the SDU and destroy it as well as one RA. The defenders roll very well and destroy two AAs and two RAs. As the defenders were outnumbered they couldn't screen the SDU; fortunately, the invading player did not write conditional orders to withdraw and use DC if all SDUs were killed.

3rd Round)

Defenders RA MA MA

(Rolls) 1x 5 2

vs.

Invaders RA RA AA and one OS vs. each defender, now

(Rolls) 3x 5 3 hitting on 1-3.

(OS rolls) 4 6 1x

The invaders lose another RA but destroy the last defending RA. The loss of the MA is meaningless because some defenders survived, thus all three MAs will be available next turn. No more rounds of combat occur until the next strategic turn.