Event Horizon
™ is Copyright © 1995, 1996 by Stephen C. Jackson. All rights reserved.In the 21st Century, Professor Dalia Tolderlund expounded her Quantum Tunnel theory, based on the studies of linkages between objects of stellar mass not connected to gravity. She theorized that an object entering the Event Horizon of a black hole on a certain trajectory at near lightspeed could activate a distortion in the space-time continuum and travel nearly instantaneously through this quantum linkage and emerge from the Event Horizon of another nearby (in astronomical terms) black hole. The theory was given little attention at first for its near impossibility to test and utilize, as no black holes were in the immediate area of the solar system. Based on these principles however, subspace communications were developed, allowing instantaneous communication regardless of distance. Humanity began to slowly spread though nearby space, limited by the barrier of lightspeed to colonizing nearby systems while planning generation ships to reach more distant ones. Eventually, the Quantum Tunnel theory was determined not to apply only to black holes, but to nearly any stellar object of sufficient mass. After careful study of the quantum forces of the solar surface (through analysis of the ionized gases, gravitational fields, and magnetic flux), the experimental starship Destiny was sent at high speed into the suns gravity well, vanishing into the solar chromosphere. Shortly afterward a triumphant subspace signal was received from the Destiny announcing that they were in orbit about Betelgeuse, a red supergiant star in the Orion constellation, over three hundred light years from Earth. The Destiny spent months in the system, communicating freely with Earth, and the sigh of relief was audible when the safe return of Destiny to Earth proved that two way travel was possible. The crew of the Destiny returned to Earth as heroes, but their broad-band subspace communications were picked up by others, who rushed through their own programs to explore the stars...
In this game, a player runs a race in an attempt to gain economic and/or military dominance in the explored galaxy. It is specifically designed to be played by mail (electronic or otherwise) and requires the services of a game master (GM) who oversees and coordinates the turns of each player, resolving all actions of each player. The game-master is the heart of the game.
A turn consists of the player calculating his resources, purchasing units, spending on technology research and other functions, and giving orders to his units. The GM takes the turn, executes the orders, resolves any interaction with other players, and sends the turn back.
TimeScale - A turn is one year consisting of 12 months. Each month has 30 days for a total year of 360 days.
Pre-Game Actions
Pre-Game GM Actions: The GM gives the following information to each player:
A) The size of the galaxy.
B) The technologies already developed by that race.
D) The amount of resources available for initial builds.
A) The galaxy is a grid of systems, using graph paper. A system with 100 squares by 100 squares has 10,000 starsystems. A specific starsystem is noted using its numeric sequence, of the X axis (horizontal) by the Y axis (vertical). System 1/1 (or 001/001) would be the lowermost, leftmost square of the graph paper. The galaxy will "wrap-around", so when going off the top, you will appear at the bottom, and off the right, appear at the left.
The GM can create a galaxy of any size. It does not have to be square. An 8.5 x 11 sheet of graph paper could be used for a rectangular galaxy. In general, the smaller the galaxy size, the sooner player races come in contact with each other. In a 1,000 system galaxy players will usually meet each other before technology advances very far and before colonization has significantly increased productions. In a 10,000 system galaxy a lot of turns go by before player contact, and wars are usually conducted over long distances on a large scale.
Galactic North is up on the map. Movement is accomplished by going square by square vertically and/or horizontally (not diagonally) a number of squares less than or equal to the ships jump range.
The GM must keep a master system list, which he refers to whenever a new system is being explored. The easiest way to keep a list is a with a computer spreadsheet or database with a number search function. The GM should note which player has explored what systems. For a players home system, the GM should roll dice to determine the random location of each players homeworld. Generally, if the number is within ten systems of another players homeworld, it should be re-rolled.
The GM should assign a number of black holes, randomly placed throughout the galaxy by dice roll. The number should be between twenty and a hundred, and the GM should have the proper dice to be able to roll that number randomly. Ships with Fusion drives are destroyed if they enter a black hole system.
B) Initial technologies available to the player is up to the GM. As a minimum, a player race will always start with the following: Fusion-1, Electonics-1, Armor, Quantum Generator, and GFT-1. Each race should start with a certain weapon technology developed to Level-1 (each race should have a different one if possible).
C) The amount of initial RPs a player may use for his pre-game builds is also up to the GM. RPs are Resource Points and should be considered to be money. RPs may be used by the player to build ships and bases, raise troops, and make the initial investment for new technological development. All ships built will be immediately completed, regardless of size. It is recommended that all pre-game ship builds be cruiser sized or smaller. A player may also begin development of any other systems by an expenditure of twice the development RPs. The GM should then deduct three years from the development time, to a minimum of two years. A good starting amount is 8,000 RPs, of which 2,000 may be saved for reserve, added to the first turn. The rest must be spent.
Pre-Game Turn Player Actions:
A) Racial Description
B) Standing Orders
C) Initial Spending
D) First Turn
Racial Description is a brief account of the players race, whether alien or human, that will be given to other players when they meet in space and relations are established. It is intended to give flavor to the players race, not to endow any player with advantages, for example, no advantage goes to a player whose race can control the minds of others or shoot lasers from the eyes. It should contain information on the general physiology, culture, religion, and military structure (ranks) of the race, and be no longer than a couple of paragraphs. Rank systems should include a different title for each level, but do not have to. Titles may be as traditional (Captain, Admiral) or as fantasic (Death-Claw, Speerzik) as desired.
The player gives the GM the initial Standing Orders for his race and military units. These orders guide the GM in resolving unforseen occurances. They should include: Standard Military dispositions, desired combat ranges etc. What to do when meeting another race for the first time. What to do if another player explores into the players space. Whether to fire weapons at enemy ships, incoming missiles etc. Standing orders should be constantly updated throughout the game.
Sequence of Play
Player Actions: In his written turn to the GM, the player:
- Calculates Resources
- Allocates Resources
- Plans Political and Covert Activities
- Transmits orders for units
Game-Master Actions: In his turn resolution back to the player, the GM:
- Resolves Movement
- Resolves Exploration
- Resolves Space combat
- Resolves Planetary combat
- Resolves Colonization/terraformation
- Resolves Scientific research
- Resolves Diplomacy/Espionage
1) Calculate Resources
A player receives Resource Points (RPs) as follows:
HomeWorld 2000
Colony 500
Domed Colony 50
Primitive Culture 50
Trade Tariffs 250 per trading partner
HomeWorld: Initially, the planet on which the race originates, densely populated, with infrastructure.
Colony: A population transported from a homeworld to another habitable planet. These will eventually grow into homeworlds, but it would take centuries so is not covered by the game.
Domed Colony: A colony placed on an inhospitable planet, an airless planetoid, asteroid, or moon, one with a caustic atmosphere, or any other body which is not habitable. A domed colony will never grow unless the planet it is on is terraformed.
Primitive Culture: An intelligent alien race evolved to the extent to which it may interact with a player race. They are usually at least through the industrial revolution but do not have to be. An intensive agricultural world could interact just as well. A Primitive Culture can only give wealth to a player race if they are actively allied with or conquered by the player race. Primitive races may not be advanced in technology within the timeframe of the game.
Starfaring Culture: An intelligent race evolved to the extent where it has reached the stars. They are run by the GM as if they were a player race. Indeed, the discovering player is not told whether he has met a player or a non-player race.
Trade Tariffs: Revenues gathered from taxes on trade between starfaring player races with a Trade Pact between them. A race recieves 250 RP per trading partner as long as both races have at least a producing colony (not domed colony). Note that trade can be cut off by enemy occupation of Trade Ports used by the trading partners.
1.1) Allocate Resources. Once total RP are determined, all must be spent except for the amount of one years income (not counting surplus or trade) which can be used as a reserve. The player allocates RPs as follows:
1.1.1) Military Logistics & Support: This expenditure accounts for the costs of supply and maintanence of military units, bases, construction facilities, supply ships, depots, dependent housing, medical, and the multitude of other features required by a large military service. This amount is based on the amount of combat capable units in the players military, but since a military budget is like a pyramid, with the combat units at the apex, support units at the base, military budgets go up faster than the size of the combat forces.
MLS is in two parts. First is the cost of naval units, including all starships. The second is all army units, including all regular troops, commandoes, and militia.
The player must first determine the basic support requirements of his military forces, adding together the MLS Cost of all units.
The player must then multiply the basic cost times the Logistics Cost Multiplier to find his required Logistics and Support Budget (see player aid charts).
If the player does not wish to or cannot pay the full amount, he must eliminate, scrap, or mothball units until he reaches a figure that he can/will pay. Units that are mothballed do not count towards the MLS budget but cannot be used until renovated. See below for de-mothballing.
Note that this results in two separate expenditures, one for naval, and one for army units.
1.1.2) Supply: MLS funds do not need to be delivered to the military units, they need only be spent. A unit is assumed to receive its materiél, personnel etc if it is In Supply. To be considered In Supply a unit must be within one years travel of a system containing a homeworld, colony, or domed colony unoccupied by enemy ships or troops. A unit may not go voluntarily beyond its supply range, and if it finds itself out of supply, must move immediately until it is in supply.
If a unit cannot physically re-enter supply range, it must mothball or scuttle at the end of 12 months. The crews go into cryogenic freeze to await rescue. Troops that are out of supply receive their MLS support from occupied populations or enemy populations over which they are currently fighting. Otherwise they are disbanded.
1.2) Colonies: Colonies and Domed Colonies are purchased for a one time expenditure of 500 RP.
1.2.1) A Colony or domed colony may only be purchased at a homeworld or a producing Colony (not domed colony). When purchased, an abstract civilian colony ship departs the planet at the speed of one less than the best engine type available at the time to colony was purchased. If intercepted by enemy ships, the colony is lost and the intercepting player gains 50% of the Resource Points spent on the population for his next turn. The colony ship may be escorted by warships in which case the escorts must be defeated first. A domed colony may be sent to an unexplored system, provided that it is within jump range of an explored system. Upon arrival, the colony is landed. If it ends up on a habitable planet, the domed colony may be upgraded by an expenditure of 200 RP. The player has not finished exploring the system, and this must be done before ships may depart the system.
1.2.2) Upon reaching the destination body, the colony is landed. The colony ship is dismantled for use by the colonists. Roll 1D6 and add one to the roll, that is the amount of time in years until the colony begins producing Resource Points, not counting the current year. If the colony is located with an allied (not conquered) Primitive Culture, do not add one to the roll. This represents the natives sharing their unique knowledge of the planet with the colonists to help their efforts.
1.2.3) If for some reason a Colony meant for a habitable world is diverted to an uninhabitable starsystem (perhaps due to an invasion at the original site), or a domed colony to a habitable world (perhaps because of new exploration) it MAY land but an additional 200 RP must be paid by the player race. These RPs need not be delivered to the system in question, they need only be spent.
1.2.4) Once placed, a colony may not be moved to another system. A domed colony CAN be removed from its system for an expenditure of 100 RP, but the player receives no reimbursement or bonus for re-colonizing. It cannot be moved to another system, it is simply removed and future RPs are lost. Time to remove the colony is the time it takes for an abstract transport to reach the domed colony from the nearest homeworld or Colony at the best speed available to the player race.
1.2.5) In any starsystem, only one HomeWorld or one Colony may exist per system. The rationale is that the production of a system is production of that entire system. The resource production of Earth, a HomeWorld, would include any Domed Colonies on Luna, Mars or the Jovian moons. Planets may not be shared by Starfaring Races, but may be with Primitive Cultures. The maximum resource production of any non-homeworld system is 550 RP.
1.3) Terraforming: Certain planets are not habitable to life, but can be altered in such a way to do so. It is theorized that Mars may one day be terraformed to allow human habitation outside of domes, by melting of the polar icecaps which would create free water and thicken the atmopshere, trapping warmth from the sun. Mars small mass may defeat such efforts, but more massive planets in other starsystems may be easier to terraform.
1.3.1) If a planet is terraformable, a player may choose to try and make it habitable, following these steps:
1.4) Purchase Military Units: The basic costs and times for building starships are for construction around a homeworld or fully producing Colony (not domed colony). A starship may be built at a producing domed colony or non-producing Colony for twice the normal cost and time. Ground troops may only be raised from the proper populations (see Player Aid charts).
The first step in purchasing units is to decide what technology is to be used, along with the capability, cost, and slot requirements of the desired systems.
1.4.1) Weapons There are two basic types of weapons, projectile (guns and missiles) and energy (laser, ion, particle beam). Due to the great distances involved and the difficulty of striking a small object such as a ship with a physical projectile (guided or not) all nuclear weapons are proximity fused to have any chance of inflicting damage. All weapons may be developed to Level-9. Beams gain their extra range bracket when developed to Level-6. Weapons increase in damage with levels (see player aid charts).
Laser Beam - A powerful focused beam of monochromatic, coherent light. Being electrically neutral the high energy photons pass completely through electromagnetic shielding but can be defeated by reflective armor.
Ion Beam - A weapon that directs a beam of powerful ions via a carrier wave. There is a rapid fluctuation of positive and negative ions delivered which can short out and damage systems of a ship. Ion beams have the poorest EM shield penetration of any weapon but inflict a critical hit more often.
Particle Beam - A stream of excited tritium that compacts on contact with the target, resulting in a small scale nuclear fission reaction.
Missile - A long ranged, guided, proximity fused thermonuclear weapon. Its greatest asset is its range, but that is offset by its need for active guidance.
Rail Gun - A system that throws an unguided proximity fused nuclear projectile. There is no explosive propellent, rather the projectile is rapidly accelerated by a powerful superconducting rail gun. Being unguided, the projectile is more difficult to aim but is also more difficult for the target to track and evade. Heavy guns hurl larger shells than their light counterparts, but Heavy Gun-1 may not be developed until Light Gun-2 is available.
Axial Weapon - A ship may mount a single weapon along its main axis. Only battleships are massive enough to mount axial weaponry. Such a weapon gains certain advantages due to its central placement with superior bracing and structural support, but has its drawbacks, mainly in terms of limited firing arcs compared to ducted and turreted weapons. An Axial Weapon is treated as the base weapon except as noted below:
1.4.2) Defenses Absorbtive Shield - An opaque field surrounding a ship that absorbs all energy it comes in contact with until the generator is overloaded. The field blocks all incoming and outgoing weapons fire. A ship cannot apply engine thrust when this shield is in operation, nor can it operate communications, weapons, or tractor beams. It is effectively blind. When firing at a target with an active AbS shield, all electronics are ignored. Unlike other systems, AbS gains one box for every level. Each HIT (not damage point) a ship takes to its raised AbS eliminates one box. If during the course of a combat round AbS is knocked down, the target ships electronics come on-line immediately, but the ship still cannot fire weapons in that round, even to shoot at incoming missiles. There is no maximum level for AbS development.
Structural Armor - Abstract term representing the use of more and heavier materials in a spacecrafts construction to make the ship better able to withstand damage. It does not necessarily mean armor as in a tank, as it includes features such as capacitors to drain off energy, coolant fins to radiate excess energy, and use of lead and other metals to block radiation. Each armor absorbs one damage point. A ship is destroyed when it takes a damage point and has no remaining armor. There are no levels for armor.
Electronics - The systems of active scanners, sensors, electronic countermeasures (ECM), and electromagnetic shielding (EM) utilized for fire control and defense during combat. There is no maximum level for Electronics development.
1.4.3) Engines
Nuclear Fusion Drive - Reaction engines that provide thrust by expelling fused hydrogen or other type fuels from the rear. Such ships are equipped with electromagnetic ramscoops to pick up the dispersed molecules of hydrogen and other gases found in open space to augment their fuel supply. Fusion may be developed to Level-6.
Gravitic Drive - Powerful generators that use artificial gravity fields to drive the ship forward, in essence causing it to fall to its destination. Gravitic drives may not be researched until Fusion-3 has been developed. There is no maximum level of Grav development, but note that Gravitic drives of higher level than 6 gain no "real" speed increase. The only benefit of a higher Grav drive is to gain engine superiority in combat against a lower level drive.
1.4.4) Other Systems
Repair Module - Specialized equipment to repair damaged spacecraft away from a base. The units must be motionless during the time of refit or repair. There are no levels for RepMod development.
Tractor Beam - A directed beam of artificial gravity used to grab and bring in objects, or tow them. No levels.
Bombardment Battery - A system of specialized weaponry for continued long term planetary bombardment through an atmosphere for population/troop reduction or ground support for friendly troops. No levels.
Quantum Generator - A powerful subspace actuator required for initiating transtellar travel. Its compartment is sealed and heavily shielded so is not normally susceptible to damage. All ships have inherent quantum generators.
1.5) Ship Construction: To build units, go through the following steps:
a. Select a desired ship class from the hull table (see Player Aid Tables). Every ship is assumed to have inherent engines, electronics, and quantum generator. A basic 100 RP is paid for this.
b. Select systems. The player purchases "slots" to fill out his ship. Generally armor or weapons are used, though there are a few specialized systems. A slot costs 100 RP, unless an axial weapon is being purchased. An axial weapon costs 400 RP and takes two slots. Note that if a ship has Gravitic drives, it must devote a slot to this. There is no reason a player could not purchase a cruiser with four slots (light cruiser) or a battlecruiser with six.
c. Add extra systems. Absorbtive shields and/or Tractor Beams may be added to a ship. They cost RPs but take no slots.
Construction example: A player designs a Fusion engine destroyer, for the following costs:
100 RP Basic systems (engines, electronics etc)
100 RP One Armor slot (eight armor)
100 RP One Ion Beam slot (Ion, one armor)
100 RP One Particle Beam slot (Part, two armor)
Total cost is 400 RP
The ship is listed in the players turn in the following format. Order of the systems does not matter.
Revenge DD - 11 Arm, Ion, Part Cost=400, M=30
If it had AbS or Trac, it would be before the cost.
1.5.1) Leviathans: Construction of larger than normal ships may be acheived, but at significant cost. Such a unit is called a Leviathan (or Behemoth, Colossus, Dreadnaught, etc at player preference). Construction is based on the Battleship hull type. For every slot of the unit in excess of eight, it has the following requirements:
1.5.2) Bases: Orbital bases may be constructed in the same manner as a ship, except that a base gets one free slot, representing space not devoted to engines. Bases are treated like ships in all respects except that they cannot move.
1.5.3) Repairs: Ships that are damaged but not destroyed may be repaired if the following conditions are met:
The time to repair a ship is one month for every armor repaired. A domed colony or larger population may repair any number of ships at a time. A Repair Module may repair two ships at a time.
1.5.4) Refits: Systems in an existing ship may be replaced by other systems of the same type (Fusion Engine-2 by Fusion Engine-3, Light Gun-1 by Light Gun-2 etc). When a new technology comes available it may be refitted into existing and under construction units at no cost. All units are assumed to be refitted at the end of the year in which the technology comes available. Extra systems (AbS, Tractor) may not be added to an already purchased ship. A ship driven by Fusion Engines may not be refitted with Gravitic Drives.
1.5.5) Scrapping: A player may decide to scrap a ship or base any time it is at a domed colony, Colony, or Homeworld. The player merely declares that the unit is to be scrapped and next year receives 50% of the cost of the unit (fractions rounded down), added to his reserve.
1.5.6) Renovation: A mothballed ship may be de-mothballed by an expenditure of 75% of the cost of the unit, FRU. The time to renovate is one year less than the time of construction, to a minimum of one year.
1.6) Scientific Research: Resource Points are allocated for developing or improving technological systems. The resource points to be paid for each system are listed in the above systems table. If a races income is in excess of 10,000 RP (not counting any surplus), all tech costs are doubled. If income is in excess of 20,000, costs are tripled.
When initially investing in a new technology, the GM rolls 2 D6 for the number of years it will take to develop the system. The player is not told how long it will take, and must continue to pay the amount for each year. When the last payment is made, the GM informs the player that the system will be available in the next turn and no further payments are necessary. The technology is refitted into the players units (unless he specifies otherwise) at the end of the next year. If a player halts payments before a technology is fully researched, he must start over from scratch if he wishes to develop it in the future.
2) Political Interactions - Players and non-player races may interact through communications. Messages are assumed to be transmitted using subspace communications. When a race has a message for another, the player should put it in his turn in a specific format. For example, if Earth is sending a message to the Aquiton Empire, it could go as follows: Earth to Aquiton Empire: "Greetings and thank you for ratifying the Trade Pact. Would you be interested in upgrading to a Military Alliance? We could be convinced to exchange technology if you agree." A player race may interact with other intelligent races within the following guidelines:
2.1) Player Races: Player races interact as they wish, and have complete freedom of action to make and break (exception: Democracy) any type of political relationship as listed below:
War - The two sides go to war with each other. They may still negotiate.
Non-Aggression Pact - Forces will depart without surveying any encountered systems of the other. Each side is free to negotiate further.
Trade Pact - Civilian trade is allowed, resulting in each side gaining tariff revenue. Each side must give the other the location of a producing colony (not domed colony) or homeworld as a Trade Port. If this Port is lost, a new one must be designated for trade to continue.
Military Alliance - Each side agrees to come to the others aid if attacked. Military units may travel through each others space if agreed upon, and colonies may be set up in each others space, if they have permission. Civilian trade is also allowed, but not mandatory.
Military allies have several special rules:
2.2) Primitive Cultures: When a planet containing the Primitive Culture is explored, the player race may attempt to gain a favorable relationship with the natives. Roll 1 D6 and consult the table in the player charts.
If a player has an alliance with a Primitive Culture, the player receives the 50 RP generated by the natives. The planet may be freely colonized, and Primitive militia may be used for planetary defense. Primitive militia may never be removed from their planet, nor disbanded by the controlling player race.
If a player race is at war with a Primitive Culture, he may choose to conquer the culture or just to defend any player race colonies from native raids. As long as one strength point of troops is defending the colony, it is safe. Primitive militia may never attack unless supported by troops of another player race. Once a relationship is established with a Primitive Culture, another roll may not be attempted.
2.3) Spacefaring Cultures: When a player encounters a non-player spacefaring culture, roll 1 D6 and consult the table in the player charts. The player is not told whether it is a player race, or one run by the GM. Note that a better relationship than that allowed in the player standing orders is not allowed. If a players orders are to offer Non-Aggression, and Trade is rolled, a Non-Aggression Pact is signed. The relations between an player and non-player race can be re-rolled under the following circumstances:
2.3.1) The GM is strongly encouraged to NOT use a non-player race as his or her personal race in the game for domination of the galaxy. Non-player races are intended to add flavor and some confusion to the galaxy (figuring whether a race is a player or non-player should be a difficult task). Non-player races as a rule will tend to be very conservative, using most of their forces for homeworld and colony defense. They will:
2.3.2) When a new Starfaring Culture is rolled, the GM must generate the race. He should go through the following steps:
Once a spacefaring race is generated. The GM must do the turn for that race for the rest of the game, including resolving exploration and the race encountering other non-player races. A player race will never get control of an allied non-player race.
2.4) Restrained Warfare - A race that practices restrained warfare against another generally follows a code of conduct to keep warfare clean, whether as a purposeful strategy or because the populace of that race would not stand for any other type of warfare. A race utilizing restrained warfare gains positive modifiers towards surrender rolls of units of the other race. A race may use restrained warfare against one race, and pursue unrestrained warfare against another. The surrender benefits of restrained warfare do not come into play until the race demonstrates its use of restrained warfare to the enemy race. A good way to demonstrate this is to return a captured enemy ship or commander while hostilities are still in effect. To follow restrained warfare, a race:
2.5) Surrender: A force that is winning an engagement may demand surrender of the ships, bases, and populations of a losing force. To demand surrender of a ship (or base), the following conditions must be met:
In all cases, the GM has the final word whether surrender may be demanded. When surrender is demanded, roll on the table in the player aid charts.
2.5.1) If some units surrender, and others do not, the surrendered units may not be fired on by their former owners. They may be fired upon by the side that they have surrendered to, in which case units of that race will never surrender to those of the firing race again.
2.5.2) Disposition of Captured Units: Captured units may be immediately destroyed by the capturing player, scrapped, mothballed, or refitted for the capturing players use. Until one of these is done, MLS must be paid on the unit.
2.6) Allied Cooperation: Allied player races may assist each other within the following guidelines:
2.6.1) Resource Loan or Grant - A race may transfer a maximum of 10% of its yearly resource production to another race. A Trade Pact or Military Alliance is required between the two races, and the recipient race receives the RPs the year after they are given.
2.6.2) Technology Transfer - A race may provide technology to another. The recipient race may then develop the technology. The price is the same, two years are subtracted from the development time (to a minimum of two years). If the technology is already under development when the information is given, subtract the two years, to a minimum of two years. A race must still work its way up the levels of technology. For instance, a race has not developed Particle Beams at all, and is given Particle-3 technology by an ally. It must still start by developing Particle-1 first.
2.6.3) Allied Fleets - Military units of allied races may operate together, but the joint forces must have one overall commander. In addition, if operating in allied space, the presence of populations in that system may not be concealed from allied ship(s).
2.6.3.1) Allied Supply: Units may depart beyond their own supply range if an ally agrees to supply them from their own MLS. To do this, simply add the supplied ships to the Allys MLS total. Do not remove the ships from the owning races MLS total. In essense, the units are being paid for twice.
2.7) Espionage: A player race may utilize covert activities against another race to gain information from another race. The attempting race must spend 400 RP per attempt. A race may only make one attempt of each type per year per race. For each attempt, roll 1 D6 and consult the player aid charts. Success/Inform means that the attempt was successful. The target race is informed of the espionage but not its source. The perpetrating race is not informed that it was not a complete success.
2.7.1) Counter-Intelligence: To have a counter-intelligence program, a race must spend 100 RP per Trade partner and Military Ally it has. This covers all attempts against the race, even by non-trade partners. If it has no trade partners, a single 100 RP payment will cover all espionage attempts. The results of the espionage die roll depends on the type of activity attempted:
2.7.2) Information Gathering: This basic espionage is ALWAYS successful, even if the die roll indicates failure or a backfired operation. However, it is still possible for the target race to find out about the attempt if a Success/Inform or an Attempt backfires is rolled for. In this action, a race may try to learn specific items about another race. It must specify which:
2.7.3) Inciting Rebellion: A race may incite resistance among a specific population occupied by another player in order to prompt a revolt by that occupied population. If the attempt succeeds, the population raises the maximum allowable amount of militia. If it backfires, the target race is informed of the attempt, its source, and the target population. For each doubling of the required garrison on the planet, add one to the die roll.
2.7.4) Technology Aquisition: A race may attempt to steal a specific technology from another race. It need not know the race has the technology, so could presumably succeed at stealing a technology the target race does not have. In this case, the attempting race is told that the target race does not have the technology. If the attempt succeeds the race receives the same benefit for developing the technology as it would were the races allied and the technology were freely given. The attempting race must specify the level of technology being targeted (if applicable). If a successful attempt is made but the race does not have that level developed, the attempting race is told which level the race has. It does NOT receive the lower level tech. If the attempt backfires, the target race is informed of the attempt, its source, and the targeted technology.
2.7.5) Navigation: A race may attempt to steal navigational data. To do this it must designate a target system by number (not name). If successful the race receives complete navigational data of the target and all adjacent systems. Note that if the targeted race does not know the navigational data of all indicated systems, it cannot give them to the attempting race. If the attempt backfires, the targeted race is informed of the attempt, its source, and the targeted system.
2.7.6) Industrial Sabotage: A race may attempt to sabotage resource production of a specific or a randomly chosen planet. If successful, the planet loses production for 1 D6 years. If a domed colony, the attempting player has the option of destroying the population completely. If the attempt backfires, the targeted race is informed of the attempt and its source.
2.7.7) Communications Espionage: Subspace communications may potentially be read galaxy wide, but each race uses sophisticated cipher codes for Communications Security (COMSEC) that make understanding coded communications virtually impossible unless the codes are known. A race may attempt to steal such codes and monitor alien communications. If successful, the race receives all messages to and from the target race. At GM option the race may receive battle telemetry transmitted by the target races units. The exact information given is determined by the GM. The race may not try to transmit coded orders to units as the real command center will quickly catch on and determine COMSEC has been compromised, causing all of the alien units to change codes. If the attempt backfires, the targeted race is informed of the attempt and its source. If the GM knows that the target player is communicating with another player outside of the game (i.e. by telephone etc.) he is encouraged to include all data he suspects the players are exchanging.
2.7.8) Diplomatic Sabotage: This is an attempt to cast aspersions upon a third race in order to turn the target race against the third race. The attempting player specifies what type of espionage to attempt. If the attempt is successful, the attempting race gains no information other than the attempt succeeded, but the targeted race is told that the third race made an attempt against it (type chosen by the attempting race) and the attempt backfired (Note, if this is a non-player, it will cause a re-roll of the relationship). If the attempt really does backfire, the targeted race is informed of the attempt, its source, and the targeted third race.
2.7.9) Assassination: This is an attempt to kill an enemy commander. If the attempt is successful, the commander is eliminated. If it backfires, the commander is wounded and out of action for the rest of the year, but the targeted race is informed of the source. Democracies may not engage in assassination.
2.5.10) Technology Sabotage: This is an attempt the thwart the technology research of the target race (destroying crucial data, turning scientists in the wrong direction, blowing up research centers etc). The attempting player specifies a specific technology (the level need not be known). If the target race is developing that technology and the attempt is successful, 1 D6 years is added to the research roll. Alternately, the attempting race may target technology in general. If successful, one year is added to all technologies under development by the target race. If the attempt backfires, the target race is informed of the attempt, its source, and the technology target.
3) Movement
3.1) Player Orders: All existing starship units may be given orders to move to another system. The player must give the following information:
3.2) Resolution: The GM will record the units at their destination, or at the point of transit where they are located at the end of the year if they have not reached their destination by then. If ships of differing races come into unexpected contact, the GM holds them in place until combat or diplomacy is resolved. Surviving forces may continue their movement after those phases. The drive table (see Player Aid Tables) gives the statistics of the different drive levels. "Acceleration to Near-C" is the time it takes for a vessel at a speed of zero to reach near light speed. "Max # of jumps per year" is the greatest number of faster than light jumps a ship may use. This time includes breaking orbit, getting distance from the stellar body, and the time accelerating to Near-C prior to initiating the Quantum Tunnel Effect. Jump range is the maximum distance a ship may travel in a single jump.
3.2.1) In System Movement: At the time scale of this game, movement from any point in a system to any other point in the same system is assumed to take about fifteen days (half of a month), regardless of engine type used. This will usually consist of coming from stellar orbit to a habitation in the system.
3.2.2) TransStellar Movement: Utilization of the Tolderlund Quantum Theory and application of the Quantum Generator allowed practical faster than light (FTL) travel through space, but only to certain distances. By aligning itself along the hedges of ionized gases created by the magnetic fields of these celestial bodies, the quantum tunnel could be induced to nearly instantaneously transport the ship to the vicinity of any star within jump range.
At that point the starship would break out of solar orbit to either travel in the system or it can open the distance, slow, then reverse course for another dive into the corona at near lightspeed for a trip to another star.
For Transtellar movement, a ship at rest must spend the required time for acceleration to near lightspeed, then it can make one star-jump every period of twice the required time to reach lightspeed. See the Drive Chart in the Player Aid Tables for transit times for the various drives.
3.2.3) Black Hole Transit: A ship with fusion drives will be destroyed if it enters a black hole system. A ship with gravitic drives may survey a black hole system normally. Once surveyed, a ship may engage quantum transtellar movement normally, or it may initiate black hole transit, emerging in another black hole system anywhere on the map, regardless of distance and jump range. If it is the first black hole transit from that system, the GM randomly determines (by dice roll) which of the other black hole systems the ship emerges in. The ship must then survey that system, and can return to the originating black hole system if desired. For subsequent transits from the first black hole, the player has the option of going to the system already rolled, or going to a newly rolled random system.
3.2.4) Tractor Beams: A ship that mounts a tractor beam may tow another unit if it has half the slots of the towed unit, FRU (a frigate could tow a destroyer, but not a cruiser). For transit time, double the times listed on the above table for any ship towing another or a base. Halve the number of jumps per year, rounding fractions down. Jump range remains unaffected. The towed ship may be the one mounting the tractor. A ship may only tow one object. Tractor Beams are short ranged and delicate, so may never be used during combat.
3.3) Ship Detection: A ship entering a system can be instantly detected by ships, bases, and populations within the system. Ship numbers and nationality (if that nationality has been met before) can be determined.
4) Exploration - When one or more starships enter a system for the first time, and it is not a black hole system, the GM follows these steps:
4.1) Determine Planets - Roll 2 D6 on the table in the player aid chart. If no habitable planets, all starsystems are assumed to have at least one rocky airless planetoid, a planet with a caustic atmopshere, or one gas giant planet for purposes of domed colony placement, unless that system is a black hole.
4.2) Determine Native Presence - For each habitable planet, roll 2 D6 to find if an intelligent species has evolved on the planet to the point where it may interact with a player race.
4.3) Time Requirement to survey: A starship may generally survey a starsystem in a year, fractions greater than six months rounded up. Additional ships have no effect. This time frame is loose and the GM should be flexible and generous with the survey data. For example, if a ship arrives in a system and starts surveying in April of one year, the complete data should be given the player, rather than forcing him to wait another year.
If a ship is damaged, it may not survey.
A ship may not depart a system until it has been completely surveyed. The solar body in particular must be studied in detail to safely initiate transtellar travel. If a system is owned by another race, it could prevent the ship from surveying, hence preventing departure. If exploration is contested by alien starships, exploration may not be conducted until the alien ships are dealt with. To interfere with survey work, the alien ships must actively seek combat with the exploring ships. If they do not, the exploring ships may survey normally.
If a system has been surveyed, and units/populations are in the system, they can tell the general direction (in terms of galactic north) that a ship comes from or departs to.
5) Space Combat - Space combat results when opposing units come into contact with each other. Upon completion, the winner may stay in the system or continue on as per the original movement orders.
True starship combat would have to use three dimensional movement and realistic motion dynamics (unit in motion stays in motion until it exerts force to slow or change direction etc.) For simplicity all combat movement has been abstracted.
Definitions
Fleet Speed: The acceleration rate of the slowest ship in the fleet. Normally all ships of a race will be the same speed, but the presence of allied ships or damaged ships could result in ships of different speed in the fleet. For simplicity all ships are held to this acceleration in order to keep station. If a player does not wish faster ships to be held to this, they must separate and engage separately. A player is free to decide whether his faster ships or his slower ones engage the enemy first.
Engine Superior: When one side has engines that are one or more levels of development higher than the other. Note that Fusion-5/Gravitic-3 and Fusion-6/Grav-5 are considered equal. If Fleet Speeds are equal, roll 1 D6 for each fleet. The higher roll has engines which are slightly more powerful. No two races, ships, or engineers perform with the same efficiency. If rolls are equal, the side with fewer units has the narrow advantage.
Range Brackets: There are five range brackets:
Point Blank
Short
Medium
Long
Extreme
5.1) A battle can only occur if both sides wish it, or if the one side that wishes it is Engine Superior. If the faster force wishes to avoid battle, it always may. No ship may depart a system if other ships in that system wish to prevent it. The other ships must be dealt with first. A battle is resolved in the following method:
5.2) Keeping the range open: If one side wishes to open the range or keep it steady in the face of advancing enemy, that side cannot use axial weaponry or AbS shields.
5.3) Information gathered: Ships can determine information about enemy units during a battle:
Before Battle: Fleet Speed of the opposing force and nationality (if met before) as well as numbers of ships.
Extreme Range: Types of weapons fired (not levels). Use of Absorbtive Shields.
Long Range: Use of Electronics.
Medium Range: Size class of opposing ships.
Short Range: Whether ship has Fusion or Gravitic Drives.
Point Blank Range: Level of Electronics.
5.4) TimeScale: Both types of battle take about ten days. The time is to match velocities, engage, and mop up. After resolution of a battle, the winning force is assumed to investigate debris, pick up escape pods, etc.
5.5) Ship losing drive capability: If during a battle, a ship loses drive capability due to critical hit, it may not change range bracket under any circumstances. It also cannot fire its axial weaponry due to the loss of maneuverability.
5.6) Black Hole: Only gravitic ships may operate in a black hole system. In addition, due to electromagnetic interferance, electronics are not considered for battles in black holes.
5.7) Combat Resolution: This game is tailored for allowing the GM to resolve battles by him or herself. However, there is no reason two players cannot resolve the battle, or a player and a GM. The first thing the GM does is write or print a list of the ships involved, for damage purposes. These rules will be written as if two players were resolving the combat.
Combat is simultaneous due to the great distances involved in starship combat. Even point blank range covers many thousands of kilometers. By the time a weapon (even a beam at lightspeed) reaches an opposing ship, penetrates the defenses, and inflicts damage, that ship has had ample time to target and fire its own weapons. (Exception; see Prominent Commanders below)
5.7.1) Weapon Phase
5.7.3) Damage Phase
5.7.4) Ramming: Two units colliding at high speed utterly annihilate each other regardless of tonnage. A ship may attempt to physically ram another if they are at point blank range. Follow these steps:
5.8) Destruction: A ship is destroyed when all armor is destroyed and it takes an additional damage point.
5.9) Damage Control: After a Battle that has resulted in damage to an Absorbtive shield, damage taken to the shield may be restored by marking off the hits on it. If the shield has been knocked down completely, it may only be repaired at a population or by a repair ship.
5.10) Damage: Ships that have one or more, but not all of their armor knocked out, are still fully usable, but they MUST be repaired in the next turn, unless physically impossible to do so. If a unit has no armor its electronics are out for combat purposes, and its engines are inoperative until repaired.
5.11) Prominent Commanders: Certain commanders of high quality can give a bonus to their side in combat. Commanders are ranked according to a number system, zero thru five. Every Commander is initially a Zero Level Commander. The side with the highest quality commander gives the owning side the following advantages, determined by subtracting the value of the lower sides commander from the higher:
Zero (Commanders Equal) - No advantage for either side.
+1 - Every Round, side may fire ONE weapon from any ship, and resolve damage before other side may fire. Subtract one from the to-hit roll for this weapon.
+2 - Every Round, side may fire TWO weapons from any ships, and resolve damage before other side may fire. Subtract one from the to-hit roll for these weapons.
+3 or +4 - Every Round, side may fire THREE weapons from any ships, and resolve damage before other side may fire. Subtract one from the to-hit roll for these weapons
.+5 - Every Round, side may fire FOUR weapons from any ships, or ALL weapons from one single ship, and resolve damage before other side may fire. Subtract two from the to-hit roll for these weapons.
5.11.1) Command Casualties: Any round the flagship carrying the commander takes damage other than to the absorbtive shield, regardless of the number of hits or damage points, roll 1D6. If the roll is a 5, the commander is seriously wounded and can take no further part in any battles for the rest of the year. If the roll is a 6 the commander is killed.
Any time the flagship carrying the commander is destroyed, roll 1D6. If a 1 is rolled, the commander has successfully escaped in a life pod with no injuries. If a 2 or 3 is rolled, he, she, or it has escaped but is wounded, and cannot command for the rest of the year. Any other roll means the commander has been killed in action.
A commander in a life pod may be picked up by the victorious side after the battle. If the enemy triumphs he is captured.
During battle, loss of the commander gives that side a -1 Commander for one round at which point another commander takes control, becoming at least a Zero Level.
5.11.2) A fleet may have more than one prominent commander in it, but only one can be active at any one time. The secondary commander may take over if the primary is killed or wounded, but this secondary commander must also be assigned to a ship and take the risk of injury or death just as does the primary commander.
5.11.3) Command Promotion: Commanders rise in quality according to the following criteria:
Zero Level - All initial Commanders
1st Level - A Zero Level Commander who has survived one battle.
2nd Level - A 1st Level Commander who has survived one battle.
3rd Level - A 2nd Level Commander who has survived two battles.
4th Level - A 3rd Level Commander who has survived two battles.
5th Level - A 4th Level Commander who has survived three battles.
"Battle" for promotion purposes means a combat action with opposing starships that has the potential for damage to the flagship. Maneuvers or fake battles with ones own ships or those of an ally do not count, nor does a battlship fleet slaughtering an enemy scout frigate. The GM has complete freedom to enforce or relax the spirit of these rules as quality indicates many things, thoroughness, experience, respect of the crews, fear of the enemy, and other intangibles.
6) Planetary Combat - Once a sides starships have control of a system (or even before), the ships may attack or otherwise interact with units and populations within the system. No race except a Hive Culture may bombard or destroy its own populations.
6.1) Under Construction Units: When an enemy force has uncontested orbit about a population, it may freely destroy any uncompleted ships or bases that have not fulfilled their construction time. If a unit is very near completion the GM may allow the unit to participate in the battle with a number of its weapons non-operational.
6.2) Planetary Bombardment from Space: Planetary populations may be attacked from space under these conditions:
6.2.1) Domed Colony - These may be attacked at any point during a battle provided the firing unit is at the proper range and can score a hit. For these purposes all types of guns have Extreme range capability (its not difficult to fire down into a gravity well).
If a hit is scored, apply damage in the following manner: - If hit is from an energy weapon, apply the proper number of damage points to the colony. - If hit is from a gun or missile, apply five times the proper number of damage points to the colony. This is due to the great force of non-proximity fused nuclear weapons. A Domed Colony is destroyed if it takes 50 points of damage. If it takes less damage, it is knocked out of production for 1 D6 years, after which it produces the full 50 RP once again. If it is not yet producing when attacked, and the new roll is higher than the number of years to production, use the new roll. If lower, use the original date. If there is not a battle going on, and armed starships are in unopposed orbit about a domed colony, they may freely destroy the facility.
6.2.2) Colony - A planetary atmosphere provides the best protection from bombardment. High speed space based missiles and projectiles shatter or burn up on contact unless carefully inserted for atmospheric entry in which case they are simple targets for ground based anti-missile defenses. Energy weapons are subject to thermal blooming which dilutes their force and makes proper targeting virtually impossible. Thermal blooming is the heating and roiling of the atmosphere (think of heat haze shimmering) caused by any energy weapon that deflects its own shot.
To reflect this, colonies may not be attacked as long as there is a battle going on. All starship and orbital defenses must be defeated before the planet may be attacked (exception, see Commandoes below).
Once orbital control is gained, a ship with an Bombardment Battery must enter orbit. Six months of bombardment will knock a colony out of production for 1 D6 years as per above. A colony may not be destroyed by orbital bombardment.
6.2.3) Homeworld - Treat as a colony with the exception that a solid year of bombardment (twelve continuous months) will reduce a homeworld to a Colony in all respects except for the number of troops which can escape bombardment.
6.3) Troop Bombardment: Ground troops may be reduced during a bombardment as well. For every two months of bombardment, one Regiment may be eliminated. This includes troops currently being raised. Bombardment for purposes of troop reduction may be undertaken simultaneously with bombardment to knock the population out of production. The last Division (last two Divisions on a homeworld, last Regiment on a Domed Colony) may never be destroyed by bombardment. These represent concealed and/or dug in troops. Commandoes may not be destroyed by bombardment.
6.4) Ecosystem Destruction (The Wog Rule): The elimination of the last vestiges of a Colony or HomeWorld population from orbit requires drastic alteration of the planetary surface. It can take several forms, examples ranging from a specialized large scale thermonuclear bombardment to biological or chemical attack to the towing and release of asteroids on an impact orbit to the planet. However it is done, the player wishing to do so must fulfill the following conditions:
6.5) Ground Combat: There are two basic types of ground troops. Regulars and Commandoes. Regulars are organized into either Regiments or Divisions. The Division is a larger and stronger unit, made up of FOUR Regiments. Regiments in groups of four will automatically be grouped into a Division.
Commandoes are specialized troops for deep space raiding missions. They have the best equipment, powered armor, tactical nuclear weapons, and stealth abilities. They can operate as regular forces, being equivalent to a quarter of a division. Their primary benefit is the ability to penetrate planetary defenses during a fleet battle and land on the planet to conduct search and destroy missions against vital installations. They nearly always take heavy casualties but usually inflict much greater losses on the enemy, both in terms of troops and economic strength.
See the player aid charts for the number and types of troops a population may raise in one year, as well as the required occupation strength if conquered by the enemy. If hostile troops are on the planet with a population, that population may not raise troops.
A Primitive Culture may never have troops. The most it can do to a hostile colony is have a Resistance movement. A major race can preclude such a resistance movement by a PC simply by defending its colony with a Commando or Division. It need not occupy the Primitive Culture.
6.5.1) Ground Forces Technology: A player may invest in better technology for his ground forces and gain a modifier to the ground combat roll. Commandoes may not be raised until GFT-2 is achieved. If combat includes allied units of different tech levels, use the level of the larger contingent.
6.5.2) Ground Combat Resolution: A year of ground combat is resolved with a die roll, even if combat has only been raging for one month of the year. If less than a month has gone by since invasion, resolution is deferred until the following year, though the population is knocked out of production immediately.
If units are outnumbered 10:1 or more, they are wiped out (or surrender) with no loss to the other side, and no economic damage. Commandoes are not affected by this rule, but Hive Culture regulars are.
6.5.3) Airless Ground Combat: Ground combat occuring on an airless planetoid, usually involving a Domed Colony, is treated exactly like normal combat with the following exceptions:
6.6) Mobile Anti-ship Weapons (MAW): Divisions have a limited capability to strike back at enemy ships in low orbit. Once per month, each division may utilize its MAW against enemy ships that are either conducting bombardment or ground support.
To do this, each division gets one shot by any weapon developed by that race, at the highest level developed by that race, fired at point blank range with the highest electronics rating of that race. The targeted ship may not use an Absorbtive Shield, but all other defenses may be used normally (ie Reflective Armor, anti-missile fire etc).
Each division may also use inherent surface to air missiles or anti-aircraft artillery to shoot down incoming enemy troops. When invading troops are landing, each five defending Divisions can destroy one invading Division. Commandoes are not attacked in this method.
6.7) Troop transport ability: To move troops from one system to another, the player pays the appropriate transport cost from the player aid charts. If the troops do not reach their destination by the end of the year, the transport fee must be paid again the following year. If the fee is not paid, the ground units are lost. Ground units may not be stationed in a system without a population.
6.8) Commando Raid: One or more commando units may attack a planet during a space battle. For the defenses to be distracted enough, an attack by fleet units must be made that reaches the range of CPA. If all attacking ships are destroyed before CPA is reached, the defending fleet units destroy the commando transport(s) before they can land.
If CPA is reached, the commando unit(s) reach the surface safely. No MAW and anti-aircraft fire is possible. Commandoes are automatically eliminated by any defending Division, but the population is knocked out of production.
6.9) Planetary Invasion: To invade a planet with regular troops, the following steps are taken:
6.10) Planetary Resource Control: When a planet begins a year with opposing troops on it, the following steps are taken
6.11) Planetary Damage/Occupation/Extermination: Any ground combat knocks the population out of production for 1 D6 years. A planet is conquered when all defending forces are eliminated and the invaders have enough strength to garrison the population. If they dont have enough to garrison the population, the population will conduct Resistance warfare unless more troops are brought in for the garrison or the population is wiped out. To eliminate the population, at least three Divisions must on an eradication campaign, conducting search & destroy missions. If an eradication campaign is begun, the population is knocked out of production. After two years of extermination (three years for a homeworld), the population is eliminated.
6.11.1) Occupation Benefits: If a race successfully occupies and garrisons an enemy population, it receives the full RPs of that population once it is producing again. It also receives complete navigational data of the target system and every adjacent system. Note that if the occupied population does not know the navigational data of all the indicated systems, it cannot give them to the occupation race. An occupying race can also build naval units (not ground troops) at an occupied population normally, once that population is producing.
6.11.2) Occupation Requirements: A Homeworld must be garrisoned by at least two Divisions. A Colony must be garrisoned by one Division. A Domed Colony must be garrisoned by a Regiment. If an active Resistance Movement is in place, one Division is needed to put it down.
6.12) Resistance: Resistance includes partisan activity, and sabotage (either overt terrorism or passive resistance). A domed colony may not have a Resistance Movement. If a Resistance Movement is in place at an occupied population, the occupying player does not receive any RPs from that population A Resistance Movement is in effect if any of the following are in effect:
Note that although it takes one Division to garrison a colony, it takes two Divisions to put down a Resistance Movement (three on a Homeworld).
7) Government - A Player must choose one of the following basic governmental types:
7.1) Democracy - The Race is governed more or less by the will of the people, led by the head of state or primary deliberative body. Types of democracies are nearly endless and include Parliamentary, Federal, Constitutional Monarchy, Republic, etc. The following rules pertain only to democracies:
A newly autocratic player loses the technology benefits immediately, including technologies currently under development. The player must wait two years before gaining the Autocratic commander advancement bonus.
7.2) Autocracy - Race is governed by one individual or small group, with little or no representation of the people. Autocracy encompasses countless forms of government including Monarchy, Imperium, Feudal Caste system, Dictatorship, Corporate Oligarchy, Religious Theocracy, etc. The following pertain to autocracies:
A newly democratic player loses the commander advancement benefit immediately, but must wait two years to gain the technology advancement bonus.
7.3) Hive Culture - This is a true communism, which is considered impossible for an individualistic race (such as humanity) to attain. A human race cannot have a Hive Culture government. A player race may not change to or from a Hive Culture. Hive Cultures include collective rule, hive mentalities, mechanized cultures, group minds etc. The following rules affect only Hive Cultures:
7.4) Xenophobic: Usually, only certain non-player races will be Xenophobic. Treat as Autocracy with the following differences:
7.5) Variants: The basic types of governments are obviously simplified, and the GM should be willing to allow variations but every advantage should be balanced by a disadvantage. Beware player attempts to give their race a good advantage. A good example of a variant would be a Religious Theocracy. A religion that decrees the death of all aliens would receive positive modifiers (possibly better commanders) for destruction of enemy populations, but would be unable to occupy or ally with other races. Another religion that urges conversion of aliens to the faith would receive positive modifiers for occupations and be unable to conduct exterminations. The variations are endless.
8) Victory Conditions - Victory Conditions are up to the GM, completely. The GM can decide if victory is achieved through economic development, through territorial expansion, through military conquest, through scientific advance, or through any other criteria. The GM can set a certain number of years for the game, but if so the end should be kept secret from the players. At the end of the game, the GM will announce the winner for any or all categories.
Economic: Player with the largest income. This includes all colonies, allied primitives, and conquered populations, but not trade or surplus.
Territory: Player with the largest number of controlled starsystems. To be controlled a system must be explored and either have a confirmed border between it and another race, or supplied military forces in lieu of a border.
Military: Player with the largest number of enemy ship kills to his credit, and the largest number of enemy populations conquered or destroyed. Greatest number of ranked commanders or the highest ranks of commanders can also be used for determination.Scientific: Player with the highest levels of technology developed.
9) Campaigns - The GM should choose a campaign to run, purely on personal preference of the GM or players.
Campaign I - This campaign assumes that there are several advanced races in the galaxy, limited to their home and nearby systems by the lightspeed barrier. They all picked up the subspace broadcasts of the Destiny and quickly surveyed their own systems and enacted their own explorations of the galaxy.
Each player controls a different alien race (one controls humanity). They generate their races in the normal manner and the GM generates their home system normally.
If no player wishes to be humanity, simply assume that one of the player races made the breakthrough and begin normally.
Campaign II - Humanity is the only advanced intelligent race in the galaxy. Centuries went by between the Quantum Tunnel theory and its successful application. In that time, slow colonization had begun of the distant stars using generation ships. Many dissident and unwanted groups of people either chose to emigrate or were coerced into doing so. Thrown on their own resources, and separated from Earth, some colonies flourished while others stagnated or died slowly and often horribly. The cultural melting pot of a United Earth was not transferred to her colonies as each one became a throwback to cultural distinction and nationalism. The extremely long travel times made each colony in effect an independent entity. Upon the discovery of Quantum Tunnels, each explored independently, many harboring hostility towards other groups or the motherworld.
Each player generates his own race, based on humankind. It may be a melting pot, or a specific racial/ethnic/religious group. There is no limit on the type of colony this may be, ranging from neo-Nazis to religious pacifists. The GM generates each players home system. If no-one wishes to be the owner of Earth, it is assumed to have no Quantum linkages.
Campaign III - A blend of the other two campaigns. Players may be human offshoots or aliens (or even alien offshoots) at their discretion.
10) Quick Start - While some players enjoy the early years of exploration and colonization from their home systems, others may prefer to get more directly into the action, particularly in a play by mail or e-mail campaign where turns occur every two or three weeks in real time. In such a case, the GM should follow the below guidelines in addition to the Pre-Game rules:
11) Dropped Player Races - Occasionally the GM will have a player dropping out of the game, usually due to lack of time. If at all possible, the GM should recruit a new player to take over the race. If this is not feasable, the GM should run the race as a non-player with the following guidelines:
The GM must not forget that he is privy to a lot of information that this race is not, and should not take advantage of any of the information with this race. In no case should the GM use this race to beat on player races for his own entertainment.
Another option for the race is to have it contract an incurable disease and die en-masse, scuttling all ships (or leaving them to be found and salvaged!). The GM should allow all races knowledge of this and enjoy watching the land rush as the other races rush in to claim part of the old races territory.
A Note on Communications - Subspace communications are broad-band and can be detected by all player races, but they are nearly always encoded so that only the sender and recipient can read them. A race may initiate diplomacy with another race it has not physically met, through the subspace medium. A race must broadcast in the clear, then other races may answer. Since it is impossible to code the transmissions without including how to de-code them, ALL races may pick up these broadcasts.
If a player wishes to open dialogue with the galaxy as a whole, he/she should inform the GM who will note that in the turns to all players.
Special Thanks: This development would not have been possible without the assistance of the playtesters who put their time into the first game. Thanks to Cæsario Avila, Angelo Fisichella, Gerry Keene, Robert Klapproth, Kris Larson, Steven Lewis, Jon Lundgren, Robert Schmidt, Craig Young, and Glen Young.
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