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 |
| 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
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.- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Animal Eco-Farm - Duet Investing Bay Area