[Ad Astra] - Rules
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		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Human Small Groups =&gt; Topic started by: HairyHeretic on 06-02-2010, 00:40:53</h2>
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				Title: <strong>[Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-02-2010, 00:40:53</strong>
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				Setup:<br><br>Each players home system begins with the following stats:<br><br>Inner Zone:<br>Homeworld:<br>Census 10<br>Capacity 12<br>RAW 6<br>Productivity 10<br><br>Middle Zone:<br>Asteroid Belt (RAW 2, CC 4)<br><br>Outer Zone:<br>Gas Giant (CC7)<br><br>Additionally, each player may choose to customise it from the following list of options:<br><br><table class="bbc_table"><tbody><tr><td>Option</td><td>Points Spent</td></tr><tr><td>Increase Census by 1 point</td><td>1</td></tr><tr><td>Increase Productivity by 1 point</td><td>2</td></tr><tr><td>Increase RAW by 1 point</td><td>2</td></tr><tr><td>Increase Capacity by 1 point</td><td>1</td></tr><tr><td>+20 Economic Points</td><td>1</td></tr><tr><td>Rich Asteroid Belts</td><td>1</td></tr><tr><td>Ancient Ruins</td><td>1</td></tr></tbody></table><br>Each option may only be chosen once. Each player has 2 points to spend. <br><br>Once each player has customised their system as they choose, they have 240 EPs to spend on purchasing technology, military units and facilities.<br><br>Bear in mind, many facilities and ships require certain technologies in order to produce. If you do not have the technology, you cannot produce the unit. <br><br>Recommended technologies include:<br>Hull (1) - Gunboats<br>Hull (2) - Corvette, Frigate, Destroyer<br>Hull (3) - Light Cruiser, Heavy Cruiser<br>Logistics (1)<br>Logistics (2)<br>Orbital Industry - Siphoning Stations / Asteroid Mining Bases / Orbital Shipyards<br>Sensors - Scout / Jamming / Explorer<br>Support - Supply / Mine Controller/ Mine Sweeper / Mobile Shipyard traits<br><br><br>Census - Population of the planet<br>Capacity - Maximum population of the planet<br>RAW - Raw resources<br>Productivity - Industrial production<br>CC - Carrying capacity. The number of facilities that can be built at a asteroid belt or gas giant.<br>
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				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-02-2010, 00:46:47</strong>
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				Turn Order<br><br><strong>1 – Income phase.</strong><br><br>Calculate and gather income.<br><br><strong>2 – Orders phase.</strong><br><br>Order research<br>Order new construction<br>Order Colonisation of new system<br>Order movement of fleet assets.<br>Order trade fleet established.<br>Order Intelligence operations planned.<br><br><strong>3 – Intel Phase</strong><br><br>Conduct intelligence actions.<br><br><strong>4 – Movement phase.</strong><br><br>Fleets move to new location.<br><br><strong>5 – Exploration phase.</strong><br><br>Supply checks made. <br><br>Fleets scan for new system layout and enemy fleets. <br><br><strong>6 –Combat phase</strong><br><br>Establish Blockades<br>Space combat. <br>Break Blockades<br>Orbital Bombardment. <br>Ground combat.<br><br><strong>7 – Order completion phase.</strong><br><br>New technology researched.<br>Constructions completed.<br><br><strong>8 – Updates phases.</strong><br><br>Update assets.<br>Check for population growth.<br>Roll Random Event (optional)<br>Check for Pirate Raids<br>Check for change in planets Morale<br>Perform system loyalty check for planets for planets in state of Unrest or Rebellion.<br>
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				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-02-2010, 01:03:40</strong>
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				<strong>Income</strong><br><br>Total Domestic Product + Trade/Misc. Income – Maintenance/Misc. Costs = Income<br><br><strong>Domestic Product: </strong><br>Each system or planet in your empire can only use up to its Census worth in Productivity to generate output. For example, a system with a Census of 4 could only make use of up to 4 Productivity at one time. Additional Productivity would go unused. The number of Productivity actually being used in a system is its Utilized Productivity.<br><br>The output of each planet is calculated by multiplying the Utilized Productivity by the planet’s RAW. The output of all planets is added together to calculate the Total Domestic Product in economic points.<br><br><table class="bbc_table"><tbody><tr><td>RAW</td><td>Census</td><td>Productivity</td><td>Output</td></tr><tr><td>4</td><td>10</td><td>6</td><td>4 x 6 = 24</td></tr><tr><td>7</td><td>5</td><td>6</td><td>7 x 5 = 30</td></tr></tbody></table><br>Civilian Freighters may be used to ship RAW from a system that has excess to a system that has unused Census and Production. 1 convoy worth of freighters per system are required to move 1 point of RAW. (See 2-5 Convoys for more details). Note should be made of what planets this commercial activity is being performed between.<br><br>They may also ship RAW from any asteroid belts in an inhabited system. In this way the RAW value of the asteroid belt is added to that of the planet for the purposes of working out income.<br><br><strong>Trade Income: </strong><br>Trade Fleets generate an income equal to (5% + 5% per Trade Hub) of the output of the system it is active in (round fractions down). Trade is limited to one Trade Hub for every 3 Census of planet (or part thereof). Each 5% requires 1 convoy in the trade run. Each trade fleet serves only a single system, and is an abstract representation of ships coming in and out of the system.<br><br><table class="bbc_table"><tbody><tr><td>Income bonus from Trade Hub(s)</td><td><strong>Planetary Census</strong></td><td>Number of Trade Hubs allowable</td><td><strong>Number of Convoys required</strong></td><td>With Starport</td></tr><tr><td>10%</td><td>1-3</td><td>1</td><td>2</td><td>25%</td></tr><tr><td>15%</td><td>4-6</td><td>2</td><td>3</td><td>30%</td></tr><tr><td>20%</td><td>7-9</td><td>3</td><td>4</td><td>35%</td></tr><tr><td>25%</td><td>10-12</td><td>4</td><td>5</td><td>40%</td></tr><tr><td>30%</td><td>13-15</td><td>5</td><td>6</td><td>45%</td></tr><tr><td>35%</td><td>16+</td><td>6</td><td>7</td><td>50%</td></tr></tbody></table><br><br>The additional income generated by a Starport does not require additional freighters. Only the convoys required to meet the needs of the systems Trade Hubs are necessary.<br><br><strong>Maintenance costs:</strong><br>Maintenance cost for ships, ground units, bases and everything else you can build are provided in the source materials. All costs are either given as a number of points such as 1 or in fractional notation such as 2/4. The maintenance cost of 2/4 means 2 economic points to support a group of up to 4 units. The maintenance costs are evaluated for each specific class of unit in service and not by hull type.<br><br>There is also a maintenance cost for Intel points at a rate of 1 economic point per 10 Intel points or any fraction of 10 Intel points. Add up all Intel points in your empire before calculating the cost for all of them.<br><br><strong>Misc Costs:</strong><br>Occasionally, a random event or one-time payment of economic points may occur that affects a player’s income for the turn. Add or subtract these one-time items from your Total Domestic Product as appropriate.<br>
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				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-02-2010, 01:07:49</strong>
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				<span class="bbc_u"><strong>Orders: </strong></span><br><br>In this phase, players can record the orders for their empire. <br><br><strong>Order research</strong><br>Income may be spent on researching new technologies. <br><br><strong>Order new construction</strong><br>New ships may be constructed, as can new planetary and orbital structures, and new ground forces.<br><br><strong>Order increase in Production</strong><br>Planetary production can be increased by 1.<br><br><strong>Order Terraforming</strong><br>If the technology is researched, terraforming can be carried out on a planet, increasing RAW by 1.<br><br><strong>Order Colonisation of new system</strong><br>A colonisation fleet may begin colonisation of the system that they are in.<br><br><strong>Order movement of fleet assets.</strong><br>Military fleets may be given orders to move them to a new location.<br><br><strong>Order convoy to trade, transport or construction duties.</strong><br>Convoys of freighters may be allocated to trade, transport of RAW material or Census, or to assist with construction of new facilities.<br><br><strong>Order intelligence operations performed.</strong><br>Intelligence / counter-intelligence operations may be performed.<br><br>and any other similar orders would be issued at this time.
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				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-02-2010, 01:36:29</strong>
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				<span class="bbc_u"><strong>Research</strong></span><br><br>Researchable technology comes in two forms. Some require only a single investment to unlock their secrets, others are capable of being continually approved. Each level of improvement requires additional expenditure of resources. The resources required will be listed in the tech entry.<br><br>Here is the format for research<br><br>Technology: Name of the technology<br>Requirements: Prerequisite technology required before this one can be researched<br>Cost: Cost in EPs to gain the technology<br>Gives:&nbsp; What gaining the technology grants<br>Prerequisite to: What techs can be researched once this one has been.<br>Notes: Other information<br><br>And a couple of examples<br><br>Technology: <strong>Command</strong><br>Requirements: None<br>Cost: 5 EPs<br>Gives: Command trait<br>Prerequisite to: N/a<br>Notes: Command ships have increased C3 capability, and function as squadron flag vessels. Increase CR by Hull/2.<br><br>Technology: <strong>Hull (4)</strong> <br>Requirements: Hull (3)<br>Cost: 20 EPs<br>Gives: Battlecruiser, Dreadnought<br>Prerequisite to: Hull (5)<br>Notes: Other ships available if correct tech also researched – see chart following<br><br><br>&nbsp;<br><span class="bbc_u"><strong>Technology Research Fields</strong></span><br><br><br>Technology: <strong>Advanced Automation</strong><br>Requirements: Advanced Technology<br>Cost: 40 EPs<br>Gives: Reduces maintenance cost by 10% (round up)<br>Prerequisite to: N/a<br>Notes: Increased automation and more intelligent software reduces required crew size, giving a corresponding reduction in maintenance costs.<br><br>This is probably best handled by taking a single figure for maintenance costs and reducing it.<br><br>Technology: <strong>Advanced Technology</strong><br>Requirements: None<br>Cost: 40 EPs<br>Gives: Automated Factories, Specialised Construction Centre (requires appropriate advanced construction tech below).<br>Prerequisite to: Advanced Automation, Advanced Construction Technologies, Advanced Miniaturisation, Advanced Self Repair, Cloak, Cloning, Genetically Modified Foods, Orbital Habitats, Terraforming, Transformative. <br>Notes:<br><br>Technology: <strong>Advanced Construction Tech – Flights</strong><br>Requirements: Advanced Technology<br>Cost: 40 EPs<br>Gives: Specialised Construction Centre&nbsp; facility. Reduces fighters / shuttles etc construction cost by 10% (round up) when used with a Specialised Construction Centre.<br>Prerequisite to: N/a<br>Notes:<br><br>Technology: <strong>Advanced Construction Tech – Ground Units</strong><br>Requirements: Advanced Technology<br>Cost: 40 EPs<br>Gives: Specialised Construction Centre&nbsp; facility. Reduces military ground construction cost by 10% (round up) when used with a Specialised Construction Centre.<br>Prerequisite to: N/a<br>Notes:<br><br>Technology: <strong>Advanced Construction Tech - Orbitals</strong><br>Requirements: Advanced Technology<br>Cost: 40 EPs<br>Gives: Specialised Construction Centre&nbsp; facility. Reduces orbital facility construction cost by 10% (round up) when used with a Specialised Construction Centre.<br>Prerequisite to: N/a<br>Notes:<br><br>Technology: <strong>Advanced Construction Tech – Planetary Facilities</strong><br>Requirements: Advanced Technology<br>Cost: 40 EPs<br>Gives: Specialised Construction Centre&nbsp; facility. Reduces planetary facility construction cost by 10% (round up) when used with a Specialised Construction Centre.<br>Prerequisite to: N/a<br>Notes:<br><br><br>Technology: <strong>Advanced Construction Tech - Ships</strong><br>Requirements: Advanced Technology<br>Cost: 40 EPs<br>Gives: Specialised Construction Centre&nbsp; facility. Reduces ship construction cost by 10% (round up) when used with a Specialised Construction Centre.<br>Prerequisite to: N/a<br>Notes: <br><br>The easiest way to implement these would be to total up all the turns construction and reduce the cost as a percentage of the total.<br><br>Technology: <strong>Advanced Miniaturisation</strong><br>Requirements: Advanced Technology<br>Cost: 40 EPs<br>Gives: Increase number of allowable slots on ships by Hull/2, round up.<br>Prerequisite to: N/a<br>Notes:<br><br>Technology: <strong>Advanced Self Repair</strong><br>Requirements: Advanced Technology , Self Repair<br>Cost: 30 EPs<br>Gives: Advanced Self Repair trait<br>Prerequisite to: N/a<br>Notes: During the Order Completion phase, automatically repairs Hull/2 (round up) points of damage. Self Repair at normal costs may also be performed. The repair cost is 25% of the original cost, rounding any fractional amount up.<br><br>Technology: <strong>Armoured</strong><br>Requirements: None<br>Cost: 10 EP<br>Gives: Armoured trait<br>Prerequisite to: N/a<br>Notes: Negates Hull/2 (round fractions up) damage from each attack after ship is crippled<br><br>Technology: <strong>Armour Piercing</strong><br>Requirements: None<br>Cost: 10 EP<br>Gives: Armour Piercing trait<br>Prerequisite to: N/a<br>Notes: Negates the effect of Armoured equal to its own rating. If ship unarmoured, reduced destroyed DV by Hull/2, round fractions up.<br><br>Technology: <strong>Assault</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Assault trait<br>Prerequisite to: N/a<br>Notes: Assault ships can transport one ground unit per division, where the Assault division size is equal to the denominator in the Assault ship class’ maintenance fraction. For example, a light cruiser Assault ship with a maintenance cost of 2/4 would require four Assault ships of that class to carry a single ground unit. In the case of Marine units, two Marine ground units can be transported in the place of one non-Marine ground unit. <br>Flight units noted as having Assault capabilities are also capable of transporting ground units and assisting in ground battles. These flights can carry one Marine unit (but no other ground unit type) per division.<br><br>Technology: <strong>Ballistic</strong><br>Requirements: None<br>Cost: 10 EP<br>Gives: Ballistic trait <br>Prerequisite to: N/a<br>Notes: Units with the Ballistic ability are armed predominantly with ballistic weapon systems, such as missiles or torpedoes. Ballistic units do not have their AS value halved as a result of being placed in the Task Force flagship squadron.<br><br>Ballistic units pay for this flexibility by relying more heavily on supply lines than other, non-Ballistic units. Ballistic units are affected more by the effects of being Out of supply, suffering twice the normal penalties.<br><br>Technology: <strong>Carrier</strong><br>Requirements: None<br>Cost: 15 EP<br>Gives: Carrier trait, Light Fighters, Medium Fighters, Heavy Fighters, Bombers, Shuttle, Combat Shuttle<br>Prerequisite to: Fighters 1<br>Notes:<br><br>Technology: <strong>Cloak</strong><br>Requirements: Advanced Technology , Stealth<br>Cost: 15 EP<br>Gives: Cloak trait (see core rules)<br>Prerequisite to: N/a<br>Notes: Unit formation and DV increased by 1 while cloaked. Other combat stats halved.<br>When not fully engaged, cloak capable units receive a +1 to their anti-ship (AS) and anti-fighter (AF) values. Ships cannot cloak when crippled.<br><br>Technology: <strong>Cloning</strong><br>Requirements: Advanced Technology<br>Cost: 20 EPs<br>Gives: Cloning Centre<br>Prerequisite to: None<br>Notes:<br><br>Technology: <strong>Command</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Command trait<br>Prerequisite to: Command Datalink<br>Notes: Command ships have increased C3 capability, and function as squadron flag vessels. Increase CR by Hull/2.<br><br>Technology: <strong>Command Datalink</strong><br>Requirements: Command, Datalink<br>Cost: 20 EPs<br>Gives: Command Datalink trait<br>Prerequisite to: N/a<br>Notes: <br><br>Technology: <strong>Datalink</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Datalink trait<br>Prerequisite to: Command Datalink<br>Notes: <br><br>Technology: <strong>Defense upgrade (ECM)</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Defense upgrade trait<br>Prerequisite to: N/a<br>Notes: DV + Hull/2 (round fractions up)<br><br>Technology: <strong>Disruptor</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Disruptor trait<br>Prerequisite to: N/a<br>Notes: The anti-thesis of Guardian units, Disruptor units are adept at breaking up enemy formations. Disruptor units may utilize saturation-fire weapons or are just particularly robust, but in any event the effect is the same. For each point of Disruptor rating (found in parentheses), the unit can lower the formation bonus of one enemy ship by one (1). The decision to do so is made during the Assignments Phase.<br><br>Technology: <strong>Fast</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Fast (1) trait, +1 Movement for all Hulls<br>Prerequisite to: Fast 2<br>Notes:<br><br>Technology: <strong>Fast (2)</strong><br>Requirements: Fast 1, Warship or smaller Hull<br>Cost: 15 EPs<br>Gives: Fast (2) trait, +2 Movement <br>Prerequisite to: Fast 3<br>Notes:<br><br>Technology: <strong>Fast (3)</strong><br>Requirements: Fast 2, Escort or smaller Hull<br>Cost: 20 EPs<br>Gives: Fast (3) trait, +3 Movement <br>Prerequisite to: N/a<br>Notes:<br><br>Technology: <strong>Field Repair</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Field Repair trait<br>Prerequisite to: Self Repair<br>Notes: May perform 1 economic point of repairs per Field Repair rating, in addition to Field Repairs given by military supply ships. The repair cost is 25% of the original cost, rounding any fractional amount up.<br><br>Technology: <strong>Fighters (1)</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Ultra light Fighter, Attack Fighter, Interceptor, Super Heavy Fighter, Heavy Bomber<br>Prerequisite to: Fighters 2<br>Notes:<br><br>Technology: <strong>Fighters (2)</strong><br>Requirements: Fighters (1)<br>Cost: 15 EPs<br>Gives: Recon Fighter, Stealth Fighter (with Stealth trait), Fighter Shields (with Shields Trait)<br>Prerequisite to: Fighters (3)<br>Notes: Fighters, shuttles, and other flight units can be equipped with Shields, but the task of powering shielding, weapon, and propulsion systems simultaneously puts a major strain on the small crafts’ power plants. Players make the decision during the Assignments Phase whether or not to power a flight’s Shields. When activated, Shields increase the DV of the flight 2 for Heavy and Superheavy Fighters, Bombers and Heavy bombers, and 1 for all other craft. It also lowers the combat factors of the flight by one level. Any non-asterisked anti-ship (AS) or anti-fighter (AF) values become asterisked, and any asterisked value is reduced to the next lowest, nonasterisked integer. If the AS or AF value is already ‘0’, then it is instead reduced to ‘0*’, meaning it is incapable of scoring damage against that type of target.<br>Because flights do not cripple, Shields (if active) will remain effective until the flight unit is destroyed.<br><br>Technology: <strong>Genetically Modified Foods</strong><br>Requirements: Advanced Technology<br>Cost: 20 EPs<br>Gives: <br>Prerequisite to: N/a<br>Notes: After GM Foods has been researched, farm yields increase, with each farm producing 1.5 food per turn.<br><br>Technology: <strong>Guardian</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Guardian trait<br>Prerequisite to: N/a<br>Notes: Guardian units provide intrinsic support to any squadrons in which they are included. These ships are equipped with above-average defenses and use them to protect themselves or other friendly units. A Guardian unit can increase the formation bonus of one ship in its squadron by one (1) per Guardian rating point, the decision to do so being made in the Assignments Phase.<br><br><br>Technology: <strong>Gunship</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Gunship trait<br>Prerequisite to: N/a<br>Notes: Gunships are heavily armed warships that excel at orbital bombardment. A Gunship adds 1 bombardment point top their normal bombardment point total. For ships that require multiple contributors to earn a single bombardment point, such as a frigate that requires 3 for 1 bombardment point, simply reduce the number of units required by 1. Therefore, Gunship type frigates will only require 2 vessels to contribute 1 bombardment point.<br>As with Ballistic units, being out of supply has a greater impact on Gunship units. Gunships lose twice the AS of normal units per out of supply level.<br><br>Technology: <strong>Hull (1)</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Gunboats<br>Prerequisite to: Hull (2)<br>Notes:<br><br>Technology: <strong>Hull (2)</strong><br>Requirements: Hull (1)<br>Cost: 15 EPs<br>Gives: Corvette, Frigate, Destroyer<br>Prerequisite to: Hull (3)<br>Notes: Other ships available if correct tech also researched – see chart following<br><br>Technology: <strong>Hull (3)</strong><br>Requirements: Hull (2)<br>Cost: 20 EPs<br>Gives: Light Cruiser, Heavy Cruiser<br>Prerequisite to: Hull (4)<br>Notes: Other ships available if correct tech also researched – see chart following<br><br>Technology: <strong>Hull (4) </strong><br>Requirements: Hull (3)<br>Cost: 25 EPs<br>Gives: Battlecruiser, Dreadnought<br>Prerequisite to: Hull (5)<br>Notes: Other ships available if correct tech also researched – see chart following<br><br>Technology: <strong>Hull (5)</strong><br>Requirements: Hull (4)<br>Cost: 30 EPs<br>Gives: Battleship, Monitor<br>Prerequisite to: Hull (6)<br>Notes: Other ships available if correct tech also researched – see chart following<br><br>Technology: <strong>Hull (6)</strong><br>Requirements: Hull (5)<br>Cost: 35 EPs<br>Gives: Juggernaught<br>Prerequisite to: N/a<br>Notes: Other ships available if correct tech also researched – see chart following<br><br>Technology: <strong>Integrated Squadron</strong><br>Requirements: None<br>Cost: 10 EP<br>Gives: Integrated Squadrons trait<br>Prerequisite to: N/a<br>Notes: Some races favour integral fighter squadrons on many of their warships. While lacking the numbers of fighters a Carrier can field, Integrated Squadrons allows a handful of them aboard.<br><br>A ship with the Integrated Squadron trait may carry Hull/2 (round fractions up) fighter or bombers of any type. These squadrons are listed under the Basing stat.<br><br>Technology: <strong>Interdictor</strong><br>Requirements: Warship or larger hull<br>Cost: 10 EPs<br>Gives: Interdictor trait<br>Prerequisite to: N/a<br>Notes: For each point of Interdictor rating, a unit may elect to increase the length of a scenario by 1 round. The effects of multiple Interdictor units are cumulative. <br><br>Technology: <strong>Logistics 1</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives:&nbsp; Logistics trait<br>Prerequisite to: Logistics 2<br>Notes:<br><br>Technology: <strong>Logistics 2</strong><br>Requirements: Logistics 1<br>Cost: 15 EPs<br>Gives:&nbsp; Logistics trait<br>Prerequisite to: Logistics 3<br>Notes:<br><br>Technology: <strong>Logistics 3</strong><br>Requirements: Logistics 2<br>Cost: 20 EPs<br>Gives: Logistics trait<br>Prerequisite to: Logistics 4<br>Notes:<br><br>Technology: <strong>Logistics 4</strong><br>Requirements: Logistics 3<br>Cost: 25 EPs<br>Gives: Logistics trait<br>Prerequisite to: Logistics 5<br>Notes:<br><br>Technology: <strong>Logistics 5</strong><br>Requirements: Logistics 4<br>Cost: 30 EPs<br>Gives: Logistics trait<br>Prerequisite to: Logistics 6<br>Notes:<br><br>Technology: <strong>Logistics 6</strong><br>Requirements: Logistics 5<br>Cost: 35 EPs<br>Gives: Logistics trait<br>Prerequisite to: <br>Notes:<br><br>Technology: <strong>Long Ranged Sensors</strong><br>Requirements: Sensors<br>Cost: 15 EPs<br>Gives: Long Ranged Sensors trait for ships, Orbital Sensor Array for systems.<br>Prerequisite to: N/a<br>Notes: Long Range Sensors grant a +5% detection chance bonus when attempting to detect enemy forces.<br><br>Technology: <strong>Long ranged weapons</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Long Range Weaponry trait<br>Prerequisite to: N/a<br>Notes: Increases long range weapons fire damage by 10%. Effectively this reduces the long range penalty from 20% to 10%.<br><br>Technology: <strong>Mass Drivers</strong><br>Requirements: None <br>Cost: 30 EPs<br>Gives: WMD trait<br>Prerequisite to: N/a<br>Notes: May only be mounted on Juggernaughts. <br><br>Technology: <strong>Main battery upgrade</strong><br>Requirements: None <br>Cost: 10 EPs<br>Gives: Main battery upgrade trait<br>Prerequisite to: N/a<br>Notes: AS +Hull/2 (round fractions up)<br><br>Technology: <strong>Missile Pods</strong><br>Requirements: Ballistic, Support<br>Cost: 15 EPs<br>Gives: Missile Pod trait<br>Prerequisite to: N/a<br>Notes: Functions similarly to Mine Controller, but may be used offensively as well as defensively.<br><br>Technology: <strong>Orbital Defenses - Bases</strong><br>Requirements: None<br>Cost: 15 EP<br>Gives: All Bases<br>Prerequisite to: N/a<br>Notes: <br><br>Technology: <strong>Orbital Defenses - DEFSATs</strong><br>Requirements: None<br>Cost: 15 EP<br>Gives: All DEFSATs<br>Prerequisite to: N/a<br>Notes: <br><br>Technology: <strong>Orbital Defenses - Mines</strong><br>Requirements: None<br>Cost: 15 EP<br>Gives: All Mines<br>Prerequisite to: N/a<br>Notes: <br><br>Technology: <strong>Orbital Habitats</strong><br>Requirements: Advanced Technology<br>Cost: 15 EP<br>Gives: Orbital Habitats<br>Prerequisite to: N/a<br>Notes: <br><br>Technology: <strong>Orbital Industry</strong><br>Requirements: None<br>Cost: 10 EP<br>Gives: Siphoning Stations / Asteroid Mining Bases / Orbital Shipyards<br>Prerequisite to: N/a<br>Notes:<br><br>Technology: <strong>Point Defense upgrade</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Point Defense upgrade trait<br>Prerequisite to: N/a<br>Notes: AF +Hull/2 (round fractions up)<br><br>Technology: <strong>Q-Ships</strong><br>Requirements: None<br>Cost: 10 EP<br>Gives: Q-Ship trait<br>Prerequisite to: N/a<br>Notes: In the event of a pirate raid, Q-Ships reduce the d6 roll to determine losses by Hull/2 (round fractions up).<br><br>In the event of Commerce raiding by other players, the Q-Ships get a free shot at the attackers.<br><br>Technology: <strong>Recon</strong><br>Requirements: None<br>Cost: 10 EP<br>Gives: Recon trait<br>Prerequisite to: N/a<br>Notes: Whichever side in a fight has the most recon units gains a +1 to their surprise roll, and may choose to increase or decrease battle length by 1.<br><br>Technology: <strong>Sensors</strong><br>Requirements: None<br>Cost: 15 EP<br>Gives: Scout trait, Jamming trait, Explorer trait<br>Prerequisite to: Long Range Sensors <br>Notes:<br><br>Technology: <strong>Self Repair</strong><br>Requirements: Field Repair<br>Cost: 15 EPs<br>Gives: Self Repair trait<br>Prerequisite to: Advanced Self Repair<br>Notes: As Field Repair, but only on itself. The repair cost is 25% of the original cost, rounding any fractional amount up.<br><br>Technology: <strong>Shields</strong><br>Requirements: None<br>Cost: 10 EP<br>Gives: Shields trait<br>Prerequisite to: N/a<br>Notes: Negates Hull/2 (round fractions up) damage from each attack before ship is crippled.<br><br>Technology: <strong>Shield Piercing</strong><br>Requirements: None<br>Cost: 10 EP<br>Gives: Shield Piercing trait<br>Prerequisite to: N/a<br>Notes: Negates the effect of Shields equal to its rating. If ship is unshielded, reduced crippled DV by Hull/2, round fractions up.<br><br>Technology: <strong>Short ranged weapons </strong><br>Requirements: None<br>Cost: 10 EP<br>Gives: Short range weaponry trait<br>Prerequisite to: N/a<br>Notes: Increases short ranged weapons fire damage by 10%<br><br>Technology: <strong>Stealth</strong><br>Requirements: None<br>Cost: 15 EPs<br>Gives: Stealth trait<br>Prerequisite to: Cloak<br>Notes:<br><br>Technology: <strong>Support</strong><br>Requirements: None<br>Cost: 20 EP<br>Gives: Supply / Mine Controller/ Mine Sweeper / Mobile Construction traits<br>Prerequisite to: N/a<br>Notes:<br><br>Technology: <strong>System Refinement - Defensive</strong><br>Requirements: Defensive Upgrade, Command<br>Cost: 40 EPs<br>Gives: System Refinement – Defensive trait<br>Prerequisite to: N/a<br>Notes: Bonus to ship/orbital defensive stats (DV and CR) of Hull/2,<br>round up. Armour and shield values improved by Hull/2, round up.<br><br>Technology: <strong>System Refinement - General</strong><br>Requirements: Basing<br>Cost: 40 EPs<br>Gives: System Refinement – General trait<br>Prerequisite to: N/a<br>Notes: Bonus to ship/orbital general stats (Basing and CC) of Hull/2,<br>round up. Sensors improved by 10%. +1 to Exploration rolls.<br><br>Technology: <strong>System Refinement - Offensive</strong><br>Requirements: Main Battery Upgrade, Point Defense Upgrade, Carrier<br>Cost: 40 EPs<br>Gives: System Refinement – Offensive trait<br>Prerequisite to: N/a<br>Notes: Bonus to ship / orbital offensive stats (AS and AF) of Hull/2,<br>round up. Fighter stats improved by 1.<br><br>Technology: <strong>Terraforming</strong><br>Requirements: Advanced Technology<br>Cost: 20 EPs<br>Gives: Terraforming technology<br>Prerequisite to: N/a<br>Notes: Allows increase in planet capacity at a cost of 10 EPs times new capacity total. Capacity can only be increased by up to 50% of starting capacity (round fractions up).<br><br>Technology: <strong>Trade</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Trade Hub, Starport<br>Prerequisite to: N/a<br>Notes:<br><br>Technology: <strong>Transformative</strong><br>Requirements: Advanced Technology<br>Cost: 20 EPs<br>Gives: Transformative trait<br>Prerequisite to: N/a<br>Notes: Some empires, robotic and non-robotic alike, maintain military units that are designed to transform for operation both in space and on the ground. This ability allows for extreme tactical flexibility and adaptation to any engagement situation.<br><br>The most common Transformative units are flight units capable of acting as fighters in space or as large mechanized warriors on the ground. When participating in space combat, Transformative flights act largely as normal, with the exception that they can be used to perform Direct Assault missions in their transformed mode. To take advantage of this the option, the flight must forego fire during firing phases two and three. In exchange the unit will perform Direct Assault operations against an enemy unit. The Direct Assault function rating of each Transformative flight is equal to its AF factor. Due to the size of Transformative flights, they may only board vessels with an unmodified DV of three times or more the flight’s own DV statistic.<br>&nbsp;<br>When assigned to ground combat duties, Transformative flights are treated exactly as ground units. These flights receive the Marine special ground unit ability, which allows them to attack from their transports (carriers) without the aid of Assault ships. For purposes of participating in ground combat, the flight unit has the following statistics: Attack equal to AF; Defense equal to DV; a D Factor die with a number of sides equal to AS; and Attrition of 1.<br>The low Attrition statistic for Transformative flights owes itself to the disparity in size between the flights itself and the much larger number of troops and equipment that comprise the armies they are fighting. Because of this low Attrition, flights operating in ground combat mode will be destroyed with the first point of damage that breaches their defenses. Despite their ability to participate in ground combat, the basing of Transformative flights remains limited by a system’s available basing capacity.<br><br>Technology: <strong>Troop Transport</strong><br>Requirements: None<br>Cost: 10 EPs<br>Gives: Troop Transport trait<br>Prerequisite to: N/a<br>Notes: Provides the ability to transport Hull/2 units of troops.&nbsp; Reduce AS by Hull/2, increase AF and DV by 1.<br><br>Note: I'm in the process of revising the combat section, so expect Ballistic, Long Range Weapons and Short Range Weapons to change somewhat.<br><br><table class="bbc_table"><tbody><tr><td><strong>Hull</strong></td><td>Ships available</td><td><strong>With Carrier</strong></td><td>With Support</td></tr><tr><td>1</td><td>Gunboat</td><td></td><td>Civilian Freighter</td></tr><tr><td>2</td><td><span class="bbc_u">Escorts</span></td><td>Escort Carrier</td><td></td></tr><tr><td></td><td>Corvette</td><td></td><td></td></tr><tr><td></td><td>Frigate</td><td></td><td></td></tr><tr><td></td><td>Destroyer</td><td></td><td></td></tr><tr><td>3</td><td><span class="bbc_u">Cruisers</span></td><td>Light Carrier</td><td></td></tr><tr><td></td><td>Light Cruiser</td><td></td><td></td></tr><tr><td></td><td>Heavy Cruiser</td><td></td><td></td></tr><tr><td>4</td><td><span class="bbc_u">Warships</span></td><td>Heavy Carrier</td><td></td></tr><tr><td></td><td>BattleCruiser</td><td></td><td></td></tr><tr><td></td><td>Dreadnought</td><td></td><td></td></tr><tr><td>5</td><td><span class="bbc_u">Ships of the Line</span></td><td>Fleet Carrier</td><td></td></tr><tr><td></td><td>Battleship</td><td></td><td></td></tr><tr><td></td><td>Monitor</td><td></td><td></td></tr><tr><td>6</td><td><span class="bbc_u">Leviathans</span></td><td>SuperCarrier</td><td>Mobile Shipyard</td></tr><tr><td></td><td>Juggernaught</td><td></td><td></td></tr></tbody></table>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-02-2010, 01:48:02</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>Construction:</strong></span><br><br>The following are available for construction.<br><br><strong>Academy</strong><br>The Academy represents a facility where the best and brightest of a population are trained in specialised roles that will turn them into the leaders and heros of tomorrow.<br>An Academy is required in order to purchase Officers (5 EPs).<br>Construction Cost: 25 economic points<br>Maintenance Cost: 2/1<br>Ground Combat Stats: Attack: 0, Defense: 2, D Factor: 0, Attrition: 2<br><br><strong>Asteroid Mining Base</strong><br>In addition to transporting RAW to other planets in the same system, asteroid mining<br>bases can be used to process other RAW deposits on-site for extra profit. <br>Once in place, each asteroid mining base will generate extra income equal to the asteroid belt’s RAW value. In essence, asteroid mining bases act as cheap Productivity built on-site at the asteroid belt.<br>Construction Cost: 10 economic points<br>Maintenance Cost: 1/3<br>Space Combat Stats: DV: 5, AS: 0, AF: 0, Basing: 0<br><br><strong>Automated Factory</strong><br>Automated factories speed up construction, with each one counting as 1 additional point of effective Production Rating. A planet can support a number of automated factories equal to half its normal Productivity.<br>Construction Cost: 10 economic points<br>Maintenance Cost: 1/1<br>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br><br><strong>Bio-Sciences Lab</strong><br>Building a bio lab facility on a world and investing points in bio-sciences increases the odds of census increase, by +1 on the dice roll.<br>Construction Cost: 10 economic points<br>Maintenance Cost: 1/1<br>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br><br><strong>Cloning Centre</strong><br>Cloning Centres are used to increase the speed at which a planetary census grows. For every 10 EPs invested, add +1 to the dice roll to see if a census increase occurs. This modifier is held in addition to normal ones until such time as census increases.<br>Construction Cost: 15 economic points<br>Maintenance Cost: 1/1<br>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br><br><strong>Farm</strong><br>Farms are required to feed a planetary population. One farm produces 1 food each turn. Each census requires 1 food per turn to keep healthy. Additional food helps with census growth. Insufficient food can lead to planetary morale problems and falling census.<br>Construction Cost: 5 economic points<br>Maintenance Cost: 1/1<br>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 1<br><br><strong>Gas Siphoning Stations</strong><br>Once in place, each siphoning station will generate 1 economic point of income each turn. This income is added to the owning power’s total domestic product. Additionally, having gas siphoning stations in a system increases the supply rating by 1.<br>Construction Cost: 10 economic points<br>Maintenance Cost: 1/3<br>Space Combat Stats: DV: 5, AS: 0, AF: 0, Basing: 0<br><br><strong>Increase Productivity</strong><br>Increased productivity can be performed once per turn per planet, at a cost of 10 EPs times the new Productivity rating.<br><br><strong>Listening Post</strong><br>There are two benefits to establishing a listening post at a planet or system. Firstly, the system’s maximum Defensive Intel is increased by 1 for each listening post in the system. This does not provide a free Intel bonus, only the ability to operate more Defensive Intel at the system than would normally be allowed. Secondly, a listening post can extend the range of a single Intel mission launched from that system by 1 jump lane. An Intel mission can only benefit from one Listening Post’s range extension bonus at any time (e.g., the bonus is non-cumulative between multiple listening posts).<br>Construction Cost: 8 economic points<br>Maintenance Cost: 1/2<br>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br><br><strong>Military Institute</strong><br>Produces EPs each turn equal to Planetary census that can only be spent on military units of any kind.<br>Construction Cost: 25 economic points<br>Maintenance Cost: 1/1<br>Ground Combat Stats: Attack: 0, Defense: 3, D Factor: 0, Attrition: 5<br><br><strong>Orbital Habitats</strong><br>Where the local system is not suitable to large numbers of sentients, it can be desirable to create vast orbital habitats for them instead. Each habitat may support 1 census of population. The census may come from the system the habitat is created in, or from another system under the players control.<br>Should a habitat be damaged, the population is lost on the roll of a 6. If it is crippled, the population is lost on a 4+.<br>Construction Cost: 35 economic points<br>Maintenance Cost: 3/1<br>Space Combat Stats: DV: 5, AS: 1, AF: 2, Basing: 1<br><br><strong>Orbital Sensor Array</strong><br>Can be used to scan for nearby systems, and enemy fleets. Sensors have a range equal to 1 hex plus 1 hex per number of arrays. Within this range systems will be automatically detected. <br>Orbital Sensor Arrays also grant a +5% detection chance bonus when attempting to detect enemy forces that have entered a system.<br>It is also more difficult for enemy agents to sneak in and out of the system. This results in the difficulty of all Intel missions in the system being performed at a difficulty 1 higher than normal.<br>Construction Cost: 10 economic points<br>Maintenance Cost: 1/1<br>Space Combat Stats: DV: 5, AS: 0, AF: 0, Basing: 0<br><br><strong>Orbital Shipyards</strong><br>Each shipyard has a construction capacity equal to its location’s economic output (utilized Productivity times RAW) and a number of dock spaces equal to its location’s Utilized Productivity.<br>Construction Cost: 20 economic points<br>Maintenance Cost: 2/1<br>Space Combat Stats: DV: 15, AS: 0, AF: 0, Basing: 0<br><br><strong>Orbital Supply Depot</strong><br>Some settings make heavy use of orbital supply depots, often eschewing the use of<br>planetary supply depots completely. An orbital supply depot is a special base unit that has the Supply Depot special ability. These bases have their advantages and disadvantages compared to planetary depots, but their biggest disadvantage is that they can be drawn into combat and destroyed. They also cannot be moved from the location at which they are built.<br>Construction Cost: 12 economic points<br>Maintenance Cost: 1/1<br>Space Combat Stats: DV: 8, AS: 0, AF: 0, Basing: 0, Supply Depot, Supply (2)<br><br><strong>Planetary Defense Shields</strong><br>A functional PDS effectively halves (round down) the number or bombardment points produced by hostile orbiting fleets. The effects of multiple PDS facilities at a single location are not cumulative, but they do provide redundancy in the event that the orbiting fleet destroys the planet’s primary PSD generator.<br>Construction Cost: 20 economic points<br>Maintenance Cost: 1/1<br>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 10<br><br><strong>Repair Dock</strong><br>Repair docks are facilities that allow you to perform extensive repairs on all vessels<br>docked there. They are cheaper than shipyards but cannot be used to build new ships. Repair docks can be used to perform routine unit repairs, or upgrade existing vessels.<br><br>The construction capacity of a repair dock is half that of a normal shipyard (rounded up), with a number of available dock spaces equal to its location’s Utilized Productivity statistic. <br>Construction Cost: 12 economic points<br>Maintenance Cost: 1/1<br>Space Combat Stats: DV: 9, AS: 0, AF: 0, Basing: 0<br><br><strong>Planetary shipyards</strong><br>Each shipyard has a construction capacity equal to the planet’s economic output and a number of dock spaces equal to the planet’s utilized Productivity. Flights built at a planet do not occupy nor do they require dock spaces.<br><br>Non-atmospheric ships can be built on planets, but require extensive prefabrication and must be assembled in orbit at completion. These extra costs double the economic cost of nonatmospheric ships built at planets.<br>Construction Cost: 16 economic points<br>Maintenance Cost: 1/1<br>Ground Combat Stats: Attack: 0, Defense: 2, D Factor: 0, Attrition: 8<br><br><strong>Research Facility</strong><br>Produces EPs each turn equal to Planetary census that can only be spent on research.<br>Construction Cost: 25 economic points<br>Maintenance Cost: 1/1<br>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br><br><strong>Specialised Construction Centre</strong><br>The Specialised Construction Centre (Flights, Ground Units, Orbitals, Planetary Facilities or Ships – one only) represents a planet focusing its entire economic output towards a single specialised field. This gives them additional benefit of a 10% construction cost decrease (round final value up) when constructing those projects.<br>Construction Cost: 25 economic points<br>Maintenance Cost: 1/1<br>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br><br><strong>Starport</strong><br>Any system that contains a starport increases its system trade income by 15% on top of normal trade revenue.<br><br>Unfortunately, having an open port in a system does come have its disadvantages. It<br>is easier for enemy agents to sneak on and off the planet. This results in the difficulty of all Intel missions in the starport’s system being performed at a difficulty 1 lower than normal (minimum difficulty of 1).<br>Construction Cost: 30 economic points<br>Maintenance Cost: 2<br>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 10<br><br><strong>Supply Depot</strong><br>A supply depot is a planetary facility that provides vital logistical support to an empire. Without access to supply, fleets and armies will begin to suffer from the effects of being out of supply. Supply depots are purchased and transported like ground units and, when deployed and in supply, extend the supply range of an empire outward of their location.<br>Construction Cost: 15 economic points<br>Maintenance Cost: 1/1<br>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 7, Supply Depot, Supply (2)<br><br><strong>Terraforming</strong><br>Allows increase in planet capacity at a cost of 5 EPs per new capacity total. Capacity can only be increased by up to 50% of starting capacity (round fractions up).<br><br><strong>Trade Hub</strong><br>Required for a Trade Fleet to be established and active in a system.<br>Construction Cost: 10 economic points<br>Maintenance Cost: 1/1<br>Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3<br><br>&nbsp;<br><span class="bbc_u"><strong>Fleets</strong></span><br><br><strong>Colony Fleet</strong><br>Colony creation is done by creating a Colony Fleet, at a cost of 60 EPs. This is an abstract unit, like a Trade Fleet, that is made of roughly ten passenger liners or colony vessels that are suited to carrying a large number of sentient beings. This is similar to the Transport Fleet system, but Transport Fleets would be unable to handle the large amounts of life forms and materials involved.<br><br>The fleet may choose to bring some industry with them (1 Productivity for an additional 10 EPs)<br><br>Additionally, a colony fleet can be created by removing 1 Census from a highly populated planet, and transported to another, for a cost of 30 EPs. This can be used to reduce the cost of a new Colony fleet, or to increase the size of an existing Colony.<br><br><br><span class="bbc_u"><strong>Construction Capacity &amp; Dock Space</strong></span><br>Systems can have multiple sources of construction capacity, the most typical being sites with utilized Productivity. Planets and shipyards, both orbital and planetary, are the most common sources of construction capacity. These sources often have a finite amount of dock space, limiting the number of ships that can be built at the location.<br><br>Construction capacity represents the raw economic ability to finance and implement large scale ship construction projects. The construction capacity of a planet is equal to<br>number of points it generates each turn for the owning player, or put in simpler terms the planet’s utilized Productivity times its RAW value. Facilities constructed in a turn will count against the planetary construction capacity.<br><br>Dock space represents the number of available construction slots available at the planet or shipyard for purposes of ship construction. Each dock space can facilitate one ship of any given size. The dock space of a planet is equal to its utilized Productivity. Similarly, each shipyard has a number of dock spaces equal to their location’s utilized Productivity. Flights do not&nbsp; require the use of dock space for construction<br><br><strong>Planetary shipyards:</strong><br>Each shipyard has a construction capacity equal to the planet’s economic output and a number of dock spaces equal to the planet’s utilized Productivity.<br><br>Non-atmospheric ships can be built on planets, but require extensive prefabrication and must be assembled in orbit at completion. These extra costs double the economic cost of non atmospheric ships built at planets. This economic penalty applies to the planet’s construction capacity as well as to the ship’s actual purchase price. Non-atmospheric flights are not subject to this penalty and may be built at their normal economic cost. <br><br><strong>Orbital Shipyards:</strong><br>Each shipyard has a construction capacity equal to its location’s economic output (utilized Productivity times RAW) and a number of dock spaces equal to its location’s Utilized Productivity. Because of this, shipyards built at larger, mature colonies will be able to build a larger number of more expensive ships than shipyards located as smaller colonies. <br><br>Flights can be built at shipyards, with all flight construction costs counting against the<br>shipyard’s construction capacity. Like fighters built at a planet, flights built at shipyards do not require or occupy dock spaces at the shipyard.<br><br><strong>Purchasing Flight Units:</strong><br>Flight units can be purchased at either planets, planetary shipyards, or orbital shipyard. The only limit to the number of flights that can be built at a location in a single turn is the amount of available construction capacity at the site. Flight construction does not count against dock space at the location where they are built.<br><br><strong>Purchasing Ground Units</strong><br>The number of ground units that can be raised each turn is limited by the Census in which they are purchased. The maximum number of ground units that can be purchased at a planet in a single turn is equal to the planet’s Census. Therefore a planet with a Census of 1 may only deploy 1 ground unit per turn.<br><br><strong>Construction Times</strong><br>Obviously building a Battlestation takes more time than a fighter. To see how long a particular construction project takes, divide the cost of the project by the effective Production Rating of the planet that is responsible for it (round up to the nearest whole number).<br><br><br><strong>Facility sizes</strong><br>Even on a planet there is a limit to the amount of usable space. Each facility build on a planet, or in orbit around it takes up a certain amount of space, equal to 1 point per 10 EPs (or part thereof) that the facility cost. <br>Construction in another system<br>If a base is being constructed in a system that does not have a colony to support it, increase all construction costs to represent the increased resources required to transport and assemble the facility without proper support infrastructure. The cost will be increased 5% for every point of movement between the destination system (including cross in systems zones) and the nearest planet belonging to the player. <br><br>In addition, 1 convoy will be required for each system between these two points.<br><br>e.g. I wish to build a space station in the inner zone of a system that has not been colonised. It lies 3 systems away from my nearest colony, which is in the inner zone of that system. <br><br>Colony A – 2 points of movement to take you to the edge of the system.<br>3 points of movement along the grav wave to system B<br>4 points of movement along the grav wave to system C<br>2 points of movement along the grav wave to destination system D<br>2 points of movement to reach the inner zone of system D.<br><br>The increased cost will be 13 x 5% = 65% above the normal cost of constructing a space station, and require the use of 4 convoys.<br><br>If the construction is being customised, work out the new construction total before multiplying that by the distance modifier.<br><br><span class="bbc_u">Example:</span><br>Planet Alpha has 8 Census, 8 Production, 3 automated factories and a Specialised Ship Construction Centre.<br><br>In its orbital shipyards it is laying down construction of a new survey cruiser. The ship will be a Heavy Cruiser (7EPs) with the Explorer (+2) and Supply (+2) traits.<br><br>The final construction value of the cruiser will be 11 EPs.<br><br>Because of the Specialised Ship Construction Centre, the cost of the cruiser is reduced from 11 to 10. (11 – 1.1 = 9.9, rounded up to 10)<br><br>The planets effective Utilised Production is 11 (8 from the Production and 3 from the Automated factories).<br><br>The time to construct this cruiser will be 10 / 11. Rounding this up give us 1 turn, so this cruiser will be ready for operation at the end of this game turn, and ready for orders in the next turn.<br><br>Had the Cruiser been given a 3rd trait ... say Stealth ... then the figures would have worked out thusly:<br>Ship cost 13 EPs, reduced to 12 EPs (13 – 1.3, rounded up)<br>Construction time, 12/11 and rounded up to 2 turns. <br><br><br><span class="bbc_u"><strong>Military Forces:</strong></span><br><br>Stock military forces can be purchased for the costs listed. <br><br>Modified classes cost more. Each additional trait will see an increase of 1-3 EPs on base construction costs (hull size /2, rounded up), and an additional step on the maintenance costs for the base class.<br><br>Example:<br>A Heavy Cruiser is hull class 3. It has a build cost of 7 EPs and a Maintenance of 2/3.<br><br>I add the Stealth trait to it. Build cost is now 9, with a Maintenance of 3/3.<br><br>Next I add Fast. Build cost now 11, Maintenance 4/3<br><br>Finally I add a Main Battery upgrade, bringing my AS from 8 to 10. Build cost is 13, Maintenance 4/3.<br><br>When creating custom designs, use the core designs as the baselines.<br><br><table class="bbc_table"><tbody><tr><td>Ship / Orbital</td><td>Max Traits Allowed</td><td>Stat Increase</td><td>EP Cost / Trait</td></tr><tr><td>Gunboat</td><td>1</td><td>1</td><td>1</td></tr><tr><td>Escorts</td><td>2</td><td>1</td><td>1</td></tr><tr><td>Cruisers</td><td>3</td><td>2</td><td>2</td></tr><tr><td>Warships</td><td>4</td><td>2</td><td>2</td></tr><tr><td>Ships of the line</td><td>5</td><td>3</td><td>3</td></tr><tr><td>Leviathans</td><td>6</td><td>3</td><td>3</td></tr><tr><td>DEFSATs</td><td>1</td><td>1</td><td>1</td></tr><tr><td>Outpost</td><td>4</td><td>2</td><td>2</td></tr><tr><td>Starbase</td><td>5</td><td>3</td><td>3</td></tr><tr><td>Battlestation</td><td>7</td><td>4</td><td>4</td></tr><tr><td>Star Fortress</td><td>10</td><td>5</td><td>5</td></tr></tbody></table><br><br><br><span class="bbc_u"><strong>Traits:</strong></span><br><br>The following are the list of traits that may be applied to a ship or military orbital when customising them from their base characteristics. <em>Those marked with an asterisk * may be taken multiple times.</em><br><br><strong>Advanced Self Repair:</strong> During the Order Completion phase, automatically repairs Hull/2 (round up) points of damage. Self Repair at normal costs may also be performed. The repair cost is 25% of the original cost, rounding any fractional amount up.<br><br><strong>Armoured *:</strong> Increase DV by +Hull/2 (round fractions up) after crippled<br><br><strong>Armour Piercing *:</strong> Negates the effect of Armoured equal to its own rating. If ship is unarmoured, reduced destroyed DV by Hull/2 (round fractions up).<br><br><strong>Assault:</strong> Assault ships can transport one ground unit per division, where the Assault division size is equal to the denominator in the Assault ship class’ maintenance fraction. For example, a light cruiser Assault ship with a maintenance cost of 2/4 would require four Assault ships of that class to carry a single ground unit. In the case of Marine units, two Marine ground units can be transported in the place of one non-Marine ground unit.<br><br>Flight units noted as having Assault capabilities are also capable of transporting ground units and assisting in ground battles. These flights can carry one Marine unit (but no other ground unit type) per division.<br><br><strong>Ballistic:</strong> Units with the Ballistic ability are armed predominantly with ballistic weapon systems, such as missiles or torpedoes. Ballistic units do not have their AS value halved as a result of being placed in the Task Force flagship squadron.<br><br>Ballistic units pay for this flexibility by relying more heavily on supply lines than other, non-Ballistic units. Ballistic units are affected more by the effects of being Out of supply, suffering twice the normal penalties.<br><br><strong>Carrier:</strong> The carrier trait is to mark those vessels purpose designed for carrying fighter craft.<br><br><strong>Cloak *:</strong> Any ship or flight equipped with a cloak may decide during the Assignments Phase whether or not they wish to engage their Cloak. While cloaked, unit’s formation bonus and defense value (DV) are increased by one (1), but all of its combat factors are halved (rounding down). Flights receive the same defense advantages of ships while cloaked, but flights may not fire while cloaked. When not fully engaged, cloak capable units receive a +1 to their anti-ship (AS) and anti-fighter (AF) values, representing the crafts’ ability to get the drop on their adversaries. Once a ship has been crippled it can no longer operate its cloaking device for the rest of the scenario.<br><br><strong>Command *:</strong> Command ships have increased C3 capability, and function as squadron flag vessels. Increase CR by Hull/2.<br><br><strong>Command Datalink:</strong> Command datalinks are limited to dedicated command vessels only. They function as normal datalinks, but with improved C3, instead of using the CC value of the ship, its CR value is instead used, allowing the command vessel to datalink an entire squadron.<br><br><strong>Datalink:</strong> Datalink systems connect starships, allowing for synchronised time on target offensive fire, and the covering of each others blind spots in defense. A datalinked ship may link with other datalinked ships up to its CC value. Take only the largest CC value of the ships linking to determine how many can link.<br><br>E.g. A heavy cruiser (CC3) could link to one other heavy cruiser (CC3), or a Light Cruiser (CC2) and Frigate (CC1)<br><br>All datalinked ships gain +1 AS, AF and DV for each ship linked.<br><br><strong>Defense upgrade *:</strong> Increase DV by + Hull/2 (round fractions up)<br><br><strong>Direct Assault:</strong> Unlike Assault units, Direct Assault units (breaching pods, boarding craft, etc.) deposit their marines directly to the enemy ship in an attempt to capture the ship. Each ship carries (Hull) squadrons of small craft, typically shuttles of some kind. If a ship has the Direct Assault trait, these can be Breaching Pods instead. Carriers and units with Integrated squadrons may replace those fighter units with Breaching Pods, if they so desire.<br><br><strong>Disruptor *:</strong> The anti-thesis of Guardian units, Disruptor units are adept at breaking up enemy formations. Disruptor units may utilize saturation-fire weapons or are just particularly robust, but in any event the effect is the same. For each point of Disruptor rating (found in parentheses), the unit can lower the formation bonus of one enemy ship by one (1). The decision to do so is made during the Assignments Phase.<br><br><strong>Explorer:</strong> Explorer ships are large mobile research platforms designed specifically for mapping the uncharted frontiers. The electronics installed on these vessels is advanced enough to allow them to detect the signs that indicate a grav wave or wormhole. Only Explorer traited vessels are capable of detecting these.<br><br><strong>Fast (1):</strong> Fast Ships enjoy a weighty strategic movement advantage over standard starship classes. Units with the Fast Ship ability gain a bonus to their movement during the campaign<br>turn. The Fast (1) trait grants +1 Movement for all Hulls<br><br><strong>Fast (2):</strong> The Fast (2) trait grants +2 Movement for all Hulls of Warship (Hull 4) or smaller.<br><br><strong>Fast (3):</strong> The Fast (3) trait grants +3 Movement for all Hulls of Escort (Hull 2) or smaller.<br><br><strong>Field Repair:</strong> May perform 1 economic point of repairs per Field Repair rating, in addition to Field Repairs given by military supply ships. The repair cost is 25% of the original cost, rounding any fractional amount up.<br><br><strong>Guardian *:</strong> Guardian units provide intrinsic support to any squadrons in which they are included. These ships are equipped with above-average defenses and use them to protect themselves or other friendly units. A Guardian unit can increase the formation bonus of one ship in its squadron by one (1) per Guardian rating point, the decision to do so being made in the Assignments Phase.<br><br><strong>Gunship:</strong> Gunships are heavily armed warships that excel at orbital bombardment. A Gunship adds 1 bombardment point top their normal bombardment point total. For ships that require multiple contributors to earn a single bombardment point, such as a frigate that requires 3 for 1 bombardment point, simply reduce the number of units required by 1. Therefore, Gunship type frigates will only require 2 vessels to contribute 1 bombardment point.<br>As with Ballistic units, being out of supply has a greater impact on Gunship units. Gunships lose twice the AS of normal units per out of supply level.<br><br><strong>Integrated Squadron *:</strong> A ship with the Integrated Squadron trait may carry Hull/2 (round fractions up) fighter or bombers of any type. These squadrons are listed under the Basing stat.<br><br><strong>Interdictor:</strong> For each point of Interdictor rating, a unit may elect to increase the length of a scenario by 1 round. The effects of multiple Interdictor units are cumulative.<br><br><strong>Jamming *:</strong> Units with the Jammer special ability are able to negate the scout functions generated by enemy Scouts. For each point of Jammer rating a unit has, they can reduce an enemy Scout’s number of available scout functions by one (1). In addition, Jammers can be used to disrupt enemy Datalink systems. One point of Jammer will be able to disrupt a normal Datalink, two is required to disrupt a Command Datalink.<br><br><strong>Long Range Sensors:</strong> Long Range Sensors grant a +5% detection chance bonus when attempting to detect enemy forces.<br><br><strong>Long Range Weaponry:</strong>&nbsp; Increases long range weapons fire damage by 10%. Effectively this reduces the long range penalty from 20% to 10%.<br><br><strong>Main Battery Upgrade *:</strong> Increase AS by +Hull/2 (round fractions up)<br><br><strong>Mine Controller *:</strong> Certain ships and bases are equipped with Mine Controllers, special units that allow the vessel to directly control mines in Defensive scenarios. Each Mine Controller allows the ship to command a number of additional mines equal to half its command rating. <br>Mobile units equipped with Mine Controllers are commonly referred to as minelayers. Minelayers gain a special bonus in that they may transport and deploy mines remotely from a fixed defense point. Each Minelayer can transport and deploy as many mines as it has Mine Controller capacity to control. Using this ability, Minelayers can transport mines to the front lines and deploy them in contested systems, providing ad hoc fixed defenses until the system can be fully secured. Also, since Minelayers are by their very nature equipped with Mine Controllers, they gain the special ability of being able to deploy mines in a combat where they are the defender.<br><br><strong>Mine Sweeper *:</strong> Minesweepers are particularly effective at sweeping enemy minefields. These ships use specialty weaponry or electronics packages to detect, target, and destroy enemy mines. Each Minesweeper provides a number of free directed damage points equal to its minesweeper rating multiplied by Hull/2 at the start of each combat turn that can be used to target and destroy enemy mines.<br><br><strong>Missile Pods *:</strong> Missile Pods are a similar technology to mines, but designed to be used offensively. Each Missile Pod allows the ship to fire a number of multipurpose mines equal to half its Hull rating. Each Missile Pod vessel can transport and deploy as many multipurpose mines as it has capacity to control, and use this in combat for a number of rounds equal to its rating before stocks are exhausted.<br><br>Example: I decide to create a Missile Pod Battle Cruiser. Since it is Hull 4, I can put a maximum of 4 Missile Pods on to it. I choose to put on Missile Pods (3).<br><br>In combat I can fire ((Hull 4 / 2) x3) missile pods per controller per turn, increasing my AS from 10 to 16. This can be done for 3 rounds of fire, at which point my stocks of missile pods are exhausted. <br><br><strong>Mobile Construction:</strong> Mobile Construction units are, as their name would indicate, mobile construction facilities that can be used to build or repair craft at locations without existing shipyard infrastructure.<br><br>Each Mobile Construction unit has a construction capacity equal to its defense value (DV). This represents the maximum number of economic points that can be spent at the unit each campaign turn. Mobile Construction units are also limited in the size of vessels they can build or repair. This maximum size is equal to the Mobile Construction unit’s DV. Mobile Construction units have only a single dock space in which to build units and cannot perform any construction on turns in which they are ordered to perform movement of any kind.<br><br>Mobile Construction units can use the construction capacity of any player or ally owned planet at which it is currently located, but more often than not these mobile shipyards will be operating in the field away from such construction sources. In these cases, each unused military supply ship accompanying the mobile shipyard will allow the shipyard to perform two (2) economic points of construction per point of Supply rating. These points must be paid out of the point pool, and freighters are considered ‘used’ after they have aided a Mobile Construction unit with its construction duties.<br><br>The repair cost of a vessel is 25% of the original cost, rounding any fractional amount up.<br><br><strong>Point Defense Upgrade *:</strong> AF +Hull/2 (round fractions up)<br><br><strong>Q Ship:</strong> In the event of a pirate raid, Q-Ships reduce the d6 roll to determine losses by Hull/2 (round fractions up).<br><br>In the event of Commerce raiding by other players, the Q-Ships get a free shot at the attackers.<br><br><strong>Recon:</strong> Whichever side in a fight has the most recon units gains a +1 to their surprise roll, and may choose to increase or decrease battle length by 1.<br><br><strong>Scout *:</strong> Scouts fulfil a number of dedicated combat operations (see section 6.1). Outside of combat, they are useful in exploring discovered systems, and searching for enemy fleets.<br><br><strong>Self Repair:</strong> As Field Repair, but only on itself. The repair cost is 25% of the original cost, rounding any fractional amount up.<br><br><strong>Shields *:</strong> DV+Hull/2 (round fractions up) before crippled<br><br><strong>Shield Piercing *:</strong> Negates the effect of Shields equal to its rating. If ship unshielded, reduced crippled DV by Hull/2, round fractions up.<br><br><strong>Short Range Weaponry:</strong> Increases short ranged weapons fire damage by 10%<br><br><strong>Supply *:</strong> The Supply ability indicates that a unit is a Military Supply Ship or can otherwise perform the duties of a Military Supply Ship.<br><br>A ship with Supply can do one of two things. First, it can keep itself supplied with the necessary provisions for extended cruising, thus never counting as out of supply.<br>Secondly, it can supply an entire squadron for one turn per rating of Supply, allowing a squadron to patrol further out than their normal supply lines would allow.<br><br><strong>Stealth *:</strong> Stealth technologies include a full range of profile, heat, and signature masking technologies designed to keep a ship hidden. Stealth technology is not as advanced as fullblown cloaking devices, but it still confers a significant strategic advantage even if its tactical applications are not as great. Stealth units gain a +1 defense value (DV) bonus as a result of these stealth capabilities.<br><br>Stealth units are rated as to their stealth capabilities. The Stealth level of the ship is indicated in parenthesis. Each level of Stealth does not add additional DV benefits, but it does make the ship harder to detect, which will have an impact on stealth movement and operations<br><br><strong>System Refinement – Defensive:</strong> Bonus to ship/orbital defensive stats (DV and CR) of Hull/2, round up. Armour and shield values improved by Hull/2, round up.<br><br><strong>System Refinement – General:</strong> Bonus to ship/orbital general stats (Basing and CC) of Hull/2, round up. Sensors improved by 10%. +1 to Exploration rolls.<br><br><strong>System Refinement – Offensive:</strong> Bonus to ship / orbital offensive stats (AS and AF) of Hull/2, round up. Fighter stats improved by 1.<br><br><strong>Transformative:</strong> Some empires, robotic and non-robotic alike, maintain military units that are designed to transform for operation both in space and on the ground. This ability allows for extreme tactical flexibility and adaptation to any engagement situation.<br><br>The most common Transformative units are flight units capable of acting as fighters in space or as large mechanized warriors on the ground. When participating in space combat, Transformative flights act largely as normal, with the exception that they can be used to perform Direct Assault missions in their transformed mode. To take advantage of this the option, the flight must forego fire during firing phases two and three. In exchange the unit will perform Direct Assault operations against an enemy unit (as described in CG 3.6.3.19 Capturing Ships and Other Units). The Direct Assault function rating of each Transformative flight is equal to its AF factor. Due to the size of Transformative flights, they may only board vessels with an unmodified DV of three times or more the flight’s own DV statistic.<br>&nbsp;<br>When assigned to ground combat duties, Transformative flights are treated exactly as ground units. These flights receive the Marine special ground unit ability, which allows them to attack from their transports (carriers) without the aid of Assault ships. For purposes of participating in ground combat, the flight unit has the following statistics: Attack equal to AF; Defense equal to DV; a D Factor die with a number of sides equal to AS; and Attrition of 1.<br>The low Attrition statistic for Transformative flights owes itself to the disparity in size between the flights itself and the much larger number of troops and equipment that comprise the armies they are fighting. Because of this low Attrition, flights operating in ground combat mode will be destroyed with the first point of damage that breaches their defenses. Despite their ability to participate in ground combat, the basing of Transformative flights remains limited by a system’s available basing capacity.<br><br><strong>Troop Transport *:</strong> Provides the ability to transport Hull/2 units of troops.&nbsp; Reduce AS by Hull/2, increase AF and DV by 1.<br><br><strong>WMD *:</strong> Units with the WMD special ability are equipped with an integrated weapon of mass destruction. <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>Any ship carrying a weapon of mass destruction will receive a d10 for each such weapon carried. For each round of firing, roll a separate d10 against the Census, Productivity, Carrying Capacity, Facilities 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>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 is 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>Hit on Facilities: One random planetary facility is destroyed.<br><br>If the Carrying 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>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.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-02-2010, 23:46:04</strong>
			</dt>
			<dd class="postbody">
				Basic stat lists for ships and orbitals:<br><br><strong>Basic Ship Classes</strong><br><br><table class="bbc_table"><tbody><tr><td>Unit Name</td><td>Design</td><td>Cost</td><td>Maintenance</td><td>DV</td><td><strong>AS</strong></td><td>AF</td><td><strong>CR</strong></td><td>CC</td><td>Basing</td><td>Traits</td><td>Hull</td></tr><tr><td>Juggernaught</td><td>JG</td><td>20</td><td>6/2</td><td>20</td><td><strong>25</strong></td><td>7</td><td><strong>18</strong></td><td>10</td><td>6</td><td></td><td>6</td></tr><tr><td>Monitor</td><td>MT</td><td>15</td><td>4/2</td><td>15</td><td><strong>18</strong></td><td>6</td><td><strong>15</strong></td><td>8</td><td>4</td><td></td><td>5</td></tr><tr><td>Battleship</td><td>BB</td><td>14</td><td>3/2</td><td>12</td><td><strong>14</strong></td><td>5</td><td><strong>12</strong></td><td>5</td><td>3</td><td></td><td>5</td></tr><tr><td>Dreadnought</td><td>DN</td><td>10</td><td>2/2</td><td>10</td><td><strong>12</strong></td><td>2</td><td><strong>10</strong></td><td>4</td><td>0</td><td></td><td>4</td></tr><tr><td>Battlecruiser</td><td>BC</td><td>8</td><td>3/3</td><td>8</td><td><strong>10</strong></td><td>4</td><td><strong>8</strong></td><td>3</td><td>0</td><td></td><td>4</td></tr><tr><td>Heavy Cruiser</td><td>CA</td><td>7</td><td>2/3</td><td>7</td><td><strong>8</strong></td><td>4</td><td><strong>7</strong></td><td>3</td><td>2</td><td></td><td>3</td></tr><tr><td>Light Cruiser</td><td>CL</td><td>5</td><td>2/4</td><td>5</td><td><strong>5</strong></td><td>3</td><td><strong>5</strong></td><td>2</td><td>1</td><td></td><td>3</td></tr><tr><td>Destroyer</td><td>DD</td><td>4</td><td>2/6</td><td>4</td><td><strong>3</strong></td><td>2</td><td><strong>4</strong></td><td>2</td><td>0</td><td></td><td>2</td></tr><tr><td>Frigate</td><td>FF</td><td>3</td><td>1/6</td><td>3</td><td><strong>2</strong></td><td>2</td><td><strong>3</strong></td><td>1</td><td>0</td><td></td><td>2</td></tr><tr><td>Corvette</td><td>CT</td><td>2</td><td>1/8</td><td>2</td><td><strong>1</strong></td><td>2</td><td><strong>2</strong></td><td>1</td><td>0</td><td></td><td>2</td></tr><tr><td>Gunboat</td><td>GB</td><td>1</td><td>1/12</td><td>1</td><td><strong>1</strong></td><td>1</td><td><strong>2</strong></td><td>1/2</td><td>0</td><td></td><td>1</td></tr></tbody></table><br><em>Numbers in bold in the above table are simply for ease of reading. There is no other significance to that.</em><br><br>Cost is the cost in EPs to build a stock ship of this class<br><strong>Maintenance</strong> is the cost to maintain this class each turn. The format is EPs / number of ships or part thereof<br><strong>DV</strong> is Defense Value. A ship can take DV points of damage before becoming crippled, and then DV points again before being destroyed.<br><strong>AS</strong> is AntiShip. This is a measure of the firepower against ships and orbitals.<br><strong>AF</strong> is AntiFighter. This is a measure of the firepower that can be directed against enemy fighters.<br><strong>CR</strong> is Command Rating. A squadron flgaship can have that many points of other ships CC value under its own command.<br><strong>CC</strong> is Command Cost. When part of a squadron, this is how much of the CR is taken by this ship.<br><strong>Basing</strong> is the number of fighters or similar small craft squadrons a ship can normally carry.<br><strong>Traits</strong> is any traits it starts with.<br><strong>Hull</strong> is the comparative size of the ship.<br><br><em>Example of CR/CC</em><br>I have a Heavy Cruiser (CR7) that is to form the command ship of a small squadron.<br>To this squadron I could add 2 other heavy cruisers (CC3 each) and a frigate or corvette (CC1)<br>Alternately I could add 3 light cruisers (CC2 each) in place of the two heavy cruisers.<br><br><br><strong>Basic Carrier Classes</strong><br><br><table class="bbc_table"><tbody><tr><td>Unit Name</td><td>Design</td><td>Cost</td><td>Maintenance</td><td>DV</td><td><strong>AS</strong></td><td>AF</td><td><strong>CR</strong></td><td>CC</td><td>Basing</td><td>Traits</td><td>Hull</td></tr><tr><td>Super Carrier</td><td>CVA</td><td>15</td><td>6/2</td><td>14</td><td><strong>8</strong></td><td>5</td><td><strong>12</strong></td><td>5</td><td>20</td><td>Carrier</td><td>6</td></tr><tr><td>Fleet Carrier</td><td>CVA</td><td>12</td><td>4/2</td><td>12</td><td><strong>7</strong></td><td>6</td><td><strong>10</strong></td><td>4</td><td>12</td><td>Carrier</td><td>5</td></tr><tr><td>Heavy Carrier</td><td>CV</td><td>8</td><td>3/3</td><td>7</td><td><strong>5</strong></td><td>4</td><td><strong>7</strong></td><td>3</td><td>8</td><td>Carrier</td><td>4</td></tr><tr><td>Light Carrier</td><td>CVL</td><td>6</td><td>3/4</td><td>5</td><td><strong>3</strong></td><td>3</td><td><strong>5</strong></td><td>2</td><td>5</td><td>Carrier</td><td>3</td></tr><tr><td>Escort Carrier</td><td>CVE</td><td>4</td><td>3/6</td><td>4</td><td><strong>1</strong></td><td>2</td><td><strong>4</strong></td><td>2</td><td>3</td><td>Carrier</td><td>2</td></tr></tbody></table><br><br><strong>Basic Orbitals classes</strong><br><br><table class="bbc_table"><tbody><tr><td>Unit Name</td><td>Design</td><td>Cost</td><td>Maintenance</td><td>DV</td><td>AS</td><td>AF</td><td>Basing</td></tr><tr><td>Star Fortress</td><td>Base</td><td>36</td><td>4/1</td><td>40</td><td>36</td><td>10</td><td>10</td></tr><tr><td>Battlestation</td><td>Base</td><td>24</td><td>3/1</td><td>26</td><td>24</td><td>8</td><td>6</td></tr><tr><td>Starbase</td><td>Base</td><td>16</td><td>2/1</td><td>18</td><td>16</td><td>6</td><td>3</td></tr><tr><td>Outpost</td><td>Base</td><td>9</td><td>1/1</td><td>10</td><td>8</td><td>4</td><td>1</td></tr><tr><td>Heavy Defsat</td><td>Defsat</td><td>4</td><td>2/12</td><td>3</td><td>4</td><td>2</td><td>N/a</td></tr><tr><td>Standard Defsat</td><td>Defsat</td><td>2</td><td>1/12</td><td>2</td><td>2</td><td>1</td><td>N/a</td></tr><tr><td>Area Denial Mine</td><td>Mine</td><td>1/8</td><td>1/32</td><td>2</td><td>0</td><td>0</td><td>N/a</td></tr><tr><td>Anti ship Mine</td><td>Mine</td><td>1/6</td><td>1/24</td><td>1</td><td>1</td><td>0</td><td>N/a</td></tr><tr><td>Anti Fighter Mine</td><td>Mine</td><td>1/6</td><td>1/24</td><td>1</td><td>0</td><td>1</td><td>N/a</td></tr><tr><td>Multipurpose Mine</td><td>Mine</td><td>1/4</td><td>1/20</td><td>1</td><td>1</td><td>1</td><td>N/a</td></tr></tbody></table><br><br><strong>Fighters / small craft</strong><br><br><table class="bbc_table"><tbody><tr><td>Unit Name</td><td>Class</td><td>Cost</td><td>Maintenance</td><td>DV</td><td>AS</td><td>AF</td><td>Notes</td></tr><tr><td>Ultralight Fighter</td><td>Light</td><td>1/5</td><td>1/20</td><td>1</td><td>0</td><td>1</td><td>N/a</td></tr><tr><td>Light Fighter</td><td>Light</td><td>1/4</td><td>1/16</td><td>1</td><td>1</td><td>1</td><td>N/a</td></tr><tr><td>Recon Fighter</td><td>Light</td><td>1/3</td><td>1/8</td><td>2</td><td>1</td><td>2</td><td>Recon (1)</td></tr><tr><td>Medium Fighter</td><td>Medium</td><td>1/3</td><td>1/12</td><td>2</td><td>2</td><td>2</td><td>N/a</td></tr><tr><td>Attack Fighter</td><td>Medium</td><td>1/3</td><td>1/12</td><td>2</td><td>3</td><td>1</td><td>N/a</td></tr><tr><td>Interceptor</td><td>Medium</td><td>1/4</td><td>1/12</td><td>2</td><td>0</td><td>3</td><td>N/a</td></tr><tr><td>Stealth Fighter</td><td>Medium</td><td>1/4</td><td>1/12</td><td>2</td><td>1</td><td>2</td><td>Stealth (1)</td></tr><tr><td>Heavy Fighter</td><td>Heavy</td><td>1/2</td><td>1/8</td><td>3</td><td>3</td><td>3</td><td>N/a</td></tr><tr><td>Super Heavy Fighter</td><td>Heavy</td><td>1/1</td><td>1/6</td><td>8</td><td>6</td><td>3</td><td>N/a</td></tr><tr><td>Bomber</td><td>Bomber</td><td>2/2</td><td>1/8</td><td>4</td><td>4</td><td>1</td><td>Ballistic</td></tr><tr><td>Heavy Bomber</td><td>Bomber</td><td>2/1</td><td>1/6</td><td>6</td><td>7</td><td>2</td><td>Ballistic</td></tr><tr><td>Shuttle</td><td>Small Craft</td><td>1/6</td><td>1/20</td><td>2</td><td>0</td><td>0</td><td>Direct Assault (0.5)</td></tr><tr><td>Combat Shuttle</td><td>Small Craft</td><td>1/5</td><td>1/20</td><td>3</td><td>0</td><td>0</td><td>Direct Assault (0.5)</td></tr><tr><td>Assault Shuttle</td><td>Small Craft</td><td>1/3</td><td>1/9</td><td>2</td><td>1</td><td>2</td><td>Direct Assault (1)</td></tr><tr><td>Breaching Pod</td><td>Assault Craft</td><td>1/2</td><td>1/6</td><td>4</td><td>0</td><td>0</td><td>Direct Assault (1)</td></tr></tbody></table><br>Fighters are limited to a single trait, Shields or Transformative.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-02-2010, 23:51:31</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>Colonizing a System</strong></span><br><br>Having previously created a Colony Fleet, and moved it to a new system, the fleet is now able to establish the colony.<br><br>With the Colony Fleet in orbit, the Census from the fleet is moved to the planet. They cannot build nor do anything yet for that turn as it is assumed they are establishing their colony. <br><br>A new colony starts with Census (1), Morale (1) and Productivity at 0 unless there is some existing infrastructure already on the planet, or the fleet has brought Productivity with them.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-02-2010, 23:55:29</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>Convoys:</strong></span><br><br>Convoys are abstracted here so that you do not need to worry about what freighter is where and how long it will take to get from A to B.<br><br>A convoy consists Initially of 10 civilian freighters. Advances in Logistics technology can reduce the number of freighters required for a convoy. A Freighter costs 1 EP to produce and 1/8 EP each turn in maintenance costs.<br><br><table class="bbc_table"><tbody><tr><td>Logistics</td><td>1</td><td>2</td><td>3</td><td>4</td><td>5</td><td>6</td></tr><tr><td>Freighters Per Convoy</td><td>10</td><td>9</td><td>8</td><td>7</td><td>6</td><td>5</td></tr></tbody></table><br><br>All freighters are considered allocated to a generic convoy pool, from which they can be allocated on a turn by turn basis.<br><br>Convoys can be used for the following:<br><br><strong>Trade Fleets:</strong><br>Trade fleets generate income for a particular system. Each 5% of additional income gathered by trade requires 1 convoy as part of the systems trading fleet. (see income section for limits).<br><br><strong>Transport Fleets:</strong><br>Civilian Freighters may be used to ship RAW from a system that has excess to a system that has unused Census and Production. 1 convoy is required to move 1 point of RAW. <br><br>If RAW material is being transported from another system, then 1 convoy is required for each system in this chain, including the start and end systems, and any in between.<br><br>Food could be moved in a similar manner, if a player wished it.<br><br><strong>Transporting Census: </strong><br>Once a colony has been established, it is possible to help it grow faster by transporting population from a more developed world. The cost for this is 1 convoy per turn it would require to move the population from one world to the other.<br><br>The transport fleet carrying the census is considered to have 4 points of movement per turn, so count the number of turns it would require to transport them, and that is the number of convoys required.<br><br>For the sake of gameplay, this movement will take 1 full turn for every system passed through.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>07-02-2010, 00:03:35</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>Legendary Officers</strong></span><br><br>Formating on this section is 'orrible. I'll tidy it up first.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>07-02-2010, 00:05:39</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>Intel Ops:</strong></span><br><br>An Intel Point is an abstract unit that represents the potential use of intelligence. This is the standard unit in regards to using Intel here. Intel points are used for both offensive and defensive purposes. Intel Points are purchased, used and deployed for defensive use at your systems, or to the Military Intel Pool for military use.<br><br>Intel points by default cost 1 economic point to make and 1 economic point per 10 Intel points to maintain. The maximum number of Intel points per system is limited by the Census.<br><br>To use Intel Points offensively, the player must declare in their turn orders the type of mission, the target and which system staged the mission. Therefore, the player could declare their system of Earth is launching an Espionage Mission into Wolf. If the defending system has Intel present, it is automatically used for defense, as only offensive missions require the specific allocation of Intel Points. The natural range of an Intel mission is one jump. It costs an additional Intel Point to extend the range by one jump. This represents the amount of resources needed to successfully launch an Intel mission away from a controlled system. <br><br><strong>Espionage Missions</strong><br>These are information-gathering missions. A particular target must be specified for this mission. Applicable targets are as follows:<br><br>System (Difficulty Level: 1): Gathers basic information about a system, Census, Morale, Intel, Facilities, RAW and Productivity.<br><br>Fleet (Difficulty Level: 1): Reveals starships and orbital installations in the system.<br><br>Intel (Difficulty Level: 2): This is an attempt to shadow another system’s Intel resources. If the target system is used to launch an Intel mission this turn, the shadowing player, if successful, will learn the mission and target system of that activity.<br><br>Personnel (Difficulty Level: 2): This mission will reveal any enemy personnel on a planet or fleet when used against a system. It can also be used to locate a particular person (friendly or enemy) wherever they are located.<br><br>Tech (Difficulty Level: 3): Tech espionage is a mission to actually steal another government’s technological research. This mission must be targeted at a system with a Census value of more than 3. If the mission is successful, the spying government will gain any one technology of their choice possessed by the other for which they already have the perquisites.<br><br>Trade / Transport (Difficulty Level: 1): This will reveal any Trade / Transport Fleets operating in this system.<br><br>Troop (Difficulty Level: 1): Gathers information about what troops are present planet side and their abilities.<br><br><strong>Sabotage Missions</strong><br>This form of Intel operation is an attempt to destroy actual targets instead of just gather information on them.<br><br>Industrial (Difficulty Level: 1): This is an attack on the Productivity of a system. If successful, the attacked system will temporarily loose 1 utilized Productivity next turn.<br><br>Counter-Intel (Difficulty Level: 2): This is effectively a pre-emptive strike against another system’s Intel operatives. If successful, the attack system loses 1 Intel <br><br>Tech (Difficulty Level: 2): A tech sabotage mission will attempt to destroy their technological advancement capability. It must be targeted on a system with more than 3 Census. If the operatives succeed, roll a d6. On a 1-4 the target players picks the technology lost, on a 5 – 6 the sabotaging player picks it.<br><br>Troop (Difficulty Level: 2): This represents hit and run tactics to disrupt the function and supply of ground units. If successful, one random ground unit looses 1 attrition point.<br><br>Starship (Difficulty Level: Varies): This mission is an attempt to destroy a ship or flight that is present in the system using Intel Points alone. It may be an agent that sabotaged the reactor, or an explosive stowed away in a shuttle. The difficulty is based on the ship itself. This also applies to fleet assets assigned planet-side.<br>• Flight Difficulty: 2<br>• Ship Difficulty: 2 + 1 per 3 economic point cost (round up)<br><br>Orbital / Installation (Difficulty: Varies): An attack upon stationary space assets such as orbital defenses, shipyard or star-bases, or upon ground based facilities.<br>• DEFSAT/Mine Difficulty: 1<br>• Small Installation (3 to 25 construction points) Difficulty: 4<br>• Medium Installation (26 to 50 construction points) Difficulty: 8<br>• Large Installation (51 to 100 construction points) Difficulty: 12<br>• Enormous Installation (over 100 construction points) Difficulty: 16<br><br>Personnel (Difficulty level: 3):&nbsp; This mission is an attempt to assassinate / capture / rescue a noteworthy individual.&nbsp; Against an enemy, the player makes the choice of assassinate or capture. Rescue is only used to regain ones own personnel that have been captured.<br><br>Population (Difficulty: 4): This is a cruel strike on the actual life of a system. Population sabotage could materialize as a bio-weapon attack for example. If the attack succeeds, roll a d6, if the roll is a 4 or higher, then 1 census is lost.<br><br>Insurgency and Counter-Insurgency Missions (Difficulty: 2)<br>Intel operatives may be directed to incite rebellions on planets loyal to the enemy. Conversely, a local government may go to great lengths to conduct pro-government actions on their own systems. Therefore, this mission may be launched against even your own systems. <br>First, the player must declare if they are attempting an insurgency (to decrease system Morale) or counter-insurgency (promote system Morale). If the mission succeeds, then Morale will go up or down by 1.<br><br><strong>Determing Success</strong><br>There is no limit to the amount of Intel points that can be spent on a single mission, but each mission must have at least 1 Intel Point. The player must specify the system staging the mission, target system and/ or unit. Each mission is resolved in the Intelligence Phase. All missions are resolved simultaneously.<br><br>Add the total number of Intel conducting the mission to find the Offensive Intel total. Do not count any Intel Points that were used to extend the range of the mission or used to allow another system to assist, they are spent just getting the mission to the target. Then calculate the Effective Defensive Intel by adding the mission’s difficulty to the Intel deployed in the target system.<br><br>To determine a mission’s success, you must divide the Effective Defensive Intel total value by the Offensive Intel total for that mission. This determines the Mission Failure Percentage, or MFP. The MFP should be rounded up. The defender (or CM) then rolls a d100. If the number rolled is less than or equal to the Mission Failure Percentage, the mission has failed. However, if the d100 roll is over the MFP, the mission has&nbsp; succeeded. A roll of 100 will always succeed while a roll of 01 will always fail. <br><br>Example: A fleet espionage mission is launched against Epsilon Eridani from Tau Ceti with Epsilon Eridani defending with 2 Intel and Tau Ceti attacking with 4 Intel. To determine the MFP, you would divide 3 (2 Def Intel + 1 Difficulty) by 4. This gives us a MFP of .75 or a 75% chance of failing. The defender rolls a 51 on a d100, so Epsilon Eridani’s Intel Defense averted the mission’s goals, but since the roll was not 37 or less (50% of the MFP), the mission went undetected. It is instructive to note that the mission could not have both succeeded and remained secret. So it pays to spend more intel if you wish to keep your activities secret.<br><br><span class="bbc_u">Effective Defensive Intel 3</span> =. 75 or 75%<br>Offensive Intel 4<br><br>After the mission is complete, all Intel that was used offensively is lost. Defenders maintain the Intel they used in defense for that system. So, if Tau Ceti spent 4 Intel points on a mission to Epsilon Eridani, and Epsilon Eridani had 2 defending, then, after the mission was complete, Tau Ceti would lose the 4 Intel points it spent on the mission while Epsilon Eridani would keep their 2 Intel points.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>07-02-2010, 00:06:46</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>Movement: </strong></span><br><br>Movement consists of two parts, intra system movement and inter system movement. These are abstracted to a single movement rate that has a base value of 4. This value may be increased (by use of the Fast ship trait) or decreased (damaged ships becoming crippled).<br><br>Moving from one in system zone (inner – middle – outer) to the next takes one point of movement.<br><br>Moving from one system to the next through hyperspace takes one point of movement per hex travelled.<br><br>Moving along a gravity wave takes 1, 2 or 3 points of movement, depending on the strength of the wave. Ships with insufficient movement to complete a movement of this sort are considered in transit, and will emerge in their next turn, with whatever points of movement they should have remaining.<br><br>Moving through a wormhole costs no movement.<br><br>Wormholes and gravity waves are only enterable at the edges of a system, in the same manner as a ship entering hyperspace. <br><br><br><strong>Modifiers to movement:</strong><br>Each point of Fast trait: +1<br>Ship damaged: -1<br>Ship crippled: -2<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>07-02-2010, 00:28:36</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>Exploration:</strong></span><br><br>When entering a new system, fleet assets check for 3 things:<br><br>•&nbsp;&nbsp;&nbsp;System make up<br><br>•&nbsp;&nbsp;&nbsp;Presence of unknown forces<br><br>•&nbsp;&nbsp;&nbsp;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>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>07-02-2010, 00:30:02</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>Blockades:</strong></span> <br><br>If a fleet enters a system that contains an enemy planet, they can elect to put that planet under Blockade. Defending forces have the option of fighting to prevent this, fleeing the system, or sheltering around the planet, and becoming blockaded themselves.<br><br>A Blockade prevents any trade or the tracing of supply to or from other systems until the Blockade is lifted. Once a Blockade is established, fleets under the Blockade may attempt to break out, by running a battle as normal.<br><br>Blockades can be lifted voluntarily, when enough opposing fleets arrive to make the disadvantage of holding a Blockade too great to justify. Lifting the Blockade can occur at any time during encounter resolution, but doing so restores supply to all units under the Blockade<br>immediately. <br><br>If a player isn’t reasonable enough to abandon his or her Blockade once he or she is outgunned, if all units establishing the Blockade are destroyed or crippled the Blockade is automatically lifted and supply is restored immediately. <br><br>Planets under blockades are effectively separated from the rest of the empire’s economy. To reflect this, that planet may only spend points that are created from that planet at that location. Economic points may not get in or out of the blockade, so a planet under blockade may only spend points from the economy of that planet.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>07-02-2010, 00:30:48</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>Space combat section</strong></span> - under revision, so placeholder for now.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>07-02-2010, 00:36:47</strong>
			</dt>
			<dd class="postbody">
				<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>&nbsp;<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>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>07-02-2010, 00:37:38</strong>
			</dt>
			<dd class="postbody">
				Under revision<br><br><span class="bbc_u"><strong>Ground Units and Combat</strong></span><br><br><table class="bbc_table"><tbody><tr><td>Unit Name</td><td>Cost</td><td>DV</td><td>GA</td><td>AA</td><td>CR</td><td>CC</td><td>Type</td><td>Notes</td></tr><tr><td>National Guard</td><td>1</td><td>2</td><td>2</td><td>0</td><td>2</td><td>1</td><td>Ground</td><td></td></tr><tr><td>Light Infantry</td><td>2</td><td>4</td><td>2</td><td>1</td><td>3</td><td>1</td><td>Ground</td><td></td></tr><tr><td>Light Marine</td><td>3</td><td>3</td><td>3</td><td>1</td><td>5</td><td>1</td><td>Ground</td><td>Marine</td></tr><tr><td>Light Armour</td><td>2</td><td>3</td><td>5</td><td>1</td><td>4</td><td>2</td><td>Ground</td><td></td></tr><tr><td>Medium Infantry</td><td>4</td><td>5</td><td>4</td><td>2</td><td>5</td><td>2</td><td>Ground</td><td></td></tr><tr><td>Medium Marine</td><td>4</td><td>4</td><td>6</td><td>2</td><td>5</td><td>3</td><td>Ground</td><td>Marine</td></tr><tr><td>Medium Armour</td><td>4</td><td>4</td><td>6</td><td>1</td><td>5</td><td>3</td><td>Ground</td><td></td></tr><tr><td>Heavy Infantry</td><td>5</td><td>6</td><td>5</td><td>3</td><td>5</td><td>2</td><td>Ground</td><td></td></tr><tr><td>Heavy Marine</td><td>6</td><td>6</td><td>6</td><td>3</td><td>4</td><td>3</td><td>Ground</td><td>Marine</td></tr><tr><td>Heavy Armour</td><td>6</td><td>8</td><td>8</td><td>0</td><td>5</td><td>5</td><td>Ground</td><td></td></tr><tr><td>Command</td><td>1</td><td>4</td><td>0</td><td>0</td><td>10</td><td>10</td><td>Ground</td><td></td></tr><tr><td>Marine Command</td><td>2</td><td>5</td><td>0</td><td>0</td><td>10</td><td>10</td><td>Ground</td><td>Marine</td></tr><tr><td>Mobile Artillery</td><td>1</td><td>2</td><td>1</td><td>0</td><td>3</td><td>1</td><td>Ground</td><td>Artillery, Marine</td></tr><tr><td>Artillery</td><td>2</td><td>3</td><td>2</td><td>0</td><td>3</td><td>2</td><td>Ground</td><td>Artillery</td></tr><tr><td>Heavy Artillery</td><td>3</td><td>3</td><td>4</td><td>0</td><td>3</td><td>3</td><td>Ground</td><td>Artillery</td></tr><tr><td>Air Support (Ground)</td><td>3</td><td>4</td><td>3</td><td>1</td><td>3</td><td>2</td><td>Air</td><td></td></tr><tr><td>Air Support (Air)</td><td>3</td><td>3</td><td>1</td><td>3</td><td>3</td><td>2</td><td>Air</td><td></td></tr><tr><td>Air Support (Mixed)</td><td>2</td><td>3</td><td>2</td><td>2</td><td>3</td><td>3</td><td>Air</td><td></td></tr><tr><td>Scouts</td><td>1</td><td>1</td><td>0</td><td>0</td><td>2</td><td>1</td><td>Ground</td><td>Recon (1)</td></tr><tr><td>Heavy Scouts</td><td>2</td><td>2</td><td>1</td><td>0</td><td>3</td><td>1</td><td>Ground</td><td>Recon (2)</td></tr></tbody></table><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>07-02-2010, 00:38:01</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>Orders Completed:</strong></span><br><br>Orders given in phase 2 are now completed.<br><br>Technology researched is now available for use, and facilities and units utilising the new technology may be built in forthcoming turns.<br><br>Construction of units and facilities orders is now completed. <br><br>Colonisation of new worlds is now completed.<br><br>Increase in planetary stats (Capacity and Production) performed are completed.<br><br>Craft that have been damaged in battle may be repaired, assuming there are the means of repair and the supplies to perform it.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>07-02-2010, 00:40:44</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>End of Turn Updates:</strong></span><br><br><strong>Update planetary stats with changes from this turn</strong><br>Should there be any increases or decreases in Production or Capacity, these are noted on the planetary record.<br><br><br><strong>Roll to see if planetary census changes</strong><br>The population of a planet is not fixed. It will rise and fall over time, depending on outside circumstances.<br><br>Roll a d10, and add to this the current census of the planet, with the additional modifiers:<br><br>Bio science lab on the planet: +1<br>10 EPs invested into Cloning Centre: +1<br>Difference between Planet food production and Planet food required (+ or -)<br><br>If the result is 15 or over, the census increases by 1.<br><br>If the result is 1 or less, the census decreases by 1.<br><br>Note: Should food be exported to another world, it does not count towards the excess for census growth.<br><br><strong>Pirate Raids:</strong><br>Trade will increase the wealth of a system, but it will also attract pirates, eager to seize some of that wealth for themselves. The chance of a pirate attack is equal to the trade rating in a system.<br><br>i.e. The Hera system is gaining an additional 25% from trade. The chance of a pirate attack this turn is also 25%.<br><br>Should a pirate attack occur, the system production goes down by d6 x 5% (round fractions down). This may be more than was actually gained in trade, in which case deduct the rest from the normal system production.<br><br>In addition, the d6 also represents the number of convoys lost to the pirate attack. These will need to be replaced before trade can resume at full capacity. Until they are replaced, trade is limited to that permissible with the number of convoys there.<br><br>Chances of a pirate raid can be reduced 5% by each military vessel (Class 2 Escorts or better) in the system at the time.<br><br>In the event of a pirate raid, Q-Ships reduce the d6 roll to determine losses by Hull/2 (round fractions up).<br><br>In the event of Commerce raiding by other players, the Q-Ships get a free shot at the attackers.<br><br><br><strong>Random Events (Optional)<br>&lt;&lt;Table goes here&gt;&gt;</strong>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Ad Astra] - Rules</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>07-02-2010, 00:45:18</strong>
			</dt>
			<dd class="postbody">
				<span class="bbc_u"><strong>Morale</strong></span><br><br><strong>Morale and System Loyalty</strong><br>Each system has a morale number; this is a representation of the support from that system. The morale and support of a system can mean the difference between prosperity and outright insurrection. It is also important for an expanding empire to extend its influence to colonies. Checks are made to verify a system’s loyalty. This represents a number of factors that can affect the Census’s attitude towards its controlling government. <br><br>Morale cannot go below 0 or more than 25% (round up) above the current planetary census value. <br><br>Example: Planet Alph has a current census of 10<br><br>Maximum morale: 13 (12.5, rounded up)<br>Good Order: 5 – 10<br>Unrest: 1 – 4<br>Rebellion: 0<br><br><strong>Census.</strong><br>If the Morale value is greater than or equal to half the Census then the system is considered in good order. <br><br>If the Morale value becomes less than half of the Census number, utilized Productivity from that planet is immediately halved. This represents the dissension in the colony and the unrest of the population. <br><br>If the Morale reaches 0, then the colony stops producing and is considered to be in rebellion. If the planet is unoccupied, it becomes an independent planet.<br><br><br><strong>When to make Morale roll:</strong><br><br>At end of game turn, roll once for each planet under the players control.<br><br><br><strong>Modifiers to Morale roll:</strong><br><br>If the following situations occur, modify the dice roll by the modifer(s) listed here. Most of the modifiers only occur if the system / planet is affected, the exception being those affecting the home world.<br><br>Census increased: +2<br><br>Census decreased: -2<br><br>System is more than 3 jumps away from a friendly colony and has a census of 5 or greater: -1 <br><br>System is cut off from home world (i.e. no continuous path through controlled or friendly territory can be traced): -1 <br><br>Hostile force entered system unopposed (no friendly space forces to engage them): -1<br><br>Hostile force seized system last turn (no friendly space forces remain in system): -3 <br><br>Hostile force attacked planet with ground forces: -1<br><br>Planet contains at least as many ground units as Census: +1 <br><br>Planet contains by at least twice as many ground units as Census: +2<br><br>Productivity is at 0 and Census is greater than 3 (representing lack of jobs and self sufficiency): -1<br><br>Full employment (Productivity = Census): +1<br><br>Empire’s home world is attacked:&nbsp; -1<br><br>Orbital bombardment: -1<br><br>Terror bombardment: -1<br><br>WMD bombardment: -2<br><br><br>Result:<br><br>Roll a d10 and add the modifiers shown above.<br><br><table class="bbc_table"><tbody><tr><td>Roll</td><td>&gt; 1</td><td><strong>1-2</strong></td><td>3-8</td><td><strong>9-10</strong></td><td>&gt; 10</td></tr><tr><td>Morale Change</td><td>-2</td><td><strong>-1</strong></td><td>0</td><td><strong>+1</strong></td><td>+2</td></tr></tbody></table><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br><strong>System Loyalty Check</strong><br>System loyalty checks are performed every turn for each planet or system that is in a state of Unrest or Rebellion. Roll d10, adding +1 for each turn the system has been in a state of Unrest or Rebellion. If the result is 10 or more, then the system is considered to have failed its system loyalty check and as a result the situation on the planet has deteriorated.<br><br>In the case of a system experiencing Unrest, a failed system loyalty check reduces the system’s Morale by 1. If the system is already in Rebellion (Morale 0), then the system will immediately attempt to secede from its parent empire!<br><br>It is important to reiterate that, if a system enters into a state of Rebellion and there are no ground units defending the planet, it will automatically secede.<br><br>If a system is under attack by an enemy at the time, then rather than rebelling it surrenders to the enemy forces.<br><br><strong>Secession</strong><br>1) Restore Order in the Rebel System<br>First, the seceding system’s Morale is increased to half its Census statistic value (rounding up)<br><br>2) Roll Loyalty Checks for Squadrons, Bases, and Civilian Fleets<br>Second, loyalty checks must be made for all of the empire’s units in the seceding system to determine whether or not they have joined the rebellion. Roll d10 against each squadron, base, or civilian fleet in the seceding system. If the result is less than or equal to the system Census, then the squadron, base, or civilian fleet has joined the rebellion!<br><br>Finally, all shipyards in the rebelling system will automatically defect to the rebel cause. There is no chance that they will remain in loyalist hands.<br><br>Rebelling units change their affiliation immediately to that of the rebellious world and will be available for rebel use on the following campaign turn.<br><br>3) Determine the Number of Rebelling Mines, Satellites, and Ground Units<br>Mines, satellites, and ground units, are harder to sway to the side of the rebellion. In the case of mines and satellites, these automated defenses are easier for loyalist<br>forces to take control of remotely, scrambling the rebel-held command codes so that they cannot assume control over the local defense grid. As for ground units, troops tend to be more loyal to the empire than the planet since most of the forces stationed on the planet are assumed to be non-natives hailing for various other planets in the empire.<br><br>They receive a bonus to their roll (figure out bonus)<br><br>Militia units will always rebel.<br><br>4) Roll Morale Checks for Surrounding Systems<br>Finally, the secession of a system can cause ripples of unrest to expand to other neighboring worlds. Whenever a system attempts to secede, whether the attempt is successful or not, make a special Morale check for each adjacent star system controlled by the same empire. The target number is 2. If the Morale check fails (the d6 roll is 2 or less), then the affected system’s Morale decreases by 1.<br><br>5) In the following turn, rebel and loyalist ground and space forces will fight to for control of the world. If this ends with loyalist forces in control of both space and ground the rebellion has failed. If they control one or the other, then the planet is considered under blockade. If they control neither, the planet has rebelled and is now an independent entity.<br><br><br>Surrendered units may be immediately disbanded for free, or absorbed into the enemy military at a cost equal to 25% of their normal build <br>
			</dd>
		</dl>
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