SEQUENCE of PLAY

Economics

Technology

Procurement

Movement

Combat

Colonies

Production

Conversion & Repair

Notes


ECONOMICS

Economic Points (EPs) are identical to EPV. All units are purchased using their economic cost, unless otherwise stated. Each race begins with a homeworld that produces 200 EPs per turn. Colonies produce between 10 and 100 EPs per turn (see the COLONIES section).

A. Supply

Warships within 4 hexes of a mobile base or larger base, an auxiliary unit on the "supply" mission (which is itself in supply), or in a colony hex of their race are considered in supply at all times. Warships operating outside of these areas are considered out of supply. Auxiliaries are not effected by this rule, except when they are using the supply mission to supply other units.

B. Out of Supply

Units which have operated without supply for one or more turns will have degraded combat effectiveness based on the following chart, refer to Critical hits (D8.1) and Leaky shield (D3.6):

2: Critical hits, 20 shield+internals 3: Critical hits, 20 shield hits

4: Leaky shields, 1 out of 10 hits

5: Leaky shields, 1 out of 6 hits 6: Leaky shields,1 out of 4 hits 7+: Speed limit,16 or slower

C. Supply Network

During this phase, EPs can be shipped to any point in the Supply Network (SN). Two conditions allow a planet to be a part of the supply network. A colony must have a commercial platform (CPL) or larger base in orbit, and when first entering the network, a standard freighter, armed freighter or Q-ship of sufficient capacity must be purchased at economic cost (a tug with cargo pods will also serve this function). These freighters are recorded for possible combat with raiding ships (see COMBAT). The freighter(s) may be assigned immediately after construction to a specific planet and bring that planet into the SN on the hex turn. Freighters reassigned (to a different planet), require 1 turn to transition. For example, a 100 EP colony would have to purchase 2xF-L to transport its 100 EPs every turn (50 per F-L). Freighters build on turn A can be added to the SN on turn A+1.

D. Maintenance

During this phase, maintenance cost must be paid for each unit. Stations (CPL & SAM) and Auxiliaries pay a reduced cost. The basic price in EPs is equal to the unit’s BPV times 5% for warships and bases (Mobile base or bigger), times 2% for all other space units. This cost is subject to increase every 5 turns during the random event phase. Ground units do not pay maintenance. Construction docks in space pay 2%, while construction docks on the ground pay zero. Note that this rule is based on BPV, not EPV, so units like fighters cost less to build, but more to maintain whereas units like scouts cost more to build but less to maintain.

Warship, MB+ = 5%

F-S, CPL = 2%

Ground unit = 0

Tholians need to pay additional EPs to keep web around their bases. Asteroid anchors cost 25 EPs each. Every web hex, even strength zero, costs 5 EPs to maintain per turn. Web strength points cost ¼ point. See the following chart (G10.83) for strength allowed at different weapon status levels (these values can be reduced):

WEB

WS 0

WS I

WS II

WS III

Tier 3

5

15

25

35

Tier 2

10

20

30

35

Tier 1

15

25

35

35

EPV cost

105

240

375

472.5

E. Resupply

Ships that used expendables are resupplied in this phase. Drones, fighters & shuttles (remember spares), mines and PPTs are replenished only at colonies with GMSs, BATS/Starbases or a rendezvous with a Fast Carrier Resupply (FCR) ship or Convoy (a group of freighters on a Supply mission). Any given FCR or freighter cannot supply more equipment that it has cargo capacity (see G25.0). General availability drones are replenished at no cost (at the speed they were originally purchased at). Restricted & limited availability modules must be upgraded at standard cost each turn they are replenished. For example, a race which has developed fast drones can replace a fast III ecm drone for ½ EP since the price for the propulsion module and explosive warhead are general availability, the type III frame is ½, and replacing the explosive module with an ecm module is zero. Replacement mines are ¼ price. PPTs are replaced at no cost, but cannot be stockpiled. UIM modules are replaced at 1 EP per module. Fighters & MRS can be replaced at ½ EPV (¼ the BPV), PFs cost standard EPV. If using random crew quality and experience, replacement fighters & PFs roll when replaced unless the pilots or crews have been rescued (see the Crew & Pilot Quality section)

F. Expeditionary Fleets

Ships of an Expeditionary Fleet are able to use allied Supply Points to trace supply back to their own race. This path cannot be adjacent or through enemy held areas. An Expeditionary Fleet cannot contain more than 12 ships, 1 base and 1 FRD. All must be from one race. Each unit of an Expeditionary Fleet must be within six hexes of every other unit in the Expeditionary Fleet. No race may operate more than one Expeditionary Fleet. The owning race must pay 5 EPV per ship per turn. Ships that do not conform to these criteria are considered out of supply.


TECHNOLOGY

Advancement occurs by research conducted at small scientific outposts (GSO). Each GSO produces 1 tech point. Tech points can be saved. Each techblock listed in the CDH has a number between 1 and 25, which is the cost in tech points of acquiring the techblock. All prerequisites must be purchased. The following techblocks will be used: Starship, Static Defense, Phaser, Shield, EW, Maneuver, Shuttle and Fighter, PF, Mines, Drone, Drone Rack, Plasma, Marine, Orion, Cloak, Web, PC, SC, ESG, Photon, Disruptor, Fusion/Hellbore, PPD, Andro, and Jindarian. (Note Racial starting techblocks, CDH pg. 41)


PROCUREMENT

During this phase, economic points are allocated to construction of all units that will be completed in the Production phase. Also, units begin operations, conduct transfers. Some actions require a full cycle (i.e. until the Production phase) others do not. Simple action examples: transferring economic points, changing modules or pods, receiving IIIXX drones for drone bombardment, etc. Complex actions examples: a tug setting up a Mobile Base, a minelayer setting up a minefield, or Colonization. Colonization example: a F-ES enters 2215 on turn 3 on a 'sensor sweep' mission. The GM tells you it is a 50 EP world with one moon. Turn 4, the F-ES stays at 2215 and performs the 'colonize' mission (from Procurement to Production) and beams down 8 EPs. There are now colonists on the planet. On turn 5 (in the Procurement phase) a GSA is ordered with the EPs from the freighter, and is finished during Production. On turn 6, the GSA produces EPs (in Economics) which can be beamed to the freighter (simple action), which can move during Movement Note that colony worlds cannot initially produce higher technology items like boarding parties or shuttles (See COLONIES).


MOVEMENT

Movement is divided into two phases, advance/ strategic movement and retreat. Retreat Movement occurs during the COMBAT phase.

A. Advance

There are no restrictions for Advance movement, which is conducted before combat. Starships move at different rates depending on their warp drives. Armed freighters move 2, standard freighters move 1.

X-Ship = 5

BB = 3

DN = 3

DNL = 4

BCH = 3

CF = 4

CA = 3

CW = 3

DW = 3

DD = 3

FF = 4

Tug w/pod = 2

. .

This chart outlines the number of total hexes different ship classes can move during the entire turn (i.e. both Advance/Strategic and Retreat). For example, a CF moves 3 hexes to a combat hex. After combat, it can move 1 hex towards its nearest planet or base..

B. Reserve Movement

Ships can be given orders to wait until they detect a unit, then move to intercept. This takes the place of reserve movement in F&E. Your orders will need to be very specific, unless you want to chase the first thing you detect in the turn.

C. Strategic Movement

Two bases within 4 hexes of each other create a Base Movement Network. This allows +2 movements for any ships moving directly between bases of the network. A unit must start within the network to use this bonus, not move from outside. Draw a line between two friendly bases (MB+) that are no more than 4 hexes apart. If your ship starts in a hex that is bisected by this line, or your ship starts in a hex which has this line traveling along it's edge, that ship may use strat movement. It must move to one of the bases as part of it's initial move, and then may use the rest of it's movement (including the strat move bonus) to move wherever it chooses, except ships using this bonus must not move adjacent to enemy units.


COMBAT

A. Detection

Combat between units can only occur when one side is detected. Ships detect each other at range 1. Scouts can detect at range 1&2. The detector has the option of combat. Tactical play occurs at strategic range zero. The tactical map is set up with the forces no closer than 50 hexes, speed max, facing to be determined by the GM.

Ships at range 1 and Scouts at range 1&2, roll d6:

1: Nothing 3: TF move cost 5: Ship classes
2: Force 4: # of ships in TF 6: IIIXX lock-on

Modifiers:

Sensors: Moved 0 (orbit) : -2 Other:
1-2 sensors: +1 Moved 1-2 hexes: 0 Scout at R1: +1
3-4 sensors: +2 Moved 3-4 hexes: +1 Passive: -1 (both)
5-6 sensors: +3 Moved 5-6 hexes: +2 Run Silent: -1
7-8 sensors: +4 Moved 7-8 hexes: +3 Cloaked: -5 (both)

B. Orders

Each Fleet must be given orders when plotting movement. These are general orders. More specific orders can be given, but the entire fleet must have the same orders.

C. Command Limits

The following rules replace S8.0, which is not used in any way.

The fleet’s flagship has a command rating determined by multiplying the MSC command rating by 5, with the modifiers listed below (Klingon ships with no flag bridge use the # of flag boxes on the equivalent Federation hull):

Each flag bridge = +1 Outstanding crew = +2
Legendary Captain = +3 Poor crew = -5
Legendary Admiral = +5 Computer controlled = +5

Example: the Federation DN (or Klingon C8/9) has a MSC command rating of 10. So, 50 +2 for two flag bridge boxes = 52.

Unit costs:

DN, DNL = 16 BCH =14 (KH = 15) CC, BATS = 12 CA, CF, MON = 10 CW, CWL,= 9
CL, BS = 8 DW, MB, = 7 DD, F-L, SAM = 6 FF,FH,CPL = 5 POL, F-S= 4
PFs = 1 each** Ftrs = ½ each * 5 defsats = 5 Std MF = 2 Sm/Med GB = 1

*= Hydrans pay 1/3 for fighters. Only one SB/BB per fleet. Listed freighters are for naval auxiliaries only.
For ships, if a leader is present, two units of the same category are reduced in price by one. For example, if a CC is present, one CF and one CA are reduced in cost by one to 9. Carriers act as leaders for their escorts. Leaders without a squadron are +2 for the first, +4 for the second, +6 for the third, etc. If your race doesn’t have a leader version of FF / DD / CW class, you may add a leader refit for +3 / +4 / +5 EPV respectively (revealed at Tac Intel level H). This refit is ‘limited’ (see Limited Variants).

Fighters cost ½ each for squadron of 12 (Hydrans pay 1/3 for each fighter). Carriers can leave fighters as inactive cargo, or in a different strategic hex to avoid the command cost. For example, a Federation SCS pays 6 for 12xF-14, 6 for 12xF-18, and 3 for 6xA-20 for a total of 15. It has a command rating of 52, leaving 38 for escorts.

** PFs cost 1 each for 6 (flotilla), 2 each for the second flotilla, 3 each for the third, etc. If a leader is present on a true PFT, along with 5 other PFs (3 for Lyrans), the leader’s cost is zero. No more than one scout or leader PF per flotilla. Casual PFs are organized into flotillas for this purpose. For example: a Klingon D6P pays 5 for [4xG-1, G-1L, G-1S].

No more than one SFG, Mauler, or Drone Bombardment unit may be present. Minesweepers can only be used to assault a planet or base, unless intercepted in open space (if so they cannot lay mines). One Monitor can defend a planet (if intercepted in open space, they use disrupted fire control). Only one combat tug per fleet (CVT, BT, PFT, DBT, etc.). Note: Scouts are NOT limited by this rule, however, each scout in addition to the first is +2, +4, +6, etc.

Andromedans have special command limit rules. Their task forces may include 2 motherships (dis dev equipped units) with 10 hangar bays with a max of one size class 2 vessel.

D. Drone bombardment

Ships marked (DB) and (¨ ) can bombard from range 1or zero; ships marked (DB) only can bombard at range zero. Bombardment ships are not under the command limit of the flagship, and cannot participate in combat in any other way, unless used as reinforcements. A maximum of three bombardment ships may participate from any range in a single battle. An economic cost of 1 EPV per drone in the primary loadout must be paid in the procurement phase in order to conduct drone bombardment. For example, a D6D pays 18 EPV for bombardment (36 primary spaces divided by 2 since IIIXX is a two space drone). It can then launch (1drone/rack/turn), reload (2spaces/rack/turn), launch again and repeat until all drones in the racks are expended. It may not use drones in cargo.

E. Tactical Play

Players may fight any battles they wish, according to the following rules.

  1. Strategic players may not operate their opponent’s vessels. This includes any race with which the strategic player’s race is at war, and any neighboring race (allied races, as defined by the owning strategic players, are the sole exception).
  2. Strategic players may reserve a battle that they intend to fight.
  3. All tactical players must register with the GM and obtain an initial rating before beginning to play tactical battles. Ratings start at 3 and reach a peak at 10. A 3 means that a player can claim up to three ships with a maximum F&E command rating of 3 (in other terms, 3 FFs).
  4. All battles must be played within 3 weeks. Battles not reaching their natural conclusion, either by disengagement, destruction, stalemate (S2.27), or negotiation will be adjudicated by the GM.
  5. Battle will be posted on the website once the turns are compiled, approximately once per month. Once players claim a battle, they must email the GM for the secret information pertaining to their ships (commander’s options, etc.)
  6. Players must report the battle to the GM with the following information: Each sides forces, each players’ rating, battle results as per S2.
  7. All involved players’ ratings will be adjusted based on the following formula:

 

Tactical Player rating formula: D R = VP x SF/10 x OP/2 x OG x K

Where:

D R = Change in rating

VP = Victory Point ratio, as defined in section S2.3 (1% to 500%).

SF = Size Factor; as defined by the command limit + reserves used (5 to 52+).

OP = Opponent’s Rating (3-10).

OG = Order’s Grade, by strategic player (1-5).

K = Constant, 1/100

 

F. Reinforcements

If more ships are available in a battle hex than can be controlled in one TF, these additional ships may be used as reinforcements. At the end of a tactical turn after forces have been destroyed or disengaged, roll d3 for the number of turns it will take the reinforcements to arrive. Command limits cannot be violated at any time, and the player to be reinforced chooses the reinforcing units. A planet that has more ground based PFs/fighters than can be used under the command limits may launch additional PFs/fighters the turn after command slots are made available.

G. Raiding

There are two ways to remove a planet from the supply network, destroy the base in orbit, or contest its shipping lane by raiding. When EPs are shipped from a planet with enemy ships at range zero, the enemy ships may roll d6. On a 1-4, they may attack the freighters servicing the planet and all escorting ships, or simply disallow any shipping to take place other than by standard movement (i.e. the freighter moves on the map during the Advance movement phase).

H. Ground Combat

Ground Combat (D15.0) & Transporter Artillery (E20.0) are in effect. Colony worlds may have many civilians, but only trained boarding parties can control a world. All ground bases are subject to capture under these rules as are any unused EPs on a world. Captured heavy weapons of foreign technology will not function unless the tech points are spent to learn their operation. Such capture would provide valid reason to build variants relying on that technology (i.e. Federation plasma variants, or Tholian photon variants). Only printed variants are allowed. Once a world is captured, all other remaining bases function normally. Bases in orbit must be captured separately.

Ground Combat Summary

Size

 

Compot

 

Cargo

 

 

 

EPV

Notes

 

Cargo

Spaces

Offensive

Defensive

Spaces

Crew

BP

 

 

 

Shuttles

 

 

 

 

 

 

Combat

NC

 

 

Admin

50

1

2

2

15

1

2

4

2

 

GAS

50

1

4

4

15

1

2

4

4

 

GBS

50

1

6

6

15

0

0

0

4

 

MRS

50

1

4

4

20

1

2

4

8

 

HTS

100

2

0

4

50

2

4

8

6

 

HAS

100

2

4

7

50

2

4

8

9

 

Ftr (TAAS)

50

1

1-3

4

0

0

0

0

12+

 

Ftr (LAS)

100

2

1-3

6

0

0

0

0

17+

 

 

 

 

 

 

 

 

 

 

 

 

GCV

 

 

 

 

 

 

 

 

 

 

GCV

20

 

3

3

 

 

1

 

1

 

GAV

20

 

6

3

 

 

0

 

2

 

APV

20

 

1

3

 

1

2

 

1

 

CPV

20

 

0

3

 

1

2

 

2

If 10 GCV, +1

CEV

20

 

2

3

 

 

0

 

3

P2.75

THZ

20

 

0

3

 

 

0

 

3

 

AAV

20

 

0

3

 

 

0

 

2

 

TANK

50

 

6

6

 

 

0

 

3

 

Truck

10

 

0

1

5

2

4

 

1/5

 

 

 

 

 

 

 

 

 

 

 

 

Crew

 

 

 

 

 

 

 

 

 

 

Crew/militia

 

 

1

1

 

1

2

 

½

 

BPs

 

 

1

1

 

½

1

 

½

 

DC

 

 

0

1

 

½

1

 

1

 

CMD

 

 

1

1

 

½

1

 

1

 

HWS

 

 

2

1

 

½

1

 

1

 

CE

 

 

1 (2*)

1

 

½

1

 

1

P2.75

Civilians

 

 

0

2

 

1

2

 

0

 

I. Retreat Movement

After ground combat, ships with remaining movement points may retreat. During retreat, ships may not enter hexes containing enemy units, and must move toward a supply point (planet or base).


COLONIES

A. Exploration

Survey ships and exploration freighters entering an unexplored system roll on this table (d10) to determine the quality of the planet. See the colonization example under Procurement.

1 = 100 EPs

3 = 80 EPs

5 = 60 EPs

7 = 40 EPs

9 = 20 EPs

2 = 90 EPs

4 = 70 EPs

6 = 50 EPs

8 = 30 EPs

10 = 10 EPs

For small moons: class M roll d2, gas giants roll d10.

Once this has occurred, the planet is ready for colonization. Survey ships or exploration freighters on a ‘Colonize’ mission (see Orders) create a colony. Colonists are assumed to settle on the surface and grow to the planet’s capacity. Bases cannot be constructed on the planet until colonists arrive (ie. the ‘Colonize’ mission is completed). Pre-built bases transported by tug can be landed on an uncolonized world, and will function normally. Pre-built GSAs, or the EPs to build GSAs, must be brought to the planet to begin the EP collection process. Exploration freighters can carry EPs and perform the ‘Colonize’ mission. Hydrans are assumed to colonize gas giants. All other races colonize class M planets. The above EPV is for the whole system.

B. Planetary Technology & Bases

Ground bases

Space bases

1.GSA = EPV

4.GWS*=detection

1.CPL=supply net connection

4.Base=crew units, shuttles

2.GMS = resupply

5.GSO* = Tech

2.SAM=range 2 detection

5.BATS=fighters, PPTs drones, mines

3.GMG = Ground forces

6.GPS = Ground power grids

3.MB=base move network

6.Starbase= FF, PF, MRS

 

Ground based defenses can be constructed after a GMS exists. Small ground agro stations (GSA) are required to produce EPs (10 per GSA). Bases marked * are restricted in number to one for every GSA.

Space bases are upgraded in order of the numbers, but a mobile base may be placed by tug in any system. No more than one upgrade per turn. A tug is required for any upgrade to mobile base or higher (except in the HW hex). The tug must be in the hex from the Procurement phase until the Production phase. Bases may construct their own modules. See Production for base production rates.

C. Planetary Fortifications

For Class M worlds:

10-20: 1 GCB/hex

50-60: 2 GCB/hex

90-100: 3 GCB/hex

30-40: 1½ GCB/hex

70-80: 2½ GCB/hex

HW: 4 GCB/hex

For Gas Giants (5-hex diameter):

10-20: ½ GCB/hex

50-60: 1½ GCB/hex

90-100: 2 GCB/hex

30-40: 1 GCB/hex

70-80: 2 GCB/hex

HW: 2½ GCB/hex

 

All ground bases must be evenly distributed across all hexsides. Only half of these bases can be armed with phaser-4s. Large ground bases count against this limit. Class M planets may only have one orbital base, or two large ground bases on opposite sides of the world, and 5 defsats. Gas Giants (of 5 hexes in diameter or smaller) may have two orbital bases or three large ground bases (equally spaced) and 10 defsats. Small moons may only have two small or medium combat bases, on opposite sides of the moon. Asteroids may have one small GCB. A Ground Combat Base is defined as one having heavy weapons or drone racks, ph-(1,2,4), fighter bays or PF mechlinks.

Minefields are limited as per the following chart. Only minelaying freighters may lay minefields, which cost 50 EPs. Each minefield may purchase a maximum of 15 EPs of additional mines (at their EPV).

.

10-20: 1 minefield

50-60: 3 minefields

90-100: 5 minefields

30-40: 2 minefields

70-80: 4 minefields

HW: 6 minefields


PRODUCTION

In this phase, units ordered in the Procurement phase become fully active and ready to use. When ships are constructed, the hull plus refits and all expendables must be paid for at normal economic cost (EPV). If these items (mines, drones, MRS, UIM, etc.) are not purchased initially, they cannot be replenished at reduced cost, but must pay the standard economic cost (see Resupply). One MRS shuttle may be produced at each Starbase, except the Homeworld may produce 2 per turn. BATS can build 12 fighters per turn. Starbases can build 6 PFs, 24 fighters or 1 FF per turn. Landing space must be provided (carrier/PFT or ground base).

A. Shipyard Construction Docks

Shipyard Construction Docks are required for Starship construction. Each Dock can produce one ship per turn (except BBs which take d6 turns). These docks can be constructed at any world with a tug present (the homeworld doesn’t require a tug), but may not be transported between worlds. Docks can construct their own modules, but half must be either hospital or VIP. Docks may be constructed on the surface, but can never take off. Ground-based docks can build ships capable of take off (Annex #7B), or the tractor rotation system of moving ships to orbit can be used (P2.44). Space docks can use Hidden Deployment (D20.0) in the atmosphere, but will crash land if their impulse engines are destroyed and no unit can use tractor rotation to lower them to the surface.

B. Limited Variants

Every third hull of a given type can be a limited variant. These include Scouts (¨ ), Leaders, Drone ships (DB), True Carriers (V), PFTs (P), Minesweepers (MS), HDWs, Assault ships (S), Maulers (+, Romulans or others), Stasis ships (Klingons), Conjectural units (CJ), & X-ships (X). These restrictions are in addition to any that appear in the R section (e.g. Rom KH, Kzn FFK). See the Racial Notes section or consult with the GM for specifics. Note that exploration freighters and Tugs are not limited variants, but no more than one per turn can be constructed. Other auxiliary units are not limited in any way, but do require a dock to build. Escort ships are not limited, but cannot be used without a true carrier. Size class 2 true carriers must have 3 and may have 4 escorts. Size class 3 true carriers must have 2 and may have three escorts. Size class 4 true carriers must have one and may have 2 escorts. For all, at least one escort ship must be size class 4.

C. Prototypes

Units that are the first of a hull design (e.g. DN, DW) cost 125% of the base BPV, and are modified by both the improvement occurrence table and the improvement table (CDH pg. 84). Further ships are purchased at standard EPV, and are not modified.

D. Crew & Pilot Quality

Ships can be constructed with poor crews and cost 80% of base BPV. Outstanding crews can only be purchased with the Legendary Professor (see Legendary Officers) and cost 150% of base BPV. A maximum of 10% (round down) of any given hull type can be outstanding at any one time. Without the Professor, ships can either assume average crews or roll on the following chart for ALL units. Units can then improve by tracking experience (using U7.9, J6.3, and K8.3). They must continue to track experience when they receive average replacement crew.

.

Size Class

1

2

3

4

PFs (1d6)

Ftrs (1d6)

Outstanding

0

0

2

2-3

6

6

Average

2-12

2-10

3-10

4-10

3,4,5

3,4,5

Poor

0

11-12

11-12

11-12

1,2

1,2

 
Modifiers: Outstanding ship’s fighters & PFs: +1 (G21.142). A poor ship’s fighters & PFs: -1 (G21.242). This is done at the time of construction (and resupply for fighters & PFs).

E. Super-intelligent Battle Computers

A Legendary Professor allows one size class 2 or 3 vessel can be so equipped for a cost of 200% EPV; No officer roll, or crew experience.


CONVERSION & REPAIR

A. Conversion

After the Production phase, Docks may convert existing ships to other designs. If converted to a limited design (see Limited Variants), this counts as building that limited variant on the next turn (i.e. two more non-limited types would have to be built before the next limited one). Ship conversions cost the difference in EPV +5 EPs. Each Dock can perform one such conversion per turn. For example: CPL to SAM conversion. The CPL's EPV is 50 including civilian cargo pods. The SAM's EPV is 38 without pods. Any pods will do, but the cheapest conversion possible retains the civilian cargo pods (14 EPV each). This costs [38+(2x14)-50]=16 EPV.

B. Repair

Damaged units are repaired under U7.6. This allows CDR (D9.7), and Repair Systems (G17.0). EDR may be used, but all repairs are temporary and last for one scenario only (the damage to the Dam Con track is temporary as well). Repair points cost 1/10 EP, which is assessed at the time the repairs are made. Deficit spending is allowed for this use only, and may be up to 10% of the supply network.


NOTES

A. Legendary Officers
Officers can be transferred per U7.8, and must be tracked at all times. Each new ship roll 1D6: on a roll of 1 or 2, roll on the following chart:

Roll 2d6

4: Navigator

7: None

10: Professor

2: Captain

5: Marine Major

8: Doctor

11: Engineer

3: Weapon’s

6: Ground Force

9: Science

12: Admiral

 
Captains’ and Admirals’ ‘bluff’ ability is reduced to 10% and 15% respectively. This can be modified by the BPV value by 10% max. Certain officers have strategic abilities:
  • Navigator = +1 to the movement allowance.
  • Science = +2 to detect other units.
  • Engineer = Repair abilities (G22.414).
  • Weapons = Weapon repair abilities.
  • Doctor = Can cure 1/3 of the ‘killed’ crew.
  • Captain = May Choose one of the above.
B. Terrain

Use the following chart (2d6) in the gray strategic hexes only:

2: Supernova

5-6: Heat Zone

10: Radiation Zone

3: Nebula

7: Asteroids

11: Ion Storm

4: Sunspots

8-9: Dust Cloud

12: Gravity Waves

 

C. Rules in effect

D15.0 (Ground Combat), D16.0 (Advanced Marine Boarding Party Combat), D17.0 (Tac Intel), D20.0 (Hidden Deployment), D20.3 (Long-term Cloaking), D21.0 (Catastrophic Damage), D22.0 (Energy Balance due to Damage), G12.0 (Ship Separation), & J7.0 (Dogfighting).

D. Rules not in effect

C9.0 (Positron Flywheel), D6.4 (Non-violent Combat), & D18.0 (Surprise).

E. Random Events

Every 5th turn, the GM draws a random event card for each player. This cannot be three bad (black) or three good (red) in a row.

F. Racial Notes

Federation: Either PFs or fighters with phaser-Gs can be constructed, not both. One of every three fighter squadrons may have these advanced fighters (planetary & carrier based). Every 5th MRS built may be a SWAC, which may only be deployed aboard a carrier or base. Plasma variants are only allowed if plasma technology is provided by another race.

Klingon: Stasis ships are ‘limited variants.’

Romulan: Every 5th MRS built may be a Cloaked Decoy. Eagle hulls may be equipped with a ‘hidden’ cloak. Such vessels are ‘limited variants,’ cost 33% more, and cannot be excellently crewed or have a super-intelligent battle computer. May export mauler technology to any race. Only units with internal docking capability can change modules (i.e. Starbases, FRDs, shipyards). This is a simple action, which can be performed during any phase of the turn.

Kzinti: MRN PFs are limited to 2 per flotilla and cannot be casuals. Only one full flotilla of MRNs can exist. Ground combat bonus: can purchase 10 marines for the cost of 8.

Gorn: Ground combat bonus: can buy 10 BPs for the cost of 8. May purchase foreign fighters for conversion to plasma tech.

Tholian: Web caster limits apply. Neo-Tholian ships are limited variants, and only one webcaster per turn may be constructed. Web requires maintenance. Photon variants are only available if supplied by the Federation. Every 5th MRS built may be a web anchor.

Orion: Cartel technology will be determined by geography and the Orion players choice. The "70% home, 20% neighbor, 10% any" rule applies. No Orion may have phaser-IV technology.

Hydran: Stinger-Hs are limited as per the SSDs. Howler PFs are limited to 2 per flotilla, and cannot be casuals. Only one full flotilla of Howlers can exist. Must purchase 10 BPs for the cost of 12.

Andro: Each 1Z takes a full turn's move. When units with disdevs enter XXXX from the galactic disk, you roll 1d6 to see how far you move up in terms of Z (each ship). Also, when reaching XXXX +0Z from the top, roll 1d6 for direction and 1d6 for distance to see where you end up. The RTN enables units with disdevs to move this entire distance in one turn, and once expanded into the galactic disk, to move to the any node thereof. Each 1Z requires 1 sat base, while satbases within 5 hexes in the disk enable RTN transit.

Lyran: Only leader variants may purchase UIM. May purchase foreign fighters for conversion to Lyran tech (phasers & disruptors).

WYN: Ships that have at least one box of shield in every direction and that are capable of disengaging by acceleration can transit the zone without the crew perishing. Slow freighters, sublight ships & crippled ships cannot transit the zone except under robot control. Ships traveling speed 16+ emerge from the zone on the next turn (campaign round), speeds 5-15 emerge on second subsequent turn, and those failing to exceed 4 fail to emerge. Certain designs have a unique, weapon-intensive design, and cannot leave the cluster due to their high-maintenance quality (N2).

ISC: The PPD limit is in effect.