Player Aid Chart

Technology Table

System

Designation

Slots

Cost

Development*

Slot Composition

Absorbtive Shield

Abs [#]

0

50

350

-

Axial Weaponry

Ax-

2

400

250

One weapon, no armor

Bombardment Battery

Batt

2

200

400

One Battery

Electronics

E

0

0

500

-

Fusion Drive

Fus

0

0

250

-

Gravitic Drive

Grav

1

100

350

Gravitic Engines

Ground Forces Tech

GFT

0

0

250

-

Gun, Heavy

HVY Gun

1

100

300

One Hvy Gun

Gun, Light

Lt Gun

1

100

200

One Lt Gun, three armor

Alternate Lt Gun

Lt Gun

1

100

-

Two Light Guns

Ion Beam

Ion

1

100

250

One Ion, one armor

Laser

Laser

1

100

250

One Laser

Missile Launcher

Missile

1

100

300

One Launcher, two armor

Particle Beam

Part

1

100

250

One Particle, two armor

Quantum Generator

Inherent

0

0

-

-

Repair Module

RepMod

2

200

200

One Repair Module

Structural Armor

Arm

1

100

-

Eight Armor

Tractor Beam

Trac

0

25

200

-

# One box per development level of the shield.

Tech costs doubled when tech expenditure exceeds 1500 RP

 

Ships Hull Table

Class

Slots*

Construction Time

MLS Cost

Weapon Notes

Cutter

1

1 Year (Turn)

15

Lt Gun or Part Only

Frigate

2

2 Years

20

No Hvy Gun or more than one Laser

Destroyer

3

3 Years

30

 

Cruiser

5

3 Years

40

 

Battlecruiser

7

4 Years

50

 

Battleship

8

5 Years

60

May mount Axial Weapons

* Orbital Base gets one additional slot for no cost.

 

Engine Table

Drive

Acceleration to Near-C

Max # of jumps/year

Jump Range

Fusion-1

60 days

3

2

Fursion-2

45 days

4

3

Fusion-3

36 days

5

3

Fusion-4

26 days

7

4

Fusion-5

20 days

9

4

Fusion-6

16 days

11

5

Gravitic-1

30 days

6

3

Gravitic-2

26 days

7

4

Gravitic-3

20 days

9

4

Gravitic-4

18 days

10

4

Gravitic-5

16 days

11

4

Gravitic-6

15 days

12

4

 

Exploration (All rolls 2 D6)

Planets

Roll (2D6)

Result

2

One Habitable Planet

3

One Terraformable Planet

12

Pulsar system

 

Native Cultures on habitable planets

Roll (2D6)

Result

2-4

Primitive Culture

12

Spacefaring Culture

 

Native Culture Government

Roll (2D6)

Government

2-3

Xenophobic Isolationist

4-6

Autocratic

7-8

Democratic

9-12

Hive Culture

 

Primitive Culture Diplomacy:

Roll (2D6)

Result

2-5

Natives react badly and war results

6-7

Natives want nothing to do with player race, but will tolerate colonization.

8-12

Natives accept an alliance with the player race.

Modifiers: Natives

Are Xenophobic -3

Have same Govt type as player race +1.

Spacefaring Culture Diplomacy:

Roll (2D6)

Result

2-5

War

6-8

Non-Aggression Pact

9-10

Trade Pact

11-12

Military Alliance

Modifiers: Natives

Are Xenophobic -3;

Have same Govt type as player race +1;

Are at war with another player race +1;

Have caught player race in espionage attempt -1;

Have populations occupied by that player race -2.

 

Colony production: 1 D6 +1 years from landing.

Terraformation: 3 D6 years from start.

Technology: 2 D6 years from start.

 

MLS Table

Basic MLS Cost

Multiplier

0-300

1

301-500

2

501-1000

3

1001-2000

4

2001+

5

 

Surrender

Roll (2D6)

Surrender

1-4

Surrender is refused

5-6

The unit surrenders

Modifier: Restrained Warfare: +1

 

Espionage

Roll (2D6)

Result

1-3

Attempt succeeds

4

Succeeds/Detected

5

Fails quietly

6

Fails/Detected

Modifiers:

Counter-Intelligence: +1

War: +1

Trade: -1

 

Government Adjustments

Democracy -1 year Tech, Restrained Warfare, Respect Primitives & Alliances

Autocracy +1 year Colonization, -1 Commander Advancement

Hive Culture +1 year Tech, all Commanders +3, no Surrender, -1 year Terraformation

 

Space Combat

Weapon

Point Blank

Short

Medium

Long

Extreme

Laser

10

9

8

7

6*

Ion Beam

6

5

5

5

5*

Particle Beam

7

6

5

3*

 

Missile

6

7

7

7

6

Heavy Gun

7

6

5

4

3*

Light Gun

5

5

4*

 

 

* - Range available with Level-6+ versions only.

To-hit number modifications, all are cumulative:

Firer has superior electronics: +1

Firer has inferior electronics: -1

Target has suffered EM shield loss *or* has AbS raised (N/A Laser): +2

Ram Attempt

    1. Miss
    1. Ram

Modifiers: Ram-ship faster +1

Target is faster -1

 

Weapon's Table

Damage Points

Level 1-4

Level 5-8

Level 9+

Laser

2

3

5

Ion Beam

4

5

6

Particle Beam

4

6

7

Missile

3

4

5

Heavy Gun

7

8

9

Light Gun

3

4

5

 

Critical Hit Table (2 to-hit, 2-3 to-hit for Ion beam)

2 Ship suffers catastrophic damage and is destroyed.

3 Ship takes critical damage to the drive. Opponent is always Engine Superior with respect to that ship. Ship may not fire Axial weaponry or depart the star system in question unless repaired/tractored.

4 Fire Control Out. Ship cannot fire weapons for 1 D6 rounds.

5 Ship is on fire. Takes one critical hit per round for 1 D6 rounds. Result of double damage is N/A.

6 Ship loses Electro-Magnetic (EM) Shield.

7 Apply twice the normal damage points.

8 Ship loses Fire Control Scanners. Fire not aided by electronics.

9 Ship loses Electronic Counter Measures (ECM). Enemy fire not hindered by electronics.

10 Quantum Generator is damaged. Ship is incapable of transtellar travel unless towed, until repaired.

11 AbS Shield damaged. Shield may not be raised until repaired at base.

12 Crew is killed/incapacitated. Ship can take no action, but electronics are operating. May be captured.

 

Command Casualties (1 D6, +1 if already wounded)

Ship Damaged: Wounded 5, Killed 6.

Ship Destroyed: Escaped 1, Escaped Wounded 2-3, Killed 4-6.

 

Ground Forces

Ground Unit

Militia

Battalion

Regiment

Division

Commando

Cost to Raise

6

5

24

100

100

Time to Raise

1 Month

6 Months

1 Year

1 Year

1 Year

Logistic Cost

2

1

5

25

20

Transport Cost

N/A

5

10

50

40

Unit Size

1

1

5

25

5

Strength

1

1

6

40

10

 

Population/Troop Table

Population

Max # troops raised per year

Troop type that can be raised

Required Occupation

# Troops that can escape bombardment

Homeworld

75

Any

80

50

Colony

25

Any

40

25

Non-Producing Colony

10

Militia

24

25

Domed Colony

1

Militia

1

1

Primitive Culture

3

Militia

6

2

 

Ground Combat Results Table

0 Defending force eliminated. Attackers suffer 10% of defender losses.

1 Defending force eliminated. Attackers suffer 25% of defender losses.

2 Defending force eliminated. Attackers suffer 50% of defender losses.

3 Defending force eliminated. Attackers suffer 75% of defender losses.

4 Defending force eliminated. Attackers suffer 50% losses.

5 Defending force suffers 75% losses. Attackers suffer equal losses to defender.

6 Defending force suffers 75% losses. Attackers suffer 50% losses.

7 Both sides suffer 50% losses.

8 Attacking force suffers 50% losses. Defenders suffer equal losses.

9 Attacking force suffers 50% losses. Defenders suffer 75% losses.

10 Attacking force suffers 75% losses. Defenders suffer 50% losses.

11 Attacking force eliminated. Defenders suffer equal losses.

12 Attacking force eliminated. Defenders suffer 75% losses.

13 Attacking force eliminated. Defenders suffer 75% of attacker losses.

14 Attacking force eliminated. Defenders suffer 50% losses.

 

Die Roll Shifts:

Attacker has orbital support: -2

Defender has orbital support: +2

Per odds level of Attacker: -1

Per odds level of Defender: +1

Attacker has superior GF Tech: -1

Defender has superior GF Tech: +1

* If a force is outnumbered more than 10:1, it is automatically eliminated and the other force suffers no losses

(exception: Commandoes, Primitive Militia).

 

Patrol Table: Using probes, a ship can cover 5 systems from its current location. Multiplying that by its # of jumps per year, you get the area that can be patrolled in a year:

Engine Area covered

Fus-1 15 systems

Fus-2 20 systems

Fus-3 25 systems

Grav-1 30 systems

Fus-4 / Grav-2 35 systems

Fus-5 / Grav-3 45 systems

Grav-4 50 systems

Fus-6 / Grav-5 55 systems

Grav-6 60 systems

  In the deployment section of a turn, each patrol ship is given a sector (N, NE, E, SE, S, SW, W, NE), the relation of which is from the Homeworld. That ship will have a 50% chance of locating an alien ship in that sector. If a second ship is assigned, the chance goes up to 83% (1-5 on a D6). The mode of detection for either of these is 1-5 by probe, and 6, direct contact.

Example: You want to see if someone on your northwest border is violating your space. Assign a CT to that border and if I roll a 1-3 you will detect one ship. If your CT remains there, it can detect no others. If it continues around (and is not engaged by the detected ship) it can continue on and have a 50% chance of detecting another ship if its in the same area. A second ship assigned will up the roll to 1-5. Of course, assigning a destroyer will let it kill quickly and move on.

 

Scientific Research:

Technology expenditures have an MLS factor no different that Naval or Army MLS.

Basic Tech Cost

Multiplier

0-1000

1

1050-1500

1.5

1550+

2

 

Black Holes: These are shown on your map.

 

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