By
Michael R. Blair
With additional material by
Nicholas McCarthy
and
Gary Gardener
© Michael R. Blair
amfortas@hotmail.com
6th October 1997
Converted to HTML and comments added 15th Janruary 1998
The essence of war is violence.
Moderation in war is imbecility.
— Admiral Lord Fisher
Decimal time. Only three units of time are used, hours, days and weeks.
1 day =10 hours
1 week = 10 days
One hour is the time taken for one turn of starship combat.
Orders are written out for ships for one week at a time.
All orders must be written on the standard order sheets provided. Orders written on other media are void.
Orders are written for each starship or fleet for one week at a time. The unit is committed to following these orders.
Only units that have orders specifying them as Reserve Units may be used as reinforcements. These ships may not carry out other orders except as guardships.
Exception: If the homeworld is threatened any unit may be recalled for its defence. This supersedes and voids all previous orders until the end of the week.
Each Commander begins the game with 5000 points
All ships are fully armed and fuelled when purchased. Cargo holds are empty.
Commanders should note that it is advisable to have at least a few merchant ships in their selections.
Alliance between commanders is not forbidden.
Production points are an arbitrary measure of economic production. They may be traded, sold, given, found and stolen.
Each planet produces a given number of Production Points equal to 50 times the planet's Value.
Each production point is considered to occupy one Cargo Space as defined in More Thrust. One MASS of hold space can contain 50 CS, so that a ship with a hold of MASS 4 could transport 200 Production Points.
A ship holds may defined in terms of MASS or Cargo Spaces. When transporting ordnance MASS is a more convenient measure.
A damaged merchant ship loses a percentage of its cargo equal to the percentage of damage points lost.
For example: a merchant with 10 damage boxes that loses 4 of them has 40% of its cargo destroyed.
Planetoid belts are an easily available source of mineral wealth but to exploit them requires an Orbital Mining Platform. This must be constructed at a shipyard and then transported to the belt. When a belt becomes worked out or for strategic reasons the OMP may be moved to another belt.
If less than a week is spent mining the amount produced is reduced accordingly.
Roll 3D6: | |
Belt Type | Basic Production Per Week |
Rich Planetoid Belt | 500 |
Poor Planetoid Belt | 250 |
Roll 3D6: | |
3 – 5 | No ore, no production this turn. |
6 – 12 | Normal production. |
13 – 15 | Rich vein, +50 RP this week only. |
16 | Klondike! Double production this week. |
17–18 | Exhausted. This belt is worked out and can no longer be usefully mined. |
Trading involves shipping Production Points to and from one or more of the non-player planets or by exchanging them with other commanders.
Profits or losses can be registered according to the table below. Roll after selling the goods, not before, to determine your profits (or loss). If two Commanders are trading they both roll separately on the table.
The newly acquired trade goods are assumed to occupy the normal volume (1 CS per PP).
Die Roll | Sale Price |
1 | 50% |
2 | 75% |
3 | 100% |
4 | 125% |
5 | 150% |
6 | 175% |
Travel time is in hours while everything else is measured in days.
0.0 | Merchant X leaves A for B, 5 parsecs away. |
0.5 | Merchant X arrives at B. Lands and loads cargo. |
2.5 | Merchant X departs B. |
3.1 | Merchant X arrives at C, 6 parsecs from B. Commences refuelling warship Y. |
4.1 | Merchant X leaves for D. 3 parsecs from C. |
4.4 | Merchant X arrives at D. It must spend one day recharging it's FTL drives. |
5.4 | Merchant X departs D for A, 5 parsecs away. |
5.9 | Merchant X arrives at A. Moves in and commences unloading cargo at a space station. |
6.9 | Merchant X is ready for new orders. |
Activity | Notes | Time |
Landing and lifting | 1 | 1 day |
Loading and/or unloading cargo | 2 | 1 day |
Loading/unloading at a space station | 3 | — |
Refuelling | 4 | 1 day |
Recharging Jump Drives | 5 | 1 day |
Distances are measured from point to point. Should the straight line cross any obstacle the trip is impossible. Planetary systems do not represent such an obstacle. Each square, or part of a square crossed, no matter how small, increases the distance by one parsec.
Starships can only travel between planetary systems and wormholes.
A ship jumps between systems. It cannot jump within a system. Unless a ship is at least 40 inches from the surface of a planet it must roll on the Hasty Jump table to determine its fate.
All ships capable of FTL travel move at the rate of one parsec per hour.
The maximum distance a ship can jump is 10 parsecs and a ship normally carries sufficient fuel for two such jumps, giving a strike radius of 10 parsecs and a ferry range of 20 parsecs.
A ship will emerge at a distance between 30 and 300 inches from the planet.
The Commander must specify in his orders where the ship will emerge, at what distance and on what bearing from the planet. If he does not the ship will emerge 30 inches from the planet on a bearing of 6.
Any emergence to jump is subject to deviation. The ship arrives 1d6 from the target point. If a six is rolled roll again. Determine the direction of deviation normally..
All of the ships in a fleet may slave their FTL drives together ensuing that they retain their formation on emerging from jump. As their share the same jump the usual proximity effects do not apply to these ships.
One roll is made to determine the success of the jump for the whole fleet and they share a common fate.
Merchants and warships travelling normally must recharge their FTL drives after each jump. This takes one day but can be cut short at the risk of damaging the ship or even destroying it.
If you spend less than one day recharging your FTL drives roll 1D6 and consult the table below:
Die Roll | Result |
1–2 | The hasty jump is successful. |
3 | FTL drive is disabled. The ship stays put until it can be repaired. |
4–5 | FTL drive is destroyed. The ship stays put. The FTL drive must be replaced. |
6+ | The ship is destroyed. |
Crack Ship | –1 |
Merchant ship | +1 |
Within 40" of planetary surface | +1 |
Within 30" of planetary surface | +2 |
Within 20" of planetary surface | +4 |
A ship has tankage for a number of fuel units equal to 25% its mass (round up). A ship consumes a number of fuel units equal to one twentieth of this (or 0.5% of it's MASS) for each parsec of movement. Both of these figures are trebled for tugs and tenders.
The fuel use per parsec figure is included only out of interest, for simplicity ships should only be refuelled when they run dry.
Normally just assume that refuelling a fleet takes one day. However if more detail is required the number of ships a tanker can refuel simultaneously depends on its size and the time taken depends on the size of the ship being refuelled.
Refuelling is just as dangerous as rearming a ship. See the rearming section for details.
Normally ramming follows the procedure as described in the Full Thrust rules but if a Commander is fighting in defence of his home system then he is not required to check whether his ship will ram. Success is automatic. He just has to determine if the ramming manoeuvre itself succeeds.
A modular facility or supership may have multiple screens active. Each module receives protection from each immediately adjacent module's screens in addition to its own, though no more than three levels of protection is effective. Docked ships may not add to this because it requires very careful configuration though they do receive protection from the stations' screens.
The number of scanning rolls a ship may perform is limited by the number of fire-control units it possesses.
Starports are assumed to have equivalent of superior sensors with a number of fire-control units equal to half of it's Value (round down, minimum one).
Spaceports are assumed to have equivalent of enhanced sensors with a number of fire-control units equal too half of it's Value (round down, minimum one).
If a ship survives a battle roll 1d6. If the roll is less than the number of battles the ship has survived then it becomes a crack ship.
Fighters which are orphaned because of the loss of their carrier may be accommodated in the bays of other friendly carriers. They may not be used to make good losses in other fighter squadrons during combat but may be freely reassigned between battles.
Should there not be sufficient berths for all of the orphaned fighter a carrier may recover up to twice the normal number of fighters but this prevents normal operations, the carrier may not launch fighters. Crews may be recovered and the fighters jettisoned. Out of combat surplus fighters may be struck down and stored in any available hold space or port (see Transporting Systems).
Starships in orbit around a planet are assumed to be in a suitable orbit to attack their target. Any number of ships may participate in the attack without mutual interference.
Only ground based ports are worthy of individual attack. They are attacked normally as if they were a ship.
Facility | Damage Points |
Space Station | |
Shipyard | |
Starport | |
Spaceport | |
Orbital Mining Platform |
When you invade a neutral system roll on the Invasion Table below.
Die Roll | Result |
1–5 | War! |
6+ | Surrender |
Fleet Strength | Modifier |
< 500 Points | –1 |
500 – 599 | 0 |
600 – 699 | +1 |
700 – 799 | +2 |
800 – 899 | +3 |
900 – 999 | +4 |
1000 – 1500 points | |
Per additional 500 points of fleet strength | +1 |
Per 5 Ortillary systems in fleet | +1 |
Indigenous forces will fight only to defend their homeworld if attacked.
The indigenous forces will act to defend their planet. When their fleet has lost 50% of its total original damage point it breaks and the planet surrenders.
Each planet possesses a fleet of ships equal in value to the planets Wealth. For example a planet with a Value of 6 will possess 600 Production Points worth of ships.
Indigenous fleets are constructed using only the basic 'book' designs.
A successful Espionage roll and a payment equal to half the value of a ship (non-refundable) will ensue that a specific defending ship will stay out of the fight. If you win its captain becomes the new president of the planet. If you lose the commander is executed and his ship rejoins the defenders.
Indigenous ships that survive the invasion remain to guard their homeworld.
Return to Index
At the start of the game each Commander has five spies and one master spy. The initial number of spies may not be exceeded but if spies are lost replacements may be purchased for 250 Production Points or 500 Production Points for a spy and master spy respectively.
Each week a Commander may roll for each spy to determine the result of his latest espionage attempt.
The results are always determined in the order they are listed in below and each Commander determines success at the same time. So your spies may be captured by an opponent's successful counter espionage attempt before they can send you any information.
A spy has a 10% chance of accomplishing his mission and a master spy a 15% chance. Spies may work together, multiple spies may participate in one mission, the probability of success is equal to the sum of that for individual agents. The probability of success may be improved by spending Production Points. Each 10 Production Points spent raises the chance of success by 1%. The chance of success may only be doubled by this method.
Should the subject of the intelligence roll be a merchant, that is a non-military or non-scientific subject then the chance of success is doubled to reflect poor security.
Any inhabited planet has some kind of landing field for streamlined ships. Semi-streamlined ships are not used. All merchants must be streamlined in order to land at any planet.
Unstreamlined ships cannot land.
A port may mount weapons for its own defence. The weapons are bought at the normal cost with the normal arc of fire limitations.
If there is no port weapons may still be bough but fortifications must be built to house them. The cost is 5 points per space of weapons to be fitted. Should a port be built later there is no discount from existing defences.
Ground based installations may support a number of fighter squadrons or missile silos. The maximum number of each is equal to the planet's Value However these systems, and any replacements or reloads must be purchased in the normal manner.
A Starport or Spaceport is required to support the fighter squadrons.
Climbing out of the gravity well costs the fighters one turn of combat endurance. Landing and rearming each take another turn.
Although additional fighters may be stored on a planet they can not be readied in time to replace lost fighters.
A Starport or Spaceport is required to provide fire control for these missiles.
Climbing out of the gravity well costs the missiles one turn of endurance.
Ships may only be constructed at shipyards or starports. Shipyards may construct any ship or orbital facility while starports may only construct streamlined ships and shipyards.
The various components of a ship are completed in the following order: hull, manoeuvre drive, FTL drive, weapons, screens, electronics, point defences, small craft and missile loading, fuelling. Within each group the largest systems are fitted first.
A ship can be moved at any time after completion of the hull, and can move itself after completion of its drives. This will interfere with construction, any movement of the ship adds a minimum of two days to construction time plus any time spent away from a shipyard. Short journeys to test newly fitted drives and systems are a normal part of the construction process but they are subsumed into the construction time.
Damaged starships may be repaired at any Space Station or shipyard. ships may be repaired at starports or spaceports.
Repairs do not interfere with construction work.
Exception: points allocated to ship construction may be diverted to make repairs upon other ships, delaying production but expediting repair.
Destroyed systems may be replaced by any facility capable of doing so. If the facility is capable only of repairs then it may not replace such systems.
If weapon systems are to be transported then assume that they occupy half of their normal mass or 25 CS per mass. So an 'A' battery, mass 3 occupies 1½ mass or 75 CS as cargo.
Systems transported as cargo may not be used for any purpose until installed by a correctly equipped facility.
Ships may be fitted with a Repair Facility. This costs 50 points and has a MASS of 10. This may be fitted in any ship large enough to carry it. In a merchant hull it may be carried in hold space, reducing the space available accordingly. This is a permanent fitting.
It is possible but expensive to upgrade old ships. Existing systems may be removed and replaced but this can only be performed at a facility capable of building the ship.
Refitting a ship is more expensive than building it. Existing systems must be removed to allow space for the additions. The cost of each new system is doubled to reflect the additional work required in fitting it.
A warship may not be refitted to use a Nova-cannon. This is a spinal mount and requires the ship to be built around it.
A ships hull may not be altered in size or streamlining.
Drive systems may also be upgraded for twice the cost. No refund is available for the removed systems.
The time taken to refit a ship is equal to the mass of the systems added or removed (whichever is greater). For drive systems use 20% of the ships total mass to calculate time.
Refits require a dockyard capacity sufficient to hold the ship. So an escort requires one yard, a cruiser two and a capital ship four. This does displace new constructions.
System | Cost to Upgrade | Time to Upgrade |
Hull | N/A | N/A |
Drives | ×2 | ×2 |
Weapons | ×2 | ×2 |
Fittings | ×2 | ×2 |
Cost and time are based on the cost and mass of the new systems fitted.
Fighter squadrons may be upgraded, the old fighters removed and stored, used for planetary defence or used as replacements on other ships.
The costs of new fighter squadrons are listed below. These costs are used only for new squadrons for existing carriers. New built carriers must pay a higher cost listed in the design tables which includes the facilities built into the ship.
Fighter Type | Cost per Squadron |
Standard | 18 |
Torpedo | 36 |
Fast Fighters | 30 |
Heavy Fighters | 30 |
Interceptors | 18 |
Attack Fighters | 24 |
Long-range Fighters | 30 |
Fast Torpedo Fighters | 48 |
Fast Heavy Fighters | 42 |
Fast Interceptors | 30 |
Fast Attack Fighters | 36 |
Fast Long-range Fighters | 42 |
Heavy Torpedo Fighters | 48 |
Heavy Interceptors | 30 |
Heavy Attack Fighters | 36 |
Long-range Heavy Fighters | 42 |
Long-range Torpedo Fighters | 48 |
Long-range Interceptors | 30 |
Long-range Attack Fighters | 36 |
Captured warships may be refitted for your own use with the one-time payment of 10% of their cost. The refit takes one week and can only be accomplished at a facility capable of building that ship though it will not interfere with construction.
You may not make use of any systems you do not understand but captured systems will give a bonus to your own research in that area. See Research and Development for details.
Exception: No such refits are required for merchant ships, they may be put to use immediately.
Ships or orbital facilities may be scrapped at Starports or Shipyards (depending on streamlining restraints). Scrapping a ship takes 5 days per size class; for example 5 days for an escort or 15 days for a capital ship.
Scrapping a ship releases Production Points equal to 25% of its original value.
Orbital facilities are constructed using the cost modifiers and limitations of ships. One shipyard may build any facility.
Surface facilities require only Production Points and one week to build. Only one port may be constructed per planet.
Facility | Cost | MASS
Orbital Facilities
| Shipyard | 500 | 40
| Orbital Mining Platform | 500 | 30
| Space Station | Varies | Varies
| Ground Facilities
| Starport | 1000 | N/A
| Spaceport | 500 | N/A
| |
Any orbital facility may be moved between systems by a tug of mass at least equal to that of the facility. A facility is inactive while being moved but may function before and after movement. Production (where appropriate) is reduced accordingly.
Any facility or ship may be destroyed by its owner by the use of demolition charges as long as there is a means of evacuating its crew. Facilities in orbit around an inhabited planet are assumed to be served by interface craft that can evacuate the crew but at other locations friendly ships must be in contact with the facility for at least one turn to embark evacuees. If this is not possible roll 1D6. Only on a six will the unit self-destruct, add 1 to the roll if a crack ship.
Orbital facilities are attacked as if they were ships.
Surface facilities are attacked by orbital bombardment.
Weapons and other systems may be transported. They occupy one half of their installed MASS as cargo (or MASS × 25 cargo spaces). See the section on Resupply and Reloads for the details on transporting ammunition.
Ordnance, including Mines and missiles, and replacement fighters may be transported as cargo in ships other than warships or carriers. The space required is half that normally required.
Fighters being transported occupy only &FRAC12; MASS of cargo hold each (or 25 CS). Preparing a fighter for use requires a full day.
Reloading mines and missiles requires one hour (one Tactical Turn). Reloading is very rarely performed in combat because of the dangers of the ordnance exploding.
To reload a ship or facility must not:
Expended munitions are replaced at the following costs. They may only be reloaded at space stations or by merchant ships designated as being part of the fleet train.
Weapon | Reload Cost | Mass |
Missile, Nuclear Warhead | 4 | 1 |
Missile, Needle Warhead | 4 | 1 |
Missile, EMP Warhead | 4 | 1 |
Mine | 3 | ½ |
Submunition Pack | 3 | ½ |
Scatterpack | 4 | ½ |
Replacement Fighters (Individual) | ||
Standard | 3 | ½ |
Torpedo | 6 | ½ |
Fast Fighters | 5 | ½ |
Heavy Fighters | 5 | ½ |
Interceptors | 3 | ½ |
Attack Fighters | 4 | ½ |
Long-range Fighters | 5 | ½ |
Fast Torpedo Fighters | 8 | ½ |
Fast Heavy Fighters | 7 | ½ |
Fast Interceptors | 5 | ½ |
Fast Attack Fighters | 6 | ½ |
Fast Long-range Fighters | 7 | ½ |
Heavy Torpedo Fighters | 8 | ½ |
Heavy Interceptors | 5 | ½ |
Heavy Attack Fighters | 6 | ½ |
Long-range Heavy Fighters | 7 | ½ |
Long-range Torpedo Fighters | 8 | ½ |
Long-range Interceptors | 5 | ½ |
Long-range Attack Fighters | 6 | ½ |
Each week a Commander may conduct Research And Development.
Theoretical research costs 100 Production Points and allows a roll to be made on the Research Table to determine whether a discovery has been made. Only if a discovery is made or a secret gained by Industrial Espionage or trade can development proceed. If you do not choose to pursue that course of research it may be followed later with no penalty.
It is possible to purse a particular course of research. You must publicly specify the object of your research before rolling. If your roll is within one of the number required you succeed, if not you fail and nothing is gained.
For example if you want item 15 then a roll of 14, 15 or 16 brings success and any other roll results in failure.
(Roll 1D20) | ||
Die Roll | Research Field | Cost |
1. | EMP Missile | .75 |
2. | Needle Missile | .75 |
3. | Rail Guns | .5 |
4. | Nova Cannon | .5 |
5. | 'AA' Megabattery | .5 |
6. | Pulse Beam Batteries | .75 |
7. | Wave Guns | .75 |
8. | Reflex Fields | 1 |
9. | Cloaking Field | 1 |
10. | Area Effect ECM | 1 |
11. | Long Range Fighters | 1 |
12. | Fast Fighters | 1 |
13. | Heavy Fighters | 1 |
14. | Interceptors | 1 |
15. | Attack Fighters | .75 |
16. | Torpedo Fighters | .75 |
17. | Improved FTL drive | .5 |
18. | Armour | .5 |
19. | Boarding Pods | .75 |
20. | No Result! | The research team spent the grant on drink and loose women. |
Each 10 Production Points spent on development gives a 1% chance of success. The amount spent is modified by the cost, some projects are more difficult than others and this is reflected in the cost which is used to find the actual chance of success.
Capturing an example of exotic technology gives a that theoretical research for free and halves the development cost.
Capturing a home planet from a rival Commander allows you to research any of the technologies of his that you lack for half cost.
These improve a ship's ability to attempt to board another ship. If a ship is fitted with this system it may launch a boarding party at any ship within 9" if there is no more than 3"/turn velocity difference between the two ships and the bearing of the two ships differs by no more than 3 (90º). If the target ship is stationary ignore bearing.
The boarding pods and their support systems requires mass equal to 10% of the ship's mass (round up) and costs three times the ship's mass. This provides sufficient boarding capacity for the ships normal number of boarding parties.
System | Mass | Cost |
Boarding Pods | 10% | 3 × MASS |
Throughout the known universe there are the remains of a lost civilisation that vanished thousands of years ago. Most of the remains are of little value except as tourist sites but a few hold fragments of lost technologies and maybe even more.
Roll 2D6: | |
2–7 | Nothing. The site has been looted long ago. |
8–9 | A Trap. Your ship is destroyed. |
10 | An item worth 1D6 × 100 Production Points. Any ship may carry it. |
11–12 | A Discovery! Roll on the Discovery Table to determine its nature. |
Roll 1D6: | |
1–2 | Hoax. Nothing of interest is discovered. |
3–5 | High Technology. You have discovered something that boosts your research. Immediately make a free roll on the Discovery Table to determine the nature of the find. This technology may then be developed normally. |
6 | An ancient library. Immediately make a free roll on the Research Table to determine the nature of the find. These technologies may then be developed at half of the normal cost. |