The Scalable Starship Combat System

			  By James M. Dugan
			   Copyright 1997

The purpose of this is to produce a system for starship combat that is 
useable for varying levels of play. A step on the scale for 3-D Tactical 
Play, a step up in the system for squadron level, and another step up, 
for really large battles that would bog down if played out in any other 
fashion.

It's a difficult thing to run 4 to 6 ships to a side without things 
bogging down - even harder to do it in 3 dimensions with realistic 
Newtonian movement. I have elected to not try 3-D except in the  
smaller-scale scenarios, and to try and emulate Newtononian motion in 
the larger scale system.  

I have tried to keep the system simple, and avoid much math. I have also 
tried to include "real world" systems (such as ECM and Stealth) in the 
system, while giving a lot of fantasy/cartoon weapon effects for those 
that like their Science Fantasy with a less hard edge. 

Math was unavoidable in the Construction System, but fear not, I have 
not gone in too deep. You should have seen some of the prototypes, 
though.....

In the years I have tried to create the "perfect" Sci-Fi Starship Combat 
Game, It has gradually dawned on me that it was difficult  (if not 
impossible) to get as close to reality as I would like. 

The first problem is that we DON'T KNOW what the future will be like. 
Upon reading a futurist book from the 80's, I broke out in laughter more 
than a few times. How many books written in the "Golden Age" of Sci-Fi 
were even CLOSE?

The Second is the limited ability of the Human Mind. Can you honestly 
keep track of more than 30 ships in 3D, with realistic movement, along 
with heat levels, What's not working, etc? A gimmick of some sort is  
sorely needed. 
_______________________________________________________________________

3-D Tactical - 

This system is still in the works, 3-D is hard to do in a board game, and 
still keep it reasonably fast-paced. Try Peter Drake's ASTROMACHIA in the 
interim.....

_________________________________________________________________________

Squadron Level Rules - 

General -

	Scale - 

	1 Hex is 2615 Kilometers across
	
	1 Turn is 5 minutes long

	Acceleration of 1 hex per turn is 1 "gee"



Basic Systems - Most of these are on every ship, but not every ship has
		every system...

	Attack - This is a measure of how much damage a ship weapon can 
		dish out in combat in damage points. 

	Armor -  This is hull plating in excess of that required to keep
		the ship the together. The amount is given in the amount 
		of damage it can absorb. Armor is "used up" when damaged, 
		and must be replaced at a repair facility. It is hit only 
		if the shields are penetrated.

	Auxillary Systems - These are systems that are not on every 
		starship, but are big/useful enough to include on the 
		Ship Data Sheet. 

	Drive - The engines that move the ship in normal space, and also 
		a measure of how well a ship manuevers.

	Gate - A device that enables travel from star to star. It opens a 
		portal into hyperspace where normal movement is effectively 
		multiplied milllions of times.

	Range - This is a measure of how far a ship weapon can effectively 
		hit a Target.

	Shields - These  project a field of some type that protects from 
		the ship from damage. Shields can be raised in the turn 
		after they are penetrated. Some types have  limited 
		capacity, some are better designs that protect more.

Order of Play during each round 
(no differentiation between a  round and a turn)

    1) Declaration Phase - 

	The following are declared:

		Speed must be declared every turn

		These are declared only if they are actually done:

			Docking 
			Launching
			Repairs
			Boarding (Boarding is resolved in 
				    the Activity phase)
					

    2) Movement - see the movement rules

    3) Activity - the following occur in the Activity phase:

		Docking in complete if all conditions met

		Launched vehicles are now free of the mother-ship

		Repairs are completed

		Boarding Combat is resolved

Rounds are completed in the above order until one of these  conditions 
are met:

	All Parties agree  to a truce

	All the combatants on a side are rendered incapable of resistance

	All resistance-capable combatants have seperated themselves 
		sufficiently to avoid further contact.

Movement - 

	1) Use a BIG sheet of Hex paper

	2) Movement carries over from turn to turn, and must be either 
		Nullified by using the drive (move points- MP), or is 
		additive until you go so bloody fast you zoom off the
		paper...

	3) You also use the Drive to turn your ship to a particular 
		direction, or other useful things. MP (move points) 
		equals:
	  		   Drive Rating squared
			(drive rating X drive rating)

	4) MP is used to manuever, to Accelerate, or to Decelerate.
		
		It takes 1 MP to:

			change speed by +1 or -1

			start Evasive Manuevering - each MP used for this
					makes your EFFECTIVE range one hex
					greater than REAL range. The only 
					limit is how much MP you have.

	5) Changing the Direction of Movement is determined by One of 
		the following  methods, determined before play begins:		

		A) this Formula:

			Cost = Speed X .66 (round fractions up)

		B) Cost equals speed

		C) the Turn cost Chart:

			This is just Speed X .66,
			As the formula above

			Speed		Turn Cost

			1		1
			2		2
			3		2
			4		3
			5		4
			6		4
			7		5
			8		6
			9		6
			10		7
			11		8
			12		8
			13		9
			14		10
			15		10
			16		11
			17		12
			18		12
			19		13
			20		14


	6) The fastest ship moves first, and makes all the movement they 
		have to, and expend all the mp they want to,in their turn. 
		When the fastest ship has moved it's whole turn, they may 
		elect to fire weapons from some hex that was in their 
		flight path. It need not be the final hex, but must be a 
		hex through which the firing ship moved. Weapon fire that 
		is directed toward them, must be targeted at the them at 
		the END of their movement, that is, the hex that they last 
		moved into.

		This allows small ships to gain the tactical advantage of 
		small size and high speed that they would actually possess
		in reality, without additional rules.

	7) The next fastest moves after the fastest, and so on until the 
		slowest. If ships are moving the same speed, then the ones
		with the highest  manuever goes first, then to the slowest 
		in order. If Drive is the same, then a roll of the dice is 
		used - highest roll winning. If the ships in question are 
		on the same side, then the dice roll is not needed - the 
		commander determines who is first in that case.

Weapons Use -

    Determine Arc - 

	While it is possible for some ships to manuever well enough to 
	bring all weapons to bear, manueverability plays an important 
	part in determining which ones can.

	To determine if you can, compare the firing ship's Drive Rating
	to the chart below and compare it to the firing arc chart:

	Drive Value 1 - 
		Primary Weapon can only fire into Forward Arc, Secondary
		can only fire into Forward and Side Arcs, Defensive 
		Weapons can fire into any Arc.

	Drive Value 2 - 
		Primary Weapon can only fire into Forward and Side Arcs. 
		Secondary and Defensive Weapons can fire into any Arc.

	Drive Value 3 - 
		Any Weapon can fire into Any Arc.

	

    Rolling to Hit

	Roll a number of D10's equal to the weapon's RANGE. A hit occurs if 
	the rolled total is equal to or greater than the EFFECTIVE Range. 
	A weapon with a range of 6 would roll 6d10 to determine if a hit is 
	made.

	Increasing the Effective Range:

		A ship may not be hit, if it has enough factors that 
		change how hard it is to hit. These factors may change 
		the Effective Range. ECM, Evasive Manuever - for each used 
		(mp for evasive, level of ECM) add real range to itself. 
		If a ship is using 4 ECM, and using 2 MP for Evasive, and 
		is at a real range of 5, it must roll 30 or better with the 
		specified # of D10's. Cloaks also increase the effective 
		range, multiply the cloak field value times the effective 
		range. Cloaks can be used with evasive manuever, but not 
		with ECM.

    Selective Targetting:

		You may elect to hit a specific area of the ship, (ie -
		"target engines only") but this incurs a penalty. The 
		ship is treated as if it was 3x as far away. That is, 
		the effective range is 3x the real range.

    Doing Damage

	If a weapon succesfully hits a target, then apply the given 
	attack value - the result is the amount to apply to the target.

	A ship may not take damage, if it's shields and armor is greater 
	than the weapon damage it receives in a turn. Armor and shields 
	reduces the incoming Damage 1 for 1, but is only effective until 
	every value is used versus a point of damage.

	If more damage is received in a turn, than the ship has Armor or 
	shields, then the ship takes damage. Shields are hit first, and if 
	they are penetrated, then the remaining damage hits  armor. Further 
	Damage actually causes the ship harm, and causes damage to ship 
	systems.

	Use this chart to determine what systems are hit:

			Hit Chart - use 1D6

		    1  	 	Drive
		    2 or 3  	Weapons
		    4 - 6   	Auxillary Systems

	The Group should determine beforehand, whether to roll for each point
	that penetrates, or allow each salvo to exhaust the systems hit.
	Each type of system above should be placed in the order that you 
	would prefer them hit when building the ship. Ships that are pre-
	generated (that come with the game) are already laid out in the 
	desired order.

The Result of Damage

	When the ship has a value of 0 in every category, the ship is then 
	completely destroyed - it's so much scrap. It can be repaired, 
	but it can no longer fight. It may be cheaper to build a new one.

	Damaging all Drive systems also stops all power production. The 
	following systems will continue to function when Drives are offline:

		Missiles are Autonomous 	
		Repair has it's own power supply
		Antimissiles have their own power supply
		Armors use no power
		
Hitting Missiles and Projectiles:

	- Each requires only one damage point to destroy or disable.

	- Antimissile can hit them, due to their small size and high
	  speed, with no penalty. Other weapons multiply the real range
	  by 3, due to the missile's high speed and small size.

	- The missile is assumed to be fired at in the midway point of it's 
	  course. The real range for the attack on the missile is half of 
	  that from the missile launching ship to the missile's target.

	- You only get one chance to hit the missile or projectile per 
	  Weapon used. You must declare which ones (how many) are actually 
	  firing. All the ammo designated is marked as used.

Damage Control:

	If a ship doesn't receive enough damage to reduce it to scrap, then 
	it may attempt repair. 

	Roll 1d6, fighters may put 1 point back online if they get a 6, 
	ships may put 1 point back online if they get a 5 or 6. 

	This is actually Damage Control, not a full repair. 

	If a particular part of the ship is hit a second time, it may not 
	again be brought online by damage control, it must be REPAIRED.

	Each point rolled for must be designated before the roll, and have a 
	crew member available to perform damage control. You cannot roll for
	more damage control than you have crew.
	
	If the part is rolled for, and fails, then it cannot be brought
	online, and cannot be rolled for again. It must be REPAIRED.

	Damage Control is annouced in the Declaration Phase, and one point 
	of the designated system is brought online in the Activity phase.

Total Ship Damage Capacity:

	A ship is not just mass of steel, a loose wire can easily cause 
	loss of a component's function as well as vaporizing tons of 
	metal. 

	Here's how starship "hit points" are figured...

		Each weapon - 1 point

		Drive - 1 point for each rating (it's the ships Achille's 
							heel)

		Auxillaries - 1 for each "point" of system

	That's why I made damage control an "iffy" thing - you might've 
	lost a wire, or had a trainload of laser vaporized...

Docking -

	In order to dock, the following conditions must be met:

		No Evasive Manuevers by either party.

		Both ships must be going the same speed, with the same
		direction of travel, and in the same hex(es) for 2 turns.

		Both ships must be able to dock. You can't use 2 destroyers 
		to dock with a single fighter (though they could dock to each
		other) - there isn't room on the fighter for both destroyers 
		to dock.

Boarding Squad Combat - 

	Before Boarding can occur, both ships must have been docked for a 
	turn.

	Roll 1d6, and consult the chart below. Rolling the number given
	or LOWER indicates that the targetted unit is destroyed. Both 
	units get a roll as attacking unit, before the round is resolved.

				Defending Unit
		Regular|Marine|Commando|Heavy |	Powered
		 Crew  |Squad |	 Unit  |Weapns|	Armor
Attacking Unit|        |      |        |      |

Regular Crew  |   1       0       -1      -2      -3

Marine Squad  |   2       1        0      -1      -2
	
Commando Unit |   3       2        1       0      -1

Heavy Weapons |   4       3        2       1       0

Powered Armor |   5       4        3       2       1


	Defenders on their own ship are -1 to attack, and +1 to be hit

	Boarders cannot attack on the first turn, as they are gaining entry.

	Before the combat starts, the squad may designate the "mode" they 
	wish to be in. This cannot change until all the combats are resolved.

	MODES:

	Evasive - +2 to be hit, and to hit

	Defensive - +1 to be hit

	Offensive - -1 to hit, and to be hit

	Suicidal - -2 to hit, and to be hit

		The squad may not elect to assume any MODE at all.

	If there are more than one squad on a side, then assign certain units 
	to specific "enemy" units. Each squad has only one "attack". A squad 
	may be attacked by more than one attacker.

	Boarders that win a combat in a "component" now have control of that 
	component, and may cease it's operation. They cannot cause the 
	component to work however they desire, until the ship has been taken.

	The ship is taken one turn after there are no more defending boarding 
	squads, and there is an attacking squad in each "component".

Ramming - 

	Must be decalred in the declaration phase.

	Procedure:

		During movement, ramming ship must roll 3x it's manuever or 
		less on a D10.

		To avoid, target must roll 3x it's manuever or less on a D10.

		Damage to both ships is 5x the closing speed.

Repair - 

	Cost is 1/2 the cost of the original construction cost, in repair
	parts.

	Boarding parties CANNOT be repaired.

	You cannot use Repair, Fabrication, Construction, or Factory Modules
	in Combat. Ship must not fire weapons, and not Accelerate or turn.

	Systems:

		Repair requires parts, which are stored in cargo (one part
		takes one slot). If a system has a repair cost of 10, it 
		needs 10 repair parts. Repair is a crewman working with a 
		semiautonomous robot.

		Fabricators - Require raw material, equal to the amount 
		given in the following chart:

	type	description				amount needed 
							per repair part

	1	Bits of Broken ship systems			2

	2	Basic (scrap)					4

	3	semi-refined or rich ore			10

	4	Raw Ore						30

	5	Poor Ore					60

	6	Interstellar Dust				120

		Time given assumes type 1 material, increase time in 
		proportion to the amount of material used for raw 
		material.

		Factory Modules - these are similiar in operation to 
		Fabricators, but build complete systems, ready for 
		installation. They use the same type materials, with the 
		same limitations as Fabricators. They don't build Hull or
		Armor systems.

		Constructors - these are units that Build Hull and Armor 
		Systems from type 1 or 2 materials only.


Starship Design - 

	Designing Your own ships - 

		I tried to make this as painless as possible, but you still
		need to use some math. I have incorporated some "fun" stuff
		for those of you that enjoy a Universe that is akin to the
		"WarHammer" style play, but tried to maintain a tenous link
		to reality in most places. 

		I have predicated design on cost, not size. I don't 
		especially care for empirical limits. If you compare a 
		Battleship at the turn of the century with the Missouri,
		you will find that the latter is MUCH more capable, and  
		certainly bigger - yet they are both BATTLESHIPS!

		The same applies in other cases, and I tried to make it 
		apply here.

	General Guidelines - 

		Round fractions down to the whole number. Place Weapons 
		and Auxillary systems in the order you would have them 
		damaged when completing the ship data sheet.



	Steps in Design - 

		Decide on Weapons (to some the only important part). 
		Calculate the size and cost.

		Decide on Shields usage, and calculate size and cost.

		Calculate required hull and crew.

		Pick Auxilliary Systems, calculate size and cost.

		If you want Armor, calculate size and cost.

		Based on Desired Drive rating, calculate engine  size 
		and cost.

	Each step uses values from the previous section to calculate the 
	appropriate values.

	1) Weapon Design - 
		If a value is not given, it is 1 or X1. All Weapons 
		take one damage to disable. 

		
	Weapon Creation process:

	Notes: 
		Size Max for Missiles cannot exceed SHIP TOTAL SIZE x.1
		This is due to Recoil effects.

		Recoil also limits Railguns, Antimissile, and Torpedoes. 
		The damage limit for these is SHIP TOTAL SIZE x .05

		Energy limitations limit the energy weapons (Railguns, 
		Torpedoes, Beams, Cannons and Projectors) to a damage limit
		of ENGINE SIZE x .35

		These should be double checked at the end of the design 
		process.

		Missiles are weapons, but they have their own process for
		calculating their stats - they ignore the "damage" and 
		"size" steps - go straight to the "type" section.

		Damage - Start by selecting amount of damage the weapon
			is to cause. You use non-variable amounts for 
			projectors, and use 10 sided dice for the others.

			Non-variable damage costs 2 per Damage.
			
			Dice (d10's) cost 12 each

		Decide RANGE of Weapon:

			Range cost is 2 per hex. 

		Now add Range cost and Damage cost to get the total. 
		This will be multiplied later by multipliers to get the 
		total weapon cost.

		Size - Weapon size is (at this point) the same as cost. 
		       Later multipliers will give the total size. 

		TYPE of Weapon:

			Calculate as per the explanations below - 

			Railguns Or Mass Drivers: These Guns have 5 shots 
			in the magazine. They use energy to drive a 
			projectile to hypersonic (or near relativistic) 
			speeds(G)
				Cost 	X0.25
				Range	X0.5 
				Size 	X1

			Antimissile Defense: Defensive System - used to shoot 
			down Missiles and Projectiles. Antimissiles have 10 
			shots in the magazine. Antimissile systems run 
			independent of ship's power. (AM)

				Cost 	X2
				Range	X0.25
				Size 	X1

			
			Beam: Lasers, Phasers, Disruptors, "Death Beams" 
			(BM) Beams Use energy, and have no magazine.

				Cost X1
				RangeX1
				Size x1

			Cannon: Generally, larger and shorter-ranged
			versions of Beams. (CN) They use energy, and have 
			no magazine.

				Cost X1
				Rangex0.5
				Size x1
				Damage X2

			Torpedo: The energy version of a missile. (TRP) 
			Torpedoes have 5 shots in the magazine. They also 
			use energy.

				Cost 	X2
				Range	X0.5
				Size	X1
				Dam	X3

			Magazine reloads (not the shots that come in the 
			weapons) require 50 slots to store.

		Missiles: Missiles are almost independent weapons, like the 
			  cruise missiles of today. They have the following 
			  stats:

			Range - the range in hexes that the missile is most
				useful in. Their is no limit to range, except
				for how large you want the missile to be.

			Drive - the Manueverability and acceleration 
				capacity of the missile (just like ship
				drives, but smaller). Current Technology is
				limited to a drive of 10.

			Warhead - The number of 10 sided dice to roll to 
				determine damage caused by the missile if it
				hits. Again, there is no limit to warhead but 
				for size.

		"To-Hit" process: Missiles roll their drive value or less on 
			a d10 to hit. For each hex (of effective range) the 
			target is beyond Missile range, add 1 to the roll.

		Avoiding missiles: You may either shoot them down, or dodge 
			them by rolling your drive or less on a d10. Most 
			weapons treat the missiles as being 3x their real 
			range away, Antimissile Systems don't.

		Missile Construction: Decide the Range, Drive, and Warhead 
			Stats, and plug them into this equation for the 
			size of the missile:

				(Range x Drive X Warhead)/8

			Cost is equal to:

				Range + (Drive X Drive) + Warhead


		Projectors: These are really large weapons, that affect 
			EVERY target in the target hex. They produce 
			special effects, fields, or unique types of damage.
			Projectors must use non-variable damage. Their 
			range multiplier is X 1, unless otherwise noted.
			The types of projectors are given on the chart 
			below:

		Projector Effect:Cost Multiple:Size Multiple:
		- notes are given on the line below


			Energy Blast	15	1  Range X 0.25
			(Simple "shotgun" effect - value is the damage
			done to the ships in the target hex)

			Tractor Beam	60	4
			(Pulls EVERYTHING in the arc of the weapon
			towards the ship - value is the pull in MP)

			Repulser Beam	60	4
			(Exact OPPOSITE of Tractor Beam)

			Electromagnetic Pulse	30	2
			(Shuts down ALL Ship operation for "value" turns, 
			to every ship in the target hex - ship "coasts" 
			until those turns have elapsed. )
			
			Stasis Beam	45	10  Range X 0.25
			(Stops all movement, fire, and action every turn
			used for all ships in "value" hexes in the target 
			hex. The "held" ship cannot be effected by anything
			while in stasis)

			Force Plane	25	6
			(Erects a "wall" of  force that has a width equal 
			to 1/4 the value in hexes. The wall can be up to 
			1/2 the value away from the ship. The wall can 
			absorb up to "value" damage points.)
			
			Dazzle		5	0.5
			(Projects a great deal of noise, making the ships
			within 2 hexes of the "Dazzling" ship extend their 
			effective range by "value" hexes. The ship using 
			the effect extends it's  effective range by 4x 
			value hexes)

			Image Projector		10	1
			(Projects an image - apparently real in all 
			respects - the ship may project up to "value" 
			images)

			Displacer Pulse		100	8
			(Dumps the target into a Gate, and it reappears 
			in another hex designated by the firing ship. 
			Target must be within in 1/2 Value hexes)

			Cloak Field	150	2
			(Hides the using ship from vision. Effective 
			range is increased to Value X actual range)

			Shield Projection	20	2
			(Enables the ship to extend it's shields - at
			full strength - to ships within 1/2 value hexes)

			Transfer ECM		15	0.25
			(Allows  the using ship to transfer it's own ECM 
			to ship(s) in another hex)

			

		Desired Arc - 

			Primary Arc is to the front -

				Cost: 	x1 
				Range:	x1
				Size: 	x1

			Secondary Arc is to front and sides - 
				
				Cost: 	x1.5
				Range:	x1
				Size: 	x2

			Defensive Arc is to any side, front and back - 

				Cost: 	x2
				Range:	x0.5
				Size: 	x3
		
			
		After going through the above process for cost, size, and
		range, you will have these values to add into the system
		values and weights noted later.

	2) Shields - 

		Note: Shields are power-limited to having a rating not more
		than ENGINE SIZE X .25

		Shields are field generators, and protect against all but 
		Missiles, Antimissiles, and Railguns.

		Multiply the desired value by 8 to find the size, and by 2 
		to find the cost.

	3) Hull - a REQUIRED auxillary system, the hull required is equal to:

	Total Missile Size/20 + Railgun,Antimissile,Torp Damage/25 + 

	Beam,Cannon Damage/40 + Shields/20 

				OR   1

		Whichever is more, round up to the nearest whole number. 

		Non-fighters add 1 more for crew quarters

		cost is .5 each, size is 1 each
				

	CREW - 
		number of crew minimum is (# of Weapons) X 3 + 3 

		(# of weapons doesn't count missiles)

			For non-fighters, 

		Fighter crew is 1 or 2
			
		Crew is considered an Auxillary system

	4) Auxilliary Systems - you need not use any if you don't wish to.

		These are as follows:

			ECM - cost: 50 each 
			      size: 1 each

			Command Suite - cost: 20
					size: 2

			Hull - None of these are required, the crew has 
			quarters already. These are for Guests, 
			Passengers, Troops, and excess storage (freight).

				Quarters - cost:0 
					   size:1 for 5 
					(10 people each quarters)

				Barracks - as Quarters, for Troops

				Recreation - cost: 0
					     size: 1

				Stateroom - cost: 1
					    size: 1 for 2

				Hospital - cost: 10
					   size: 1 per 25 patients

				Freezer - cost: 1
					  size: 1 for 100 people
					For storage of casualities, that 
					are unable to be healed in the ship's 
					hospital facilities, or beyond help 
					(ie dead). May also be used for 
					"sleeper ships".

				Storage - cost: 0
					  size: 1 for 100 "slots"
					For ready access to crew
					Repair Parts are held in 
					Storage.

				Cargo - cost: 1
					size: 1 for 200 "slots"
					For transport of Goods

				Hold - cost: 2
				       size: 1 for 50 "slots"
					For use as a workspace or
					hangar - has power available 

			Hangers - For storage and repair of fighters
				
				Hangars cost 3 for each fighter (or other
				Vehicle) it holds, it has a size equal to
				the vehicle size + 2


			Repair - There are various types, this is NOT 
				damage control - it restores to like-new
				condition.

				Repair - Cost 25, Size 10
					Does 1 point of repair in 6 turns
					Requires a repair part for each 
					point repaired.

				Fabricators - Cost 50, Size 5
					Makes 1 point of repair parts in 
					10 turns. Requires suitable Raw 
					Materials.

				Constructors - Cost 100, SIze 20
					Makes 1 cost of structure in 6 
					turns. Requires Suitable Basic 
					Components. Used for hull systems
					and Armor only.

				Factory Modules - Cost 5000, Size 1000
					Creates 1 cost worth of structure
					in 6 turns. Requires suitable Raw 
					Materials.

			Laboratory - 

				Lab - Basic Information Gathering - 1 
					point per turn. Cost 5, Size 1

				Analyze - In depth analysis - 1 point per
					5 turns. Cost 25, Size 5

			Boarding Group - space and cost as follows:

				Marine Squad - cost 5, size 1 

				Commando Squad - cost 15, size 1

				Heavy Assault - cost 25, size 3

				Armored - cost 250, size 10

			Stargate Initiator - (Gate)

				Cost 10,000 SIze 50 - creates a Gate to 
				allow Faster than Light travel. The Gate
				is 3 hexes across, and persists for 5 
				turns.
				

		Add Systems to Weapon(s) and Shields


	5) Armor

		Armor is heavy, and is inefficient in comparison to 
		shields. It is, however, the only protection afforded
		at certain levels of Techological Development. They also 
		will stop certain types of damage that only the most 
		advanced shield types will protect from. Armor protects 
		from all types of damage, unless otherwise noted.

		Armor Size is equal to Armor level X systems weight X .5

		Armor costs .25 per size.

		You may armor components, the weight is equal to:

			Armor level X square root of System weight X .5
	
	5) Drive

		Engine Size = Manuever X Ship weight subtotal X .1

		Engines Cost 2 per size
 
	6) Evaluate Design - check to see if your new design doesn't exceed
		these limits:

		Recoil limits: 

			1) Missiles Size per turn cannot exceed -

				Total Ship SIze X .05 
			(one missile cannot exceed this number)

			2) Railgun, Missiles, & Torpedo Damage 
			combined cannot exceed - 

				Total Ship Size X .05

		Energy Limit:

			Torpedo, Beam, Railgun, Cannon & Projector
			cannot exceed -

				Total Engine Size X .35




		These Rules are Copyright 1997 by James M. Dugan.

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