<span class="bbc_u"><strong>Exploration:</strong></span><br/><br/>When entering a new system, fleet assets check for 3 things:<br/><br/>•   System make up<br/><br/>•   Presence of unknown forces<br/><br/>•   Additional gravity waves and wormholes.<br/><br/><br/>Any ship will be able to detect the presence of unknown forces, or to detect the presence of planets, asteroid belts, gas giants and similar stellar objects.<br/><br/>Scout and Explorer traited vessels will be able to survey the objects contained within a star system, to determine their value to an empire.<br/><br/>Normal Military vessels though do not generally contain the highly specialised equipment and trained personal who can detect and analyse stellar phenomena sufficiently to pick up on grav waves and wormholes. For this task, only Explorer traited vessels can do the job. Of course, once an Explorer has conducted its survey and transmitted the findings to other vessels, they may make free use of them.<br/><br/><strong>Detection of enemy fleet assets:</strong><br/><br/>Base Chance of Detection (CoD): 40%<br/>-30% per Cloak level rating of the opposing ships (e.g. Cloak (1) = -30%, Cloak (2) = -60%)*<br/>-20% per Stealth level rating of opposing ships (e.g. Stealth (1) = -20%, Stealth (2) = -40%)*<br/>+10% per squadron in opposing fleet<br/>+5% per squadron in own fleet<br/>-5% per Scout Function in opposing fleet<br/>+5% per Scout Function in own fleet<br/>+5% detection chance bonus for Long Range Sensors.<br/>+5% if Reconnaissance traited ship(s) in own fleet<br/>-5% if Reconnaissance traited ship(s) in opposing fleet<br/>- 25% if the system contains a Nebula.<br/>-10% if the system contains Dense Asteroid Fields.<br/><br/>* Stealth/Cloak Rating Level is based on the lowest level Stealth rating in the fleet. If a non stealth ship is in the fleet, then it does not gain a bonus.<br/><br/>Example: Fleet A is composed of three squadrons of ships and has a scout ship present with a Scout (2) rating. Fleet B is a single squadron of ships each of which has a Stealth (2) rating. Fleet B jumps into a system patrolled by fleet A.<br/>The chance for A to detect B is 40 (base) – 40 (Stealth) + 10 (one enemy squadron) + 15 (three detecting squadrons) + 10 (two scout functions) = 35%.<br/>The chance for B to detect A is 40 (base) + 30 (three enemysquadrons) + 5 (one detecting squadron) – 10 (two enemy scout functions) = 75%.<br/><br/><br/><strong>Gravity waves and Wormholes:</strong><br/><br/>When exploring a system, a single roll is made to determine the number of useful transit phenomena in the system. Each player may elect to do this, even when entering a system explored by another player ... who knows, they may have missed something.<br/><br/>For pregenerated maps, the following can be used. Roll a d10 for each wormhole and grav wave that connects to the system. It is found on the following roll:<br/><br/><table class="bbc_table"><tbody><tr><td>Type</td><td>Wormhole</td><td>Class 1 grav wave</td><td>Class 2 grav wave</td><td>Class 3 grav wave</td></tr><tr><td>Roll</td><td>9+</td><td>8+</td><td>7+</td><td>6+</td></tr></tbody></table><br/>+1 for every additional Explorer traited vessel in the fleet.<br/>+1 per additional turn spent exploring.<br/>-1 if the system contains stellar terrain (Nebula, Dense Asteroid Fields or Dust Clouds)<br/><br/><br/><strong>Supply:</strong><br/>When moving, a fleet also needs to check if it is in or out of supply. It does this by tracing a line to the nearest supply base, either a Planet with Supply Depot(s) / Orbital Supply Depot(s) or an Orbital Base with Supply (X).<br/><br/>Take the Supply (rating) of the base, add the current researched Logistics rating, and this gives the In Supply radius of the facility. If the base system contains any friendly Gas Giant Siphoning stations, add a further +1 to it’s rating.<br/><br/>If the fleet is within the bases supply radius, it is in supply. If it isn’t, then it is out of supply. The supply radius is the number of hexes between the supply point and the ship(s). If supply is traced along grav waves, the strength of the wave is taken, rather than the number of hexes it covers.<br/><br/>Nice and simple :)<br/><br/>A fleet on extended manoeuvres can also take along supply vessels. Each 2 points of Supply rating is enough to keep 1 squadron in supply. Military transports are Supply (2), Civilian Freighters are Supply (1/2)<br/><br/>If a fleet is out of supply, all combat stats (DV, AS, AF) are reduced by 1, and Fighters cannot be replenished after combat with newly built ones. Each turn a fleet is out of supply, the combat stats continue to decrease by 1. Should DV reach half its original value the ship is considered crippled, and normal rules apply (reduced movement). If the DV reaches 0, the ships is considered beyond repair and scuttled.<br/><br/>Additionally, 1 ship may be scuttled voluntarily, and the parts redistributed amongst the fleet. This has the effect of halting the reduction of the other vessels abilities for that one turn.<br/>