SEQUENCE of PLAY
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, or in a colony hexof 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.
B. Out of Supply
Units which have operated without supply for 2 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 NetworkDuring 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), move from the initially assigned world to the newly assigned one in Advance Movement. 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. MaintenanceDuring this phase, maintenance cost must be paid for each warship (FF or larger). Auxiliaries are immune unless they want to guarantee a weapon status. The basic price in EPs is equal to the ship’s movement cost. Add ¼ to the move cost for each PF carried (1/6 for Lyrans), Add 1/12 to the move cost for each fighter carried (1/18 for Hydrans). Maintenance costs can be avoided by mothballing ships at the homeworld. One turn is required to unmothball such ships. Additional EPs can be paid for bonuses to4.0) roll as follows (the ‘wartime’ bonus is omitted):
.
MCx2 = +1 |
MCx3 = +2 |
MCx4 = +3 |
MCx5 = +4 |
.
Bases have an assumed move cost for maintenance purposes:.
CPL, SAM=1/2 |
MB=1 |
Base=1½ |
BATS=2 |
Starbase=3 |
.
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.
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)
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 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.
.
BB (60w) = 3 |
DNL (45w) = 5 |
CA (30w) = 3 |
DD (16w) = 4 |
DN (48w) = 4 |
CF (36w) = 5 |
CW (24w) = 5 |
DD (15w) = 3 |
DN (45w) = 3 |
BCH (32w) = 4 |
DW (18w) = 5 |
FF (12w) = 5 |
.
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 2 hexes towards its nearest planet or base.
To compute a Warship’s strategic movement rate, divide the total warp boxes by the total move cost and compare to the following chart:
.
0-19= 1 hex / turn |
29-31= 3 hexes / turn |
36+ = 5 hexes / turn |
20-28= 2 hexes / turn |
32-35= 4 hexes / turn |
X-ships = 6 / turn |
.
B. 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. Ships using this bonus must not move adjacent to enemy units.
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 |
.
B. 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, CCH, BATS = 12 |
CA, CF, MON = 10 |
CW, CWL = 9 |
CL, CLC, BS = 8 |
DW, MB, F-OL = 7 |
DD, F-L, SAM = 6 |
FF,FH,FLG,CPL = 5 |
POL, F-S= 4 |
Each 6 PFs = 1 each |
Each 12ftrs = ½ each * |
5 defsats = 1 each |
Standard minefield = 2 |
Sm/Med GB = 1 |
.
*= Hydrans pay 1/3 per fighter. 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. 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.
C. 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.
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. 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.
F. Retreat Movement
After combat, ships with remaining movement points may retreat. During retreat, ships may not enter hexes containing enemy units, and must move toward their nearest supply point (planet or base).
G. 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 |
|
H. 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 1-3, 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).
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*=EP production |
4.GWS*=range 1 detection |
1.CPL=supply net connection |
4.Base=crew units, shuttles |
2.GMS=PPTs, drones, mines, other bases |
5.GSO*=tech point creation |
2.SAM=range 2 detection |
5.BATS= fighters, PPTs drones, mines |
3.GMG=BPs, cmds, GCVs |
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. 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 |
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.
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.
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:
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.