<span class="bbc_u"><strong>Orbital Bombardment Phase</strong></span><br/><br/>If a fleet has achieved orbital superiority they may commence orbital bombardment of the planet. There are several different methods of orbital bombardment, each depending on the objective of the bombarding player. Units that have just arrived in system and have broken through to the planet may begin their bombardment this turn if ordered to do so in their Turn Orders. Since ships in reserve cannot be ordered to do anything but activate, they cannot participate in Orbital Bombardment.<br/><br/>There are two types of Orbital Bombardment, Tactical and Strategic. Tactical Orbital Bombardment is orbital fire support for ground based units. (this is covered in 6-3, Ground Combat)<br/><br/>Strategic is used to attack infrastructure and population.<br/><br/>All bombardment takes a full turn to complete. Only ships that began or continued orbital bombardment in the last campaign turn’s Orbital Bombardment Phase and have been ordered to complete their bombardment can be counted towards the attrition value of this turn’s bombardment. Additionally, these ships cannot contribute if they interrupted their bombardment by participating in space combat (even if forced into it) or having any orders other than to complete their bombardment. Add up the bombardment point contributions by unit class below or use the bombardment factors provided by source materials.<br/><br/><strong>Anti-Infrastructure Bombardment</strong><br/>This is a very directed attack to remove a planet’s ability to produce. For every 12 bombardment points used in Anti-Infrastructure Bombardment, 1 Productivity is lost from the system next 3.1 Income Phase. For every 24 bombardment points, permanently remove 1<br/>Productivity. In addition, collateral civilian population damage will occur. For every 36 bombardment points, remove 1 Census from the planet. For every 30 points of bombardment, remove 1 Intel. If Census is lost, Morale will decrease by 1 per Census point lost.<br/><br/>This bombardment can also be used to target facilities such as Trade Hubs, Spaceports, Supply Bases and so forth. Use the rules in 6-3 for Orbital Bombardment for this.<br/><br/><strong>Anti-Population Bombardment</strong><br/>This represents a very cruel approach to attacking a planet. The ships in orbit opt not to attack military targets, instead choosing to destroy the population that holds the planet.<br/><br/>For every 24 bombardment points, 1 Census and 1 Morale are lost. For every 30 points of bombardment, remove 1 Intel. There is also a chance of collateral damage to infrastructure. 1 utilized Productivity is lost next Income Phase for every 18 points of bombardment. For every 36 bombardment points, permanently remove 1 Productivity (this loss also counts as 1 lost utilized Productivity).<br/><br/><strong>Terror Bombardment</strong><br/>This sadistic bombing campaign is not meant to do any real damage to the infrastructure of a planet but rather to cause panic and fear within the general populace. Terror bombardment is conducted in a cruel and unminding fashion, with an empire’s forces striking purely at random targets of interest or opportunity.<br/><br/>For every 12 bombardment points used in Terror Bombardment, a -1 modifier is applied to the planets morale check at the end of the turn. Terror Bombardment can also disrupt a planet’s economy. For every 36 bombardment points, 1 Utilized Productivity will be lost for purposes of the next Income Phase. Finally, there is a chance that the bombardment teams performing Terror Bombardment will become overzealous and actually succeed in destroying one or more large population centers. For every 48 bombardment points, 1 Census is removed from the planet. Roll d6 for each Census lost. One a roll of ‘1’, ‘2’, or ‘3’, Morale decreases by 1. On a roll ‘6’, the people have tightened their resolve to fight and Morale increases by 1.<br/><br/><table class="bbc_table"><tbody><tr><td>Ship type</td><td>Bombardment Points</td><td>With Gunship trait</td></tr><tr><td>Heavy Cruiser</td><td>1</td><td>2</td></tr><tr><td>BattleCruiser</td><td>2</td><td>3</td></tr><tr><td>Dreadnought</td><td>3</td><td>4</td></tr><tr><td>Battleship</td><td>4</td><td>5</td></tr><tr><td>Monitor</td><td>5</td><td>6</td></tr><tr><td>Juggernaught</td><td>6</td><td>7</td></tr></tbody></table><br/><br/><br/><strong>Weapons of Mass Destruction</strong><br/>The scourge of planetary assaults, only special ships may carry weapons of mass destruction. They are simply designed to destroy as much as possible in the shortest amount of time.<br/><br/>During the Orbital Bombardment Phase, all non-crippled units with the Mass Driver ability may deploy one Weapon of Mass Destruction per turn. These WMDs are deployed and bombard the targeted planet immediately; they do not take a full turn of bombardment to take effect!<br/><br/>For each round of firing, roll a separate d10 against the Census, Productivity, Carrying Capacity, and Troops on the planet. To score a hit, the roll must be equal to or less than the value you are targeting. For troops this number is the number of units available on the planet.<br/><br/>For each additional point of WMD trait a ship has, it reduces the value of its roll by, thus a ship with WMD (3) would roll a d10 and subtract 2 from the result, making it more likely to succeed in its mission of destruction.<br/><br/>Each additional shot in the bombardment then rolls against the new numbers from the previous ships bombardment. So if the first ship reduces the Census to 6, then the second ship firing must roll against the Census value of 6 and so forth.<br/><br/>Hit on a Census: One Census and one Morale are lost<br/>Hit on Productivity: One Productivity is lost<br/>Hit on the Carrying Capacity: The carrying capacity of the planet decreases by 1 (any system statistic now over the carrying capacity is reduced to equal the carrying capacity)<br/>Hit on Troops: One unit of the defenders choice is lost.<br/><br/>If the Carry Capacity of the planet is reduced and there is more Census than Carrying Capacity, then one Census will be lost per turn until the Census is equal to the Carrying Capacity.<br/><br/>If a planet has been damaged by orbital bombardment and has lost carrying capacity it can potentially be repaired. The player must spend 10 economic points per new capacity rating in order to do so. This can only be done at a rate of one Capacity per turn. It may not be used to restore the system/planet beyond the original carrying capacity.<br/>